Wreck said:
As for RC in a seacoast town... yes, that can be nice. But I find the AIs don't usually build enough navy, and are thus rather easily beaten navally. Then your ship spend some time hammering the walls on all seacoast towns. Then... they sit around. Plenty of time then to heal. So, having medic is nice, but not really as vital as having it on land units.
I'd agree with that (and thanks for affirmation on IW/RC btw) - I was trying to be diplomatic before, but to be honest I think my weighting of 'coastal' versus net shields for RC is becoming increasingly small as I play more. I encounter the same thing you mention - a first-class Navy eventually sitting around on permanent duty making sure those dastardly village fishermen don't get out to sea that year
. I've come to believe that 'wasting' production elsewhere on an extra destroyer or two to play medic is much more worthwhile than accepting a sizeable decrease in production to favor a coastal city for RC, personally. Likewise ...
Crighton said:
its the medic transports on archipeligo maps which are extremely usefull for a leapfrogging strategy, i believe you can also get March for naval units too so healing the troops on the beach could come in handy i suppose.
While I really like the spirit of your overall strategy, couldn't the effect be replicated with vanilla transports stacked with a single medic I destroyer? I'm not sure, but if it were you could give all those transports Navigation I (through Flanking I) so they could have an extra movement point, if you're producing them with at least 5 XP to start with (e.g. Drydocks and Pentagon). I suppose on archipelago maps one movement may not be that big a deal anyway, but on large maps it can make a difference (e.g. making transoceanic supply routes require one less transport, etc.).
@Wreck: Capitol building does not count against your two nationals, btw. I like cottaging my cap for the bureaucratic boost personally, but if it's shield heavy you could definitely put IW/RC there if so inclined, just so you know.
@Bezhukov: Agreed - when you're researching Medicine out of necessity, you
really need it! In my experience though, I haven't had many opportunities to skip Medicine unless victory is already imminent (i.e. I usually don't skip Medicine in favor of too many other later techs). I often times really need hospitals to combat pollution from my industrialization, as by that point in the game I'm often hitting caps otherwise and at war with half of my potential health resource trades
. Short of resources, your only next option would be Genetics, which is a pretty unappealing tech to anyone not space racing. Personally, I usually need those hospitals, but if you can close out a game sooner by/while skipping Medicine you're right that you should do so - it would most likely help out in final score. Good point, btw, regarding CombatIII-March - I love doing that with early knights or cavalry when I can. It's awesome how much ground a couple of them can cover when working in tandem a ways apart from each other.