Well of course they'll lead to you having more people. But you're forgetting the cost of running those med centers.
I refer you to:
http://forum.outpost2.net/index.php?showto...indpost&p=59490Pay attention to the TP0 column (doh, T0 in the table, TP0 in the legend) in my second post. By putting those workers and scientists into running med centers instead of other useful production, that's how long it would take you to catch up on the lost work potential. Note that I give results for both low morale, and high morale. Pay particular attention to the high morale one. It takes a very long time to pay off. Most games probably don't last that long.
Hence why I said they're not very useful when morale is high. But generally, you can usually manage morale so it's at least half decent most of the time. The only time I really suffer from extended periods of low morale, is after killing a large enemy base (including non-combat buildings), in which case the scenario is pretty much yours anyways.
Edit: Just ran another simulation. (The code is in the SVN if anyone else wants to try). I started a low resource multiplayer game, and found I had: 20 workers, 12 scientists, 18 kids. I fixed morale at 70.
With 1 med center, I tried to balance the worker and scientists potential, and found that training 3 scientists at mark 494 let them eventually balance out by mark 657. The numbers on the left are without a med center, and the numbers on the right are with a med center. (The diff column measures the worker and scientists potential differences. Note that 0 means they've balanced out, so neither player is ahead).
1 Med Center:
Training 1 scientist at mark 97:
Mark:652 Workers:[ 46| 50] Scientists:[ 7| 9] Kids:[ 45| 51] Diff:[-2| 0]*
Mark:655 Workers:[ 46| 50] Scientists:[ 7| 9] Kids:[ 46| 51] Diff:[ 1| 1]*
Training 2 scientsts at mark 412:
Mark:660 Workers:[ 46| 49] Scientists:[ 7|10] Kids:[ 47| 51] Diff:[-1|-2]*
Mark:663 Workers:[ 47| 49] Scientists:[ 7|10] Kids:[ 46| 51] Diff:[ 0| 0]*
Mark:665 Workers:[ 47| 50] Scientists:[ 7|10] Kids:[ 47| 51] Diff:[ 2| 2]*
Training 3 scientists at mark 494:
Mark:655 Workers:[ 46| 48] Scientists:[ 7|11] Kids:[ 46| 50] Diff:[-1|-3]*
Mark:657 Workers:[ 46| 48] Scientists:[ 7|11] Kids:[ 46| 51] Diff:[ 0| 0]*
Mark:660 Workers:[ 46| 48] Scientists:[ 7|11] Kids:[ 47| 51] Diff:[ 1| 3]*
Training 4 scientists at mark 535:
Mark:652 Workers:[ 46| 47] Scientists:[ 7|12] Kids:[ 45| 51] Diff:[ 1|-5]
Mark:655 Workers:[ 46| 47] Scientists:[ 7|12] Kids:[ 46| 51] Diff:[ 1|-1]
Mark:657 Workers:[ 46| 47] Scientists:[ 7|12] Kids:[ 46| 51] Diff:[ 1| 3]
Mark:660 Workers:[ 46| 47] Scientists:[ 7|12] Kids:[ 47| 52] Diff:[ 1| 7]
Mark:663 Workers:[ 47| 48] Scientists:[ 7|12] Kids:[ 46| 51] Diff:[ 1|11]
Training 5 scientists at mark 560:
Mark:652 Workers:[ 46| 46] Scientists:[ 7|13] Kids:[ 45| 51] Diff:[ 5|-6]
Mark:655 Workers:[ 46| 46] Scientists:[ 7|13] Kids:[ 46| 51] Diff:[ 4|-1]
Mark:657 Workers:[ 46| 46] Scientists:[ 7|13] Kids:[ 46| 51] Diff:[ 3| 4]
Mark:660 Workers:[ 46| 46] Scientists:[ 7|13] Kids:[ 47| 52] Diff:[ 2| 9]
Note that training 5 scientists will cause the worker potential to dip negative again, unless it is delayed much longer. This is due to the relatively small gains in population (about 6 adults by the break even point), and the cost to keep running the med center (2 adults). Similarly, training 4 scientists has a decreasing worker potential at around the break even point, but it manages to recover before going negative.
Note that the "potential" values are most relevant under conditions of full employment.
Increasing the number of med centers increases the cost, and so takes longer to recover from, but when it's reached, you'll have a correspondingly larger and faster growing population.
2 Med Centers:
Training 2 scientists at mark 122:
Mark:709 Workers:[ 49| 57] Scientists:[ 7|10] Kids:[ 49| 60] Diff:[-11|-1]*
Mark:711 Workers:[ 49| 58] Scientists:[ 7|10] Kids:[ 50| 60] Diff:[-4| 0]*
Mark:714 Workers:[ 50| 58] Scientists:[ 7|10] Kids:[ 48| 60] Diff:[ 2| 1]*
Mark:716 Workers:[ 50| 57] Scientists:[ 7|10] Kids:[ 49| 60] Diff:[ 7| 2]*
Training 3 scientists at mark 343:
Mark:709 Workers:[ 49| 56] Scientists:[ 7|11] Kids:[ 49| 60] Diff:[-6|-5]*
Mark:711 Workers:[ 49| 57] Scientists:[ 7|11] Kids:[ 50| 59] Diff:[ 0|-3]*
Mark:714 Workers:[ 50| 57] Scientists:[ 7|11] Kids:[ 48| 60] Diff:[ 5|-1]*
Mark:716 Workers:[ 50| 56] Scientists:[ 7|11] Kids:[ 49| 60] Diff:[ 9| 1]*
Mark:719 Workers:[ 50| 57] Scientists:[ 7|10] Kids:[ 49| 59] Diff:[14| 2]*
Training 4 scientists at mark 445:
Mark:709 Workers:[ 49| 55] Scientists:[ 7|12] Kids:[ 49| 60] Diff:[-4|-5]*
Mark:711 Workers:[ 49| 56] Scientists:[ 7|12] Kids:[ 50| 60] Diff:[ 1|-2]*
Mark:714 Workers:[ 50| 56] Scientists:[ 7|12] Kids:[ 48| 60] Diff:[ 5| 1]*
Mark:716 Workers:[ 50| 55] Scientists:[ 7|12] Kids:[ 49| 60] Diff:[ 8| 4]*
3 Med Centers:
Training 4 scientists at mark 302:
Mark:770 Workers:[ 53| 64] Scientists:[ 7|11] Kids:[ 53| 70] Diff:[-6|-1]*
Mark:773 Workers:[ 54| 65] Scientists:[ 7|11] Kids:[ 51| 69] Diff:[ 2| 0]*
Mark:775 Workers:[ 54| 65] Scientists:[ 7|11] Kids:[ 52| 69] Diff:[10| 1]*
Note that there isn't too much of a change in how long it takes to pay off when adding additional med centers after the first one. Which means if you're going to pay to run 1, there isn't too much additional cost to run more. Might as well benefit from the increased population and growth rate of running more if you're going to bother building them. But still, the game has to run over 650 marks, or you somehow have extra people lying around, for them to really benefit you.