Hey, Civinator, it's great to see the city view get some attention.
Yes, and your interface for the city screen is a wonderful gate in CCM to enter that city view (=aerial view) via the red encircled button.
You're always taking this stuff to the next level. Apart from the many graphical updates, will there be any major changes in the game fundamentals?
Yes, there are changes in the "game fundamentals":
New civs:
There will be at least two new civs in CCM. Australia/Oceania replacing the Mayas and Brazil/Tupi replacing Portugal. You can see their era1-leaders in the screenshots below:
May be there will be two more new civs (South Africa and Argentine) in the game.
Reduction in the number of buildings:
The limitations of building slots in the city view forced a reduction of the number of buildings in CCM. This had a massive -and as it seems positive - influence to the culture groups, religions and autoproducing buildings in CCM.
Culture groups:
The culture groups are now sorted with a more religious orientation, as the religious buildings in the cities mostly have the biggest influence for the outlook of a city.
As there are only 5 culture groups in Civ 3, these groups will be the following:
Natural Beliefs (era 1: bloodcult, later eras Christianity; p.e.: Mesoamerican civs, Australia)
Hinduism (completely new; p.e.: India, Indochina)
Christianity (European civs; Mediterranean graphics)
Islam (Middle Eastern graphics)
Buddhism (Far East graphics)
Israel uses the Middle eastern city view graphics but will have a special era none tech making religious "level-1" and "level-2" buildings of all culture groups obsolete and giving them instead synagogues.
Religions:
Due to the limitations of the cityview-slots, religious buildings will be more compressed. There is now only one building holding different cultural graphics for religious "level-1"-buildings (churches, mosques and so on), named "Religious Center". Problematic is the name for the religious "level-2"-building named in Civ 3 "cathedral". At present I named it "Ecclestical Monument" as it holds the graphics of cathedrals, great mosques and so on. There will also be only one religious building doubling the happiness from religious "Level-1"-buildings: The Holy city, holding the graphics of the Vatican, the Kaaba and so on. In fact this means, in these aspects CCM goes "back to the roots" of Civ 3, but what stays - and was mostly liked by the players in the comments about CCM -are the worldreligions and the religious communities that give additional culture to the cities.
This setting allows to play CCM better on small maps, too, as the player mustn´t have an eye any longer on the religious mixture of smaller numbers of civs to get an interesting competition in gameplay.
Autoproduction:
The autoproduction of units is now transfered widely as an addition to other existing buildings, what in my eyes seems to work astonishing well:
For example the new "Great Palace" not only holds the graphics of the "Forbidden Palace" and the former CCM "Great Palace" and the Capitol, it also autoproduces grenadiers (a new offensive unit line in CCM) and later paratroopers. There will also be some other autoproducing SWs (p.e. the National High Seas Fleet-"working title"- and the National Sub Pen). Another new autoproducing SW is the "heavy tank factory", that is a combination of the former CCM KWII-, JS-III and Tiger factory, also allowing the limited production of heavy tanks (one additional HP) to other civs, too (p.e. CharBis, AMX-50, M-103 and Conquerors).
Mechanic Infantry (Panzergrenadiers, M-3´s, later M-113´s, BMP-50´s and so on) can be produced normally, when having access to oil, rubber, and aluminium. This also should speed up late gameplay. Foot infantry cannot be upgraded to these mechanized units, so there should be always enough of these "core"-units on the map.
The Pentagon will become the SW "Ministery of Defense", autoproducing lines of missile launchers, the SW "Military Academy" will autoproduce the heavy WW I Artillery, later upgrading to different WW II artillery units (king flag). The "Great Iron Works" autoproduces AT-guns that later upgrade to different tank destroyers (Jagdpanther, Jagdtiger, Hetzer, Hellcat, Jackson and so on) and even later to selfpropelled artillery.
National GWs that trigger Golden Ages for their civs will still stay in CCM, but there are no graphical slots for them in the aerial view.
Flak/SAM battery buildings will be removed to force the player to have a better eye on his airdefence by producing fighters and AA-units.
A change in the trade system:
The commercial dock will become the new very expensive "International Harbour", allowing (air)trade and connecting resources from separated islands.
Army-settlers:
"Army-settlers" instead of "king-settlers" (army-flag instead king-flag) that are autoproduced by the palace (that is the only building allowed to produce armies without leaders) give a little more variation (but no ICS) to the spread of cities, as this means, in the capital (and only in the capital) settlers could be built normally, too. The graphical change to army-settlers would mean to change the palettes of every used settler unit to army-palettes. I´m not sure, if I have the time to do this.
Chemical, Biological weapons and neutron bombs:
At present I´m not sure if I introduce these units to the next version of CCM by using the charm attack option. This means to use the hacked C3C editor and therefore to loose the option of scientific great leaders.
Revolutions in the next version of CCM will shrink your population only one time. I hope now the change of governments will be accepted more frequently, if you loose only 1 pop in towns and 2 pop in cities when changing governments, and not twice that amount.
At the end of this post I attache a screenshot showing the Taj Mahal and an early version of the National High Seas Fleet (working title for that SW) in the aerial view: