@Sisiutil,
Wow that's a whole lot of experience to be gained to get all those promotions. But once you get there, it's gonna be pretty amazing indeed!
Side note: Too bad you are no longer doing ALCs anymore. You don't seem to post much other than in this particular thread. I'd love to hear you chime in on some online games posted here in the forums, including mine.
Between the Leadership promotion and a few battles with 95%-98% odds (usually worth 2 XP, which works out to 4 XP thanks to Leadership), you can get there pretty quickly. By the time my Woodsy III Super-Medic is closing in on Medic III, I usually have Catapults if not Trebs, so mop-up duty comes along pretty frequently. Which is a good thing, because as I get closer to Medic III, I want to take fewer chances with that unit--he usually only fights battles with 99%-100% odds by then. I've only lost one of these units a couple of times, and it was my own fault, because I sent him into a battle with 80%-90% odds because I was getting impatient and greedy.
(Also keep in mind that Woodsman III + Medic I = any other super-medic unit. So once he has those two promotions, everything after it is gravy.)
(Obviously, that random event where one of your wandering Warriors earns the Leadership promotion out of the blue early in the game is one of my favourites. It's only happened to me once, but it was fantastic.

Getting experience from a hut and/or from barbs to get to Woodsy III in the first place is also very helpful.)
Overall, though, I usually only go this route if I'm going to be doing a
lot of warmongering, because otherwise taking all those risks for an extra 15% healing per turn that I'm not going to use isn't worth it--never mind the fact that you have to be doing a lot of warmongering to earn the Medic III on top of Woodsman III to begin with, even with Leadership. A Medic III Chariot will suffice if I'm going for a diplo, culture, or space win. In those situations, if I fight, it'll usually be a defensive war in my own territory, which automatically gives my units a healing boost. But if I'm going for conquest or domination, the extra 15% healing will frequently save my stack 1 or even 2 turns of healing in hostile or neutral territory. That adds up pretty quickly, and being able to go back on the offensive fast is a huge advantage.
As for following posted games--yeah, I would like to get a little more involved in them again, but the 3-year run of ALCs burned me out.

Even following someone else's game (never mind posting my own) taxes my seriously-diminished attention span these days. Thanks for the compliment, though!
