One more time thank you all for your kind words.
I think now it´s time to reveal another feature of CCM, I have called
Advanced Autoproduction:
With this methode one building is able to produce a lot of different units for different civs. For an example let´s go back to the building "Worker Houses":
The worker houses need an other special building as a perequisite, the palace. That building in CCM has the flag to upgrade landunits.
As you can see the worker houses autoproduce a simple basic worker unit I have called apprentice (may be someone of you has a better name for it). This unit is no worker, has 1A,1D, is immobile, can´t be disbanded and can be upgraded to a chain of different workers for different civs with zero upgrading costs.
The AI always did upgrade the basic unit to the correct worker for the special civ. These workers all have the the king flag (but not the king tactics). So in the next turn American, African, Asian, North- and Southeuropean, Indian (and so on) workers appear in the game and do their job. In CCM workers can´t be built freely in the early phases of the game and it seems the overall performance of gameplay is better with this methode.
When the workers in CCM can been built freely with the later tech of enlightenment, more revolutionairy ideas arise in the worker houses (of the working class): The apprentice (basic unit) now upgrades to freedom fighters, partisans and guerillas. To stop the autoproduced workers to be upgraded to that new chain of units the option to upgrade to the next chain is chequed, but the upgrading ability box of the worker units is not tickled, so the upgrading chain to the new unit line (here partisans) is open for the basic unit, but the still upgraded worker units stay as workers. The building "worker houses" in CCM now doesn´t get obsolete with medicine as it did in that early screenshot).
The same methode in CCM is used for other unit lines too, par example artillery units.