Seconded on the no academy thing. If you're going cuirs you'll have plenty to bulb; if you're going astro, well you'll have even more need for GS because the 2 GS for astro is a must but also might want some for other things (philo? edu? etc.). So especially if you're not PHI GS are precious resources and hard to come by, and blowing one to get +25bpt in your cap, MAYBE, is a hard sell. It's also highly unlikely immortal AIs will need more than cuirs to handle so you can sorta stop teching after astro and MT in these situations. If I'm not mistaken in most immortal games the AIs get rifling 1300-1400AD at the earliest, and that's if they have decent starts and are not too busy bashing their heads in. So getting anything else - cavs, cannons, rifles, is overkill (and besides, you probably won't reach them, because once you start whipping and taking cities left and right your economy WILL start tanking). Accumulate spy points for some nice revolts, instead. My preferred bulb path for lib cuirs is 1 GS for philo, 1 GS for edu, and 1 GS for lib itself (do note you'll have to tech metal casting to bulb lib but not machinery as then you get shoehorned into printing press).