That's an odd choice. Why'd you do that, trying to help the AIs build bottleneck/kill zones? I know they suck at that usually.
It adds a lot of strategic depth in gameplay -for the AI and the human player. None of the CCM Prebetatesters would miss this setting any longer, so it is responsible for some instability issues of CCM caused by pathfinding errors of units with the "wheeled "-flag.
Second question: Do monks give 200 points of culture for all govs, or just for theology? Either way, that seems like an awfully high number for just one monk to generate. Is the idea here to use the monks to fight a city conversion war along your frontiers?
Monks give 100 points of culture for all governments. Theocracy has a building (the monastery) that doubles this culture to 200 points. The intention is a quicker enlargement of cityborders and an additional punishment for governments that are xenophobic and can´t receive that bonus.
In later eras you will see in this story lawyers who give some contracts to talented units of other civs to recruit some great artists. They have a much higher cultural value than the monks you can see here. These great cultural persons (GCPs) in my eyes are something new for C3C. The GCP values are in relation to the next growth-level of cityborders. In C3C they could be up to 4000 culture points for a single GCP, but I dimmed them down to the values they have now.
In CCM there is no cultural victory.
Because historically theocracies are really bad at converting neighbors--cultures that go theo in real life tend to be a lot like feudal states: they're the losers in history, or at least the second rate powers (Tibet, Iran, and Alabama spring to mind). It really seems like you're making theocracy too powerful a gov. With their monk-tech bonus, you might want to cap their sliders at 60% and maybe make them lose all their libraries when they revolt.
As you can see above, these monks are nothing special for the government Theocracy. The advantage of that government is, that here the cultural value of the GCPs can be doubled in the early phases of the game. When compared to history in my eyes this setting is not so wrong.
Theology in CCM at present is nothing other than an improved version of Despotism. There is the same tile penalty as in Despotism and no commercial bonus as it exists for Republic and Democracy. It´s a form of government for early warmongers.
At present all forms of governments in CCM have too much money. The reason is, that shortly before the starting of the public betatest of CCM I threw spymissions out of the game to achieve a better performance of this mod with big maps in the later phases of the game. Before that, spymissions were available from start in CCM and took away a lot of the money that is now available to the civs. Now I have to find another setting that draws away money from the civs without doing a new calculation. To give CCM a better performance with big random maps, some other calculations (p.e. building maintainence costs) were cut out, too.
The final settings for governments in CCM must be found in the public betatest of this mod. All civers are invited to post their suggestions, thoughts and ideas in the CCM public betatest thread that can be found here:
http://forums.civfanatics.com/showthread.php?t=352057