CCM is still, by far, my favourite Civ pack. The changes on the rules (no settlers and workers created at will, invisible units) create an entire new game. Contrats indeed!
jlvfr, as I know by your posts, that you are playing other very good epic mods for C3C too, your praise of CCM in my eyes has a very high value. Thank you very much for your kind words.
I have just one question: do we need a specific advance to have water trade? I allready in the industrial age but, despite having played this before, it's the first time I have a city in a diferent continent.
In the current versions of CCM, there is only available water trade in coastal waters. No sea- and ocean-trading. There is a combination of reasons for this setting:
The civs in CCM have limited air-trade from start (as the palace in CCM also allows airtrade). This gives CCM the possibility to trade between civs from start and not to wait until a road is been built to the capital of another civ (or there is a water-trade-route), what would be more complicated in CCM with its limited number of workers - and in general I have seen this setting of standard C3C to need a road to the other capital as an "un-fun" element, that I wanted to change for my mod.
Another big reason for this setting is, that the current versions of CCM focus on huge maps and since the pioneering thoughts of El Justo we know, that the calculation of trade-routes is a big factor in slowing down the performance of C3C, especially in the late game and here especially the trade routes at sea (that can be blockaded).
Therefore the current versions of
"Trade and Overseas-Trade" in CCM work like this:
1.a) Between civs on the same continent, you don´t need a road-connection between the capitals.
1 b) Between civs on different continents, you also have the air-trade connection between the capitals (when beeing in peace).
2 a) Your cities on the same continent can be connected to your trade-net by roads or harbours via coastal waters.
2 b) Your cities on other continents can be connected to your trade-net:
- By building a road to connect your tradenet on the other continent to the tradenet of another civ you are in peace with (this connection is gone when you are in war with that civ) or
- By building one of the precious later small wonders, that need a special strategic or luxury resource in city radius like the National Aluminum Mine, National Uranium Mine, National Rubberplantage, National Oilfield or National Coal Mine, that all offer a direct connection via airtrade to your capital. So it´s mostly a good idea to leave these SWs unbuilt on your own continent in case you need a direct trade-connection on another continent to your home-continent. The same option is offered by the SW "International Port".
For the next Version of CCM I experiment with some other solutions, too.