This is to all the people talking about how Science buildings are just fine.
A strategy is to make a choice, where other choices are also viable.
Do you ever look at your pop 12 city and think, I think I'll make this my
-city and just ignore science buildings there?
You ever look at a 12 pop
-city and think, I'll just focus on barracks and armoury here, no need for a library?
Of course you haven't, not if you are playing seriously at least.
Getting unis up and running is never a real choice, the only potential strategy choice is about how far down the Archery->Construction->Machinery techline you need to go in order to stay alive long enough for you to get your universities.
You can get Education without even researching mining, though most will at least get to construction on the way, but otherwise it seems like a sound choice, the faster you get to education and those lovely universities, the faster everything else will come to pass.
You can also get to Chemistry without researching writing (or even pottery) but I'm fairly sure that going through Education and building libraries, NC and universities will get you there faster than just beelining Chemistry from the start, despite having nearly no overlap between the two techlines.
Education beeline: 2416 beakers
Chemistry beeline: 4623 beakers
Overlap: 264 beakers
The same case can be made for philosophy/NC and machinery
Machinery beeline: 1770 beakers
Philosophy beeline: 368 beakers (this also implies you are skipping pottery and calender in the machinery beeline!)
I think we'll be getting those 368 beakers back, with interest long before we reach machinery.
All in all, it seems to me like the only strategic choices you can make are to try and deviate from the main course in time to gain a temporary military advantage.
You can go Philosophy->Machinery for a Crossbowmen offensive
You can go Education->Dynamite for an artillery offensive(this is where your crossbowmen from the previous gambit go to die)
You can go Scientific theory->Flight for a major bombing campaign (though you will need oil for this, so if you've neglected the nautical tech-line, it may be faster to go directly to plastics first for labs)
I even did a few test runs to compare going straight for Construction vs. getting pottery+writing and building a library first, turns out the detour into writing costs you a grand total of 1-2 turns total, nothing more, but leaves you ahead by 100 beakers of science.
So in conclusion, you pretty much need to prioritize science at all points in the game, meaning it never really becomes a valuable strategic choice, just the default way the game is played.
A strategy is to make a choice, where other choices are also viable.
Do you ever look at your pop 12 city and think, I think I'll make this my

You ever look at a 12 pop

Of course you haven't, not if you are playing seriously at least.
Getting unis up and running is never a real choice, the only potential strategy choice is about how far down the Archery->Construction->Machinery techline you need to go in order to stay alive long enough for you to get your universities.
You can get Education without even researching mining, though most will at least get to construction on the way, but otherwise it seems like a sound choice, the faster you get to education and those lovely universities, the faster everything else will come to pass.
You can also get to Chemistry without researching writing (or even pottery) but I'm fairly sure that going through Education and building libraries, NC and universities will get you there faster than just beelining Chemistry from the start, despite having nearly no overlap between the two techlines.
Education beeline: 2416 beakers
Chemistry beeline: 4623 beakers
Overlap: 264 beakers
The same case can be made for philosophy/NC and machinery
Machinery beeline: 1770 beakers
Philosophy beeline: 368 beakers (this also implies you are skipping pottery and calender in the machinery beeline!)
I think we'll be getting those 368 beakers back, with interest long before we reach machinery.
All in all, it seems to me like the only strategic choices you can make are to try and deviate from the main course in time to gain a temporary military advantage.
You can go Philosophy->Machinery for a Crossbowmen offensive
You can go Education->Dynamite for an artillery offensive(this is where your crossbowmen from the previous gambit go to die)
You can go Scientific theory->Flight for a major bombing campaign (though you will need oil for this, so if you've neglected the nautical tech-line, it may be faster to go directly to plastics first for labs)
I even did a few test runs to compare going straight for Construction vs. getting pottery+writing and building a library first, turns out the detour into writing costs you a grand total of 1-2 turns total, nothing more, but leaves you ahead by 100 beakers of science.
So in conclusion, you pretty much need to prioritize science at all points in the game, meaning it never really becomes a valuable strategic choice, just the default way the game is played.