That´s also good to know Huayna Capac357.
As said, for CCM I get great support by rhodie. But there is another mod with a civilopedia, that was too much for every single writer who worked on it: SOE (that at present is on a halt, as CCM has priority).
And now back to CCM:
CCM is mainly concepted to be played on huge maps (300 x 280) with 31 civs. A lot of civs can reach the industrial and the modern age (you can have a look on the minimap of my current testgame in the second screenshot of this post). This means, CCM in later phases of the game has problems with the AI turntimes, that can be about 10 minutes. To speed up the AI turntimes, I abolished maintainance costs of buildings, so the pc must not run these calculations and I didn´t use additional hitpoints for nearly all units, so here also less rounds of combat must be calculated.
The "El Justo-methode" to cut down the trade-net also has a big impact on AI turntimes, but I know of it only used in scenarios with fixed maps (with the big advantage of preplaced resources). CCM is a mod for random maps (so it later also will have an Earth-map with some new design-ideas in it).
So I´m reflecting about allowing the palace (or a building that needs the palace as a perequisite) airtrade from start and giving each strategic resource a Small Wonder with that resource in city radius, allowing airtrade in late era 2 (luxury reources each have their Small wonder, working the same way), when normal harbours that allowed seatrade will go obsolete. Airports won´t have airtrade any longer and the flag "airlift" should be removed from every unit. There is no tech, that allows sea- or ocean-trading any longer.
Has anybody here experiences with this idea? Are here some errors I´m not aware of (for example, that obsolete buildings that allowed seatrade even allow it when beeing obsolete)? I have not tested this yet, as this will cause a bigger change in the improvements of CCM. What would be appropriate names for these buildings (p.e. Ministery of Trade for a building based on the palace?).
Another annoying thing are the many popup messages from the foreign advisor, that civ A now has an alliance with Civ B against Civ C, and then another popup window opens that Civ A declares war on Civ C. Has anybody experience with reducing these popups (may be by cutting the texts out of the script.txt file)? What will happen if I allow only spy-missions and no normal diplomatic missions? Will this calm down the foreign advisor?
Here are some screenshots out of my current CCM-testgame:
I´m frequently asked, if the AI uses the CCM arty-concept. Here is a screenshot I made about an hour ago when a Russian arty attacked an Ottoman WWI Infantry unit next to one of my cities. The Russian arty whiped out the Turkish infantry and has nothing to fear from me as at present I´m not in war with Russia.
In the same turn about 50 WW I tanks of Carthage made an encirclement attack against my invasion spearhead that had taken out about 4 cities of that civ. Where they stand now, they took out a lot of my following infantry, amongst them flamethrowers and -what is especially annoying- a big part of my precious mobile "Nebelwerfers". On the other side it seems, the AI had respect of the 8,8 guns in the two heavy Tigertanks and the 3 Jagdpanthers in the encircled stack. BTW.: Turntimes in that game, beeing played on a map with continents and 80 % water are now about 7 minutes and I´m surprised that it is possible to play such a game on my old pc with only a 2,66 hz cpu and only 256 MB ram.