Medicine's mostly useful for the Red Cross, anyway.

It seems strange to me that Medicine is not a prerequisite for Genetics and in the vast majority of my games to go to the industrial and modern ages, it's left unobtained until there's nothing else to get.
Why bother getting Medicine to build Hospitals when you're not far off from Genetics which gives you +3 Health to each city outright? Even though Environmentalism was moved down to Medicine, that still doesn't make it attractive enough.
I would propose something like making Medicine give +1 Health and Genetics +2, and/or making Medicine a prerequisite for Genetics.

Medicine's mostly useful for the Red Cross, anyway.
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The game Im playing now, I skipped Medicine, the race against the AI is too close to get non-essential techs. Plus I noticed in my previous game the AI were skipping Medicine too, maybe theyre on to something...
I agree with the OP.

I almost always skip medicine.
-Arrian
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Medicine just seems oddly neglected in the scheme of things for something that was relatively important in maintaining health of people in huge settlements.
Originally posted by Arrian
I almost always skip medicine.
-Arrian

Hospital isn't really that great, which is why Hospital is negliceted. By that time Health and Happiness are mostly under controll for all except the largest cities. Hospital really need another use. They could add faster healing for military units, and a happiness too (you'd probabally be upset if all your family was dieing).

Medicine = environmentalism = +6 health. Not always useful, but can allow some cities to grow a hell of a lot larger. And Also, Genetics is a late tech, whereas you can get medicine really easily on a beeline from sci method.
You just wasted six ... no, seven ... seconds of your life reading this sentence.

How often do people use Environmentalism? I've never used it, through maybe 50 games that have made it that far.

They already doOriginally posted by Qwertqwert
They could add faster healing for military units...
I don't think I have ever used environmentalism, except that one time that the UN voted for it.
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I definitely agree that Medicine should be a pre-req for genetics. My guess is that Firaxis intended it to be, but it slipped by. I don't like dead-end techs unless they're really useful, and medicine really isn't. I often get it from the Internet, which I only built to prevent anyone else from getting.

The fact that the AI skip it is what makes it good. If you research it you can then trade it to every civ and cash in.[SIZE=1] Plus I noticed in my previous game the AI were skipping Medicine too, maybe theyre on to something...
I agree with the OP.
I find the ai usually does research it though. Often they won't trade it to me.Even my vassals won't trade it to me. :madrant:

I skip UN
just a waste
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I nearly always leave this and trade for it later.

I occassionally use Enviro in an OCC game.
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If your city is already working all of its tiles, then you can get exactly 2 (two) extra people out of Environmentalism. Each person eats 2 food and generates 1 polution. That's a total of 3 food per person if you are maxed out on health (and if you aren't maxed out on health, then Environmentalism isn't doing you any good anyway).Originally posted by Krill
Medicine = environmentalism = +6 health. Not always useful, but can allow some cities to grow a hell of a lot larger.
Only if you somehow are not yet working some food producing tiles will Environmentalism allow you to get more than 2 extra people in a city.
Add in the fact that you aren't getting an extra trade route and you aren't getting the 4-10 gold cost reduction (and food boost) in each city from State Property and I think that it is an easy conclusion that Environmentalism just plain stinks.

Funny this should come up now, my current game is one in which I needed to get Medicine early. Very few Health resources [and mostly the ones the benifit from supermarket at that], many happiness resources.
I was actually considering switching to Enviormenantalism on the turn of discovery except that an AI's surplus Wheat opened up a turn before which allowed time for Hospitals (and keeping FM instead.)
Map is such that my most productive cities are non-coastal, but that's probably normal.
Health Resources I have within my empire:
Clam, Fish
Cow, Sheep, Deer (from overseas trade)
And that Wheat that just opened up.
So yeah, my health resources absolutely sucked. Luxaries were in abdunance.
Looking at the tech tree, Medicine didn't speed along Refridgation though (that was the first modern era tech I researched in this one), so perhaps the prereq of Refideration of Biology should be changed to Medicine. Refrideration is already a prereq of Genetics.
Last edited by joncnunn; December 29, 2006 at 09:46.
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Very rarely (actually, never) have I absolutely needed Medicine. Even the AI doesn't bother with it, unless it wants it via trading for it. It doesn't seem high on any priority list. Maybe that should change by making it a prereq.
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