A. New concepts (for CCM2):
1. Additional victory options enabled:
a) Diplomatic victory with building the GW UN (as in standard Civ 3)
b) Cultural victory with : Single city: 180.000 culture; Civ: 600.000 culture
2. Highly customizable victory conditions at the game start:
You can set different values for victory conditions, per example if the game should last more turns than the 540 it will have normally, how much percentage of the landmass must be conquered, how many VPs are needed for a VP-Victory, – but be careful with changing the cultural values as these settings were done with the Quintillus editor and the game will swap back to the very low settings of cultural victory in standard Civ 3 (what is much too low for CCM2, taking into account, that a Great Artist can give 1.000 additional cultur points to a city).
3. CCM1 will become the CCM version for the scenario folder:
CCM1 starts with two settlers and one worker and more detailed religious buildings, as in the scenario folder it is not needed to take additionally care of the strict connection of pediaicons entries of buildings and the graphics of the city view (as for scenarios the city view is not enabled in C3C).
This version is not ready yet!
4. Minimap done by myrock added to the CCM2 interface, allowing a better location of your civ´s position on the map
B. Terrain and resources:
1. LM-terrain is now enabled for all kinds of terrain:
This opens a new dimension in creating all kind of maps with CCM2.
2. Forest terrain: Forests now have only one shield, but can be mined for the second shield => railroads now give a 3rd shield to forests.
3. CCM now has more resources
a) New strategic resources:
Hardwood gives an additional shield to forests and allows some better sailing ships and is needed for WWI planes and the Ballista Shop.
b) New luxury resource Exotic Fruits for jungles:
The cityscreen now holds slots for 10 luxury resources. The additional luxury resources of RARR can be activated for CCM easily in the editor.
c) New bonus resources:
The Cattle 2 and 3 and the Cereals 2 and 3 resources are only enabled for RARR.
C. Techs and Techtrees:
1. New techtree for era2:
The techtree of era 2 is the base for the upcoming CCM2 worldmap scenario.
2. Interesting decision when having researched the tech Exploration:
Now the player can go the path over the new tech Mercantilism to achieve a more early access of important new strategic resources (Coal and Rubber), steampower, the early air-unit Balloon and buildings with a better commercial benefit or the old way over the tech Absolutism to receive better military units. The path from tech Mercantilism to tech Economics also fits better to the historical development.
3. The first player to research Tech Humanism (that obsolets the SW producing holy men) receives an additional free tech
4. With tech Bastion Fortifications city walls become obsolete.
On the other side you now can protect your cities with City Fortifications, providing the same protection to cities with size 1, but are 5 times more expensive.
D. Buildings:
1. Religious communities in CCM2:
They now provide one culture and an additional happiness, that can be doubled with religious specific GWs, coming with tech Sacred Art.
2. Worldreligions:
These GWs work as in former versions of CCM2 (doubling happiness of religious centers, add a rel.community of that religion to every city).
3. Religious specific GWs, coming with tech Sacred Art in CCM2:
Double the happiness of religious communities, they belong to.
4. GW Holy City in CCM2: Doubles happiness of Great Religious Centers.
5. Temples become obsolete with tech Economics.
Holding Worldreligions becomes more important in later eras of CCM2.
5. The religious System in CCM1 works different:
It holds different religious level 1 and level 2 buildings (mosques, basilicas, wats and so on).
E. Units:
1. Tons of new units added, many of them done by Delta_Strife
2. Tons of great unit animations, created by imperator1961, fixed by Takeo.
3. Many wonderful new escorted artillery units done by Wotan49
4. Many Escorted Artillery units now have a higher defense value compared to the old CCM2 units.
5. Military Great Leaders now have the option to be changed to catapults, that can be upgraded to all kinds of escorted artillery units.
6. New more realistic upgrade paths for some era 2 sailing ships:
War Galleons upgrade to ships of the line, frigates upgrade to heavy frigates.
F. Others:
Tech Blurbs added to all CCM2 techs.