After returning from a 14 days holyday trip, I´m overwhelmed to see, that there is still such a lot of life in the CCM thread. Thank you all very much for your contributions and reports about that mod.
Would you consider finding another unit for Monks as the settler keeps freaking me out. I send them back and then later see them and think, man lets build a town.
That´s an issue from the first concepts of doing CCM as a "light" mod only using about 60 MB download capacity. The "Nomadic Settler" (who appears only one time at the start of CCM) and the "Monk" used the link to the same unit that came with PTW and are using it until today.
Religion specific monks? This could be done and comes on my list for for biq 1.8. Thank you very much for that suggestion.
I do not have any town that has the Great Guild in the build list.
The pedia says it is for all civs and does not list any prereqs, such as a wonder or a structure or a resource or being on the coast. IOW I should be able to build it.
As CBob answered, that SW needs Saltpeter. This is shown in the Civilopedia as a hardcoded entry for the perequisites of that building.
May be it is better to rechange the "Don´t klick"-entry in the labels text back to "Resources" as Vuldacon´s "Don´t klick"-icons are used since a longer time, too.
Another you may have already heard about, East India Trade wonder requires coastal town, but that is not in the pedia.
Then it will be noted in the next version of the civilopedia. vmxa, thank you very much for hinting to that clarification.
I played some more and came to troll again. Here goes:
1) I am playing with Nubia and according to pedia they are supposed to be expansionist and militaristic. However walls take two times longer to build than scouts, so I guess they are not militaristic;
2) IDK if this is just very bad luck or something else but I fail to enslave anything with mullas. Priests, brahmins and yogis are fine;
3) Egyptian chariots start GA;
4) Sphinx is built on turn 5 and starts generating income from tourism already on turn 25. It also reaches maximum really fast... so it pretty much doubles your income/research for a very long time. Which makes Egypt way too good;
5) Industrious civs are far superior than any other. In normal game you just build more workers with non industrious civs - here it is impossible. Just to make sure industrious civs steamroll everything, they have gotten most of uber 1st era units - all cheap elephant civs are industriuos, Iraq with their awesome enkidu warriors is too, Egypt ...The only non-industrious civs that are worth something are Romans with their nice 1st era stuff and France + Britain with their diplomacy.
AND MOST IMPORTANTLY - why have you removed sexy catheryna of russians and replaced her with those no good dudes?
iPwn, that´s no trolling but a very constructive post.
1) Nubia is expansionistic and commercial, so the civilopedia entry must be fixed. Thank you very much for reporting it.
2) Mullas: Indeed for that unit the entry about the unit it can enslave to, is missing (the monk). This is fixed now for biq 1.8. Thank you very much for this important report.

3) Egyptian chariots start GA: Another error, that is fixed now. Again thank you very much for reporting it.
4) Sphinx is built on turn 5 and starts generating income from tourism already on turn 25. It also reaches maximum really fast... so it pretty much doubles your income/research for a very long time. Which makes Egypt way too good
This is intended. The Egypt AI is very problematic. It is the only civ, that doesn´t accept an upgrade of the autoproduced clan to the (Egyptian) settler. If the clan was set to mobile and had an attack and defense value, the Egyptian AI sent the unit to battle instead of upgrading it, if it was set to immobile, the AI did kill that unit frequently, even when disbanding the unit was set to forbidden. Therefore the Egyptian settler had to be taken out of the advanced autoproduction chain and there was needed another building to produce that settler. On the other side Egypt looses some turns to all other civs until it receives its first autoproduced settler this way. This was balanced with the tourism-flag for the Sphinx. I don´t have the impression, that Egypt is "overpowered".
On the other side, as until now there wasn´t found any remedy against the "houseboat-settler"-bug, I´m playing with the thought, to let the palace produce only the standard settler. In that case the special treatment for Egypt could be removed, too, as the settler now would be produced directly.
5) From my observations I can´t say, that industrious civs are "overpowered". As you noted, many of these civs received a cheaper strong unit to balance the fact, that CCM doesn´t allow an early mass-production of workers. On the other side, the other civs have the option to produce these units, too. They only have to pay more, which means that industrious civs can produce them quicker. The reason for this is: They are industrious.
6) "Sexy Catherina" was replaced by "sexy Stalin" as there must be done something for the female fans of CCM, too.

In fact it could be, that both are not so sexy.
The reason for replacing Catherina was that she didn´t fit well in the era 3 of CCM. Stalin in my eyes fits better to tanks, bombers and nuclear weapons than Catherine. Era 2 in CCM for Russia is occupied by Peter the Great (and that leader in my eyes was more important than Catherine).
So it seems that galleons cannot be built at all. I did not build any caravels, so I do not know, if they will upgrade. I am about to get Steam Prop, so I am waiting for Steamers/freighters (forget which). Am I missing something or are galleons not in the game?
The problem was, that I gave the king-flag to galleons so they were always the last ships to be attacked in a stack. On the other side this meant, that these ships were only upgradeable, but not buildable. This is fixed for the next biq by removing the king-flag from the galleons.
Well I am confused again. This time it is Heavy Coastal Batteries. The tech "Steel" shows a unit for HCB, but it in fact cannot be built. It seems you really needs Explosives. Even in that tech it is a bit confusing as it says (if I read it correctly) Heavy Coastal Batteries and they produce Heavy Coastal Batteries?
You are right, it would be better to move the autoproduced unit to the tech "Explosives", too.

On the other side I reflect about removing the Heavy Coastal Batteries completely from CCM to free up that building for other purposes ( and to give the normal coastal batteries more power and may be era-specific graphics).
Dreads cannot be upgrade to Vittorio as it says in the pedia. I can build Vittorio's.
Yes, you can build WWII battleships like the Vittorio Veneto -but you can´t upgrade a dreadnought to these ships. The reason is an intended interruption in the upgrade chain.
BtW.: The 19th century and WWI ships for the next biq will be massively upgraded to include some of tom2050 and Delta_Strife´s outstanding new ships. The next biq will include advanced ironclads (or battleships 1900 -I´m not sur how to name these predreadnoughts), armored cruisers, battlecruisers WW I and Ww II, pocket battleships and light cruisers WW II.
I forgot to ask about two units that upgrade to Selfpropelled artie. 152MM and Semovente. I Adv Comps and cannot upgrade either. I was able to upgrade one as it came out of the building that auto produces it.
It is the same problem as above. The autoprocuded base unit can be upgraded to to semovente
or to Selfpropelled artie, but an upgraded unit like the Semovente or Jagdpanther can´t upgrade to the SPA cause of an intended interruption in the upgrade chain. The reason for doing that interruption here, was that a unit with the king-flag (the tank-destroyers) would upgrade to another unit with the king-flag (SPA) and therefore the name of the second upgraded unit would not be SPA but "ruler". The SPA is too powerful to be produced freely, as the AI wouldn´t produce other offensive units (especially tanks) any longer.
SteamCiv, thank you very much for your posts.

I will answer them separately, when I have the time to do it.