... running out of buildings...
Here is a list of limitations in C3C that modders would like to be overcome, if this is possible:
1. Only 256 allowed buildings in C3C
2. Only 8192 allowed units on the map (MUA) in C3C: This was overcome in the "No unit limits components" done by knuckles and Tsubasanut.
3. Only 512 cities on the map: This was tried by knuckles and Tsubasanut, but run into severe memory problems and was not used by the AI. I for my part don´t need more than 512 cities on the map, as the micromanagement for even up to 512 cities can become cruel in my eyes.
You can only build a maximum of 556 cities (compared to 512 cities in standard C3C) with the current NCL patches, but starting with city 543, some menues in the game are not working any longer and cities 513 - 556 can only be founded by the human player.
https://forums.civfanatics.com/threads/ccm2-epic-mod.625812/page-15#post-15441099
https://forums.civfanatics.com/threads/ccm2-epic-mod.625812/page-15#post-15444062
https://forums.civfanatics.com/threads/city-limits.327919/page-10#post-14700334
https://forums.civfanatics.com/threads/city-limits.327919/page-10#post-15735119
4. Only 256 allowed types of resources (lux./strat./bonus in total). I run into this limitation while creating a worldmap for my CCM mod with preplaced locations for the 512 cities and the correct names for these cities in nearby located resources.
5. Only 5 culture groups and possible sets of different city graphics.
6. Limitations with barbarians:
a) Only 2 kind of land Barbarian units and only 1 kind of Barbarian ships (allowed in the general settings of the C3C biqs)
b) AI Barbarians can not build settlers and found cities. Human players playing the Barbarians (possible with the multiplayer tool) can found cities, but nothing can be produced in these cities by Barbarians:
https://forums.civfanatics.com/threads/barbarian-cities-in-civ-3.646253/
c) Barbarians cannot enslave
7. No working 'land carriers'.
a) Landunits cannot carry aircraft when moving (especially useful in space mods based only on land terrain) and
b) AI landunits cannot carry other landunits with them (exception armies, but here a working 'unload' option is missing and a workaround in upgrading armies to normal landunits, "spitting out" the carried other landunits is no relevant substitution in the game.
8. Messed up artificial routine for landartillery (for many modders this is problem number one of C3C to be fixed). The AI is retreating landartillery mostly into cities and is using them nearly never for offensive duties. As the Civ 2 flag for units to ignore the bonus of city walls was not used in Civ 3 due to the landartillery, this special AI problem became a big exploit for the human player, especially in combination with unlimited railroad movement.
Astonishing, that the offensive bombardment routine for naval units is handled well by the AI.
I think to overcome the problem with the messed up artificial routine for landartillery could be very difficult. I created a kind of a workaround for landartillery in my CCM mods and the SOE scenario with a combination of stealth attack settings, big attack values, a retreat option when attacking MV 1 units and handicapping the 2 MV of landartillery for the retreat option to 1 tile by not giving landartillery a movement bonus in any landterrain and enlarging the movement costs for any landterrain, so CCM landartillery in every terrain is "moving up a mountain".
Here an additional flag to ignore city walls, as it was in Civ 2, would be very useful.
Some modders reported, that the AI is using captured landartillery from other civs or barbarians in the offensive, as it should be in Civ 3. May be a clue for using the problem with the messed up artificial routine for landartillery could be a setting, that landartillery units can be produced with a different nationality, considering these reports (but this is only my speculation). The captured worker units in C3C show, that each unit can carry a nationality different from the civ it is belonging to.
9. A helicopter setting, as it was in Civ 2, is missing. So planes in Civ 3 could be set to be mobile, they are always killed, when a landunit is attacking a mobile airunit. The additional small damage for helicopters in each turn that this unit is not based in a city or a carrier (and is healed when based there) in Civ 2 was nice, too.
10. An event system as it was in Civ 2 and was improved in a much better form by
TNO in Civ2TOTPP with lua scripting. I think this could be very, very difficult. In Civ 2 and Civ 2 TOT an event system was still existing in the game. Where should such a system be "docked" at in C3C ?