1. With fixed positions there are 2 "outside" positions and 1 "inside" position. This leads, normally, to players that will come under attack first and a player that will come under attack second.
2. Control of the seas is a must in Med. Some Med. maps are river maps, in which case losing the sea also isolates you from your partner. If your opponents own the sea, they do not spend 75W per farm, as they are still fishing well into iron.
3. Making 20+ fishing boats by tool is moronic unless you have the resources to defend them/attack your enemy's ships.
Now that that is out of my system, I have a couple of other things to vent. Med is a good map for tool rushes. Usually this can be done only by the outside players. Unless you are very good, getting proper scouting and building your buildings when you are the inside player is almost impossible.
Iron Jumping on this map is silly. You lose the water, and probably one of your partners by the time you hit iron, even if you are good enough to hit a 20 minute iron. At 20 minutes the coast is covered by war galleys, both of your allies are under attack, and one of them is fighting 2 v 1.
IMO, a general Med strat involves the outside players attacking on the land, with a couple of boats built on the sea, and the inside player taking the sea. I am really not of much of an opinion as to whether it is a tool attack, a bronze rush or something in between, but whoever's economy is disrupted first on Med loses.