People sometimes overrate the early academy... (2 caravans will get you the same thing if you have a trading neighbor); Babylon on an isolated start should be the same as Korea on a start where you get beakers from trade routes.
Korea's coastal bias does make mid-game food ships really powerful, but Babylon can get a coastal start too sometimes.
Babylon suffers the same problem as Korea: food. When your pop is still under 20 for every academy you are working, you are probably giving up +2 food from river farm improvement, same with Korea and their specialist slots. If your start is starved for food, you'd have trouble working the university slots without giving up something, such as great writer slots.
Also the problem I usually encounter (well not a problem but more of a dilemma) with teching fast early-mid game is that your cities do not have enough production to catch up to make use of the tech
There's no point reaching metal casting 10 turns earlier (if not only for reaching the end of the tech tree 10 turns faster, but the advantage is not immediate) if your cities are busy building coliseums
No point reaching machinery early if you lack the gold to upgrade your CBs. No point reaching architecture faster by 10 turns if you don't have ironworks up and take 20+ turns to build PT.
And so on... late game is when production catches up and you can afford the hammers (late game techs are really blah, after factories and hydro plants and hermitage, you are basically done with infrastructure, any hammers go to troops/money/archaeologists/wonders etc. This is where you want the game to go fast, and I feel Korea does it just a bit better when you look at the sheer number of slots just in your capitol: 6 from guilds, 4 from science buildings, 3 or 4 from production buildings, 3 from money buildings, in short, 32-34 extra base science which is basically 3 academies.
Korea's coastal bias does make mid-game food ships really powerful, but Babylon can get a coastal start too sometimes.
Babylon suffers the same problem as Korea: food. When your pop is still under 20 for every academy you are working, you are probably giving up +2 food from river farm improvement, same with Korea and their specialist slots. If your start is starved for food, you'd have trouble working the university slots without giving up something, such as great writer slots.
Also the problem I usually encounter (well not a problem but more of a dilemma) with teching fast early-mid game is that your cities do not have enough production to catch up to make use of the tech


And so on... late game is when production catches up and you can afford the hammers (late game techs are really blah, after factories and hydro plants and hermitage, you are basically done with infrastructure, any hammers go to troops/money/archaeologists/wonders etc. This is where you want the game to go fast, and I feel Korea does it just a bit better when you look at the sheer number of slots just in your capitol: 6 from guilds, 4 from science buildings, 3 or 4 from production buildings, 3 from money buildings, in short, 32-34 extra base science which is basically 3 academies.