The most important first: CCM3 is created to use the cornucopia of new options in the Flintlock mod. You should only install CCM3 if you have the GOG or steam version of Civ3 Complete, as the Flintlock mod needs one of those versions for its installation, or if you only need the CCM3 files for playing other mods or scenarios (per example RARR). Without the Flintlock mod many important functions in CCM 3 will not work any longer. CCM 3 has a size of about 6,69 GB. Please don´t forget, that this is a kind of a public betatest, as the needed Flintlock mod version R18 was just released yesterday.
For details about the installation of CCM3 and the Flintlock mod please have a look at post 1 of the CCM3 thread: https://forums.civfanatics.com/threads/ccm3-epic-mod.690497/#post-16624625
CCM3 adds the following features to the mod CCM:
1. The eraspecific leaders now have their different names and titles in the diplo-screens.
2. Civs can have different names in different eras (Rome in era 1, Italian city states in era 2, Italy in era 3 +4).
3. Virtual resources (faith, electric power, capital ships, migration period) that only work in some cities.
4.Fix of the submarine bug.
5. Fix of the houseboat bug
6. Fix of the Phantom Resource Bug
7. AI uses offensive land artillery (so this kind of artillery in CCM3 comes later in the game)
8.Use of armies with proper content (artillery units can not be loaded into armies)
9.Units with the king-flag are normal defenders (p.e. MG-Bataillons).
10. Stealth attack now is possible if there is only one target unit in the attacked stack.
11. Trade-screen autofill with best amount of gold.
12. Disorder warning when trying to end a turn.
13. Remaining Golden Age turns of the player can be seen.
14. Elvis easter egg function disabled.
15. The harbor/airport icons now are connected to the units and no longer to the tradenet.
16. Units now can be upgraded in every city without needing barracks, harbours (ports) or airports.
17. The AI now better tends to build city walls and later city fortifications.
18. Paratroooper now can perform an action after landing.
All these options (and more) are possible by the brilliant Flintlock mod.
Reworked features in CCM3:
1. The system of civspecific buildings in CCM 2.5 was completely reworked.
2. The system of religious buildings was reworked. Now different buildings can become an alternative prerequisite for another building (p.e. a church or a mosque or a mandir or a wat or a mission can become the prerequisite for a religious center = cathedral)
3. Religious communities only give 1 culture to a city, no more additional happiness.
4. The government City States now is the first government in game play that has no tile penalty.
5. The worker job Irrigation now is enabled by the tech City States to dim down senseless AI irrigation.
6. Workers and slaves no longer can build railroads to reduce micromanagement in the later game.
7. The partisans (upgrade from workers) lost their HN-flag and enslave-flag, but have no costs.
8. Distortions in the late game time scale are reduced by the introduction of half-years (p.e. 1913 AD and H2 1913 AD).
9. Thousands of gaps in the civilopedia texts, caused by the C3C text formating, were ironed out (but tons of them are still there).
Of course CCM3 has nearly all features of CCM2 and CCM 2.5, among them:
- ICS-tactic (Infinite City Sprawl) stopped.
- Caravans (supply shipments)
- Improved Religious implementation
- Great Cultural Persons, that can be used for 'culture-bombing'
- Advanced Automatic Unit production
- Civspecific Great Wonders for every civ to trigger their Golden Ages
- Waste and Corruption are considerably reduced
- Pollution has been virtually eliminated.
- „Superworkers“ (steam rollers and Bulldozers)
- The Hyperlink-bug is eliminated
- Channels by building cities next to each other are still possible.
Lost features:
As CCM3 now is installed into the scenarios folder, it has no more access to the city view and palace graphics and to the map seed of a started game, as Firaxis has disabled those features in the C3C Scenarios folder.
For details about the installation of CCM3 and the Flintlock mod please have a look at post 1 of the CCM3 thread: https://forums.civfanatics.com/threads/ccm3-epic-mod.690497/#post-16624625
CCM3 adds the following features to the mod CCM:
1. The eraspecific leaders now have their different names and titles in the diplo-screens.
2. Civs can have different names in different eras (Rome in era 1, Italian city states in era 2, Italy in era 3 +4).
3. Virtual resources (faith, electric power, capital ships, migration period) that only work in some cities.
4.Fix of the submarine bug.
5. Fix of the houseboat bug
6. Fix of the Phantom Resource Bug
7. AI uses offensive land artillery (so this kind of artillery in CCM3 comes later in the game)
8.Use of armies with proper content (artillery units can not be loaded into armies)
9.Units with the king-flag are normal defenders (p.e. MG-Bataillons).
10. Stealth attack now is possible if there is only one target unit in the attacked stack.
11. Trade-screen autofill with best amount of gold.
12. Disorder warning when trying to end a turn.
13. Remaining Golden Age turns of the player can be seen.
14. Elvis easter egg function disabled.
15. The harbor/airport icons now are connected to the units and no longer to the tradenet.
16. Units now can be upgraded in every city without needing barracks, harbours (ports) or airports.
17. The AI now better tends to build city walls and later city fortifications.
18. Paratroooper now can perform an action after landing.
All these options (and more) are possible by the brilliant Flintlock mod.
Reworked features in CCM3:
1. The system of civspecific buildings in CCM 2.5 was completely reworked.
2. The system of religious buildings was reworked. Now different buildings can become an alternative prerequisite for another building (p.e. a church or a mosque or a mandir or a wat or a mission can become the prerequisite for a religious center = cathedral)
3. Religious communities only give 1 culture to a city, no more additional happiness.
4. The government City States now is the first government in game play that has no tile penalty.
5. The worker job Irrigation now is enabled by the tech City States to dim down senseless AI irrigation.
6. Workers and slaves no longer can build railroads to reduce micromanagement in the later game.
7. The partisans (upgrade from workers) lost their HN-flag and enslave-flag, but have no costs.
8. Distortions in the late game time scale are reduced by the introduction of half-years (p.e. 1913 AD and H2 1913 AD).
9. Thousands of gaps in the civilopedia texts, caused by the C3C text formating, were ironed out (but tons of them are still there).
Of course CCM3 has nearly all features of CCM2 and CCM 2.5, among them:
- ICS-tactic (Infinite City Sprawl) stopped.
- Caravans (supply shipments)
- Improved Religious implementation
- Great Cultural Persons, that can be used for 'culture-bombing'
- Advanced Automatic Unit production
- Civspecific Great Wonders for every civ to trigger their Golden Ages
- Waste and Corruption are considerably reduced
- Pollution has been virtually eliminated.
- „Superworkers“ (steam rollers and Bulldozers)
- The Hyperlink-bug is eliminated
- Channels by building cities next to each other are still possible.
Lost features:
As CCM3 now is installed into the scenarios folder, it has no more access to the city view and palace graphics and to the map seed of a started game, as Firaxis has disabled those features in the C3C Scenarios folder.
Spoiler :