Bulbing paths: We need to be very careful what techs we trade for!!! Firstly because we may end up with the GS route taking us through optics instead of edu! I think bulbing nationalism can also be affected by taking certain tech routes. What techs do we need to avoid to make sure our bulbing strategy works?? I got to 640ad and my GS were teching everything apart from edu and lib. Quite frustrating. Also with 7 cities our tech slider will be on about 20%. Again we need to be careful here. City prioirity builds. The sheep and copper city needs workboat and a border pop. So monument/ workboat builds?? or hope the Ai spread a religion. Gem city needs granary and perhaps a workboat for sheep city. With a light house the lake is 3f. It could also use an irrigated grassland too. stone city needs granary and perhaps a slow built worker. 5 turns?? Perhaps settler and wb for silver city? Marble city. Needs 3-4 grassland farmed. Plus 1-2 mined hills. Defences - We will certainly need 2-3 more archers. The chances are the barb city will send out a archer in next 10 turns. Washington currently has no defenders. We certainly have a lot to think about. Note I have updated the test save and my 2 previous posts! Okay to ensure Liberalism bulb we must avoid machinery and theology at all costs. Theology would allow a printing press bulb. Machinery Link to GP preference Great Scientist: (edited list by me!) Writing Mathematics Education Key bulbing tech Printing Press Avoid theology in trading! The Wheel Alphabet (BTS) Philosophy - Need maths and COL Key bulbing tech Chemistry Optics - Paper Key bulbing tech Astronomy Compass - Alphabet (Vanilla & Warlords) Calendar Iron Working Metal Casting Engineering Liberalism Key bulbing tech Machinery (Avoid till liberalism bulbed) Gunpowder Meditation Drama Theology Music Civil Service So the key to bulbing is avoiding Theology as we don't want PP! Avoiding Machinery so we don't miss liberalism bulb.