In my two games so far, I have been unable to successfully increase the numbers of Clergy way near "fast", and my clerks have been residual at best, so I'm looking for new ways to compensate by noobness.
After the first game, where many, many mistakes were made, I got the idea that the +50% research and +10% edu techs were to be researched asap, that the only naval techs worth a dam were the ships themselves, and new industries were only good to make your capitalists lose time and money in fertilizer factories.
You more experienced and smart chaps - how do you think a secondary power can best make use of it's measly research points? What is essential and what is fluff?
Cheers!
After the first game, where many, many mistakes were made, I got the idea that the +50% research and +10% edu techs were to be researched asap, that the only naval techs worth a dam were the ships themselves, and new industries were only good to make your capitalists lose time and money in fertilizer factories.
You more experienced and smart chaps - how do you think a secondary power can best make use of it's measly research points? What is essential and what is fluff?
Cheers!