That´s a nice observation.Now this is strange: I haven't discovered flight yet and the symbol for airlift appears for the Lancia unit in Neapolis. Is there an explanation for?
My thoughts were just the other way around: As air trade is available since era 1 in CCM 2.5 and many units of era 1 have the airlift-flag (even an era 1 warrior could be transported in a plane), the airlift button should appear even in era 1 - what is not happening. If the airlift button is connected era-specific to the veteran air units flag, in CCM 2.5 it would appear with the start of era 3, as this is the era when buildings with that flag appear (airports) and as it would be eraspecific, it should not be necessary, that the tech in that era is still researched.If it's tied to the air trade, then some of the national resource buildings could enable airlifting, along with the palace. It's definitely not tied to the veteran air units, since all of the buildings with that tag become available at or after Flight.
@Civinator through testing and player feedback from CCM what are your thoughts on Partisans/Guerrillas with hidden nationality?
The question about the AI tendency to build units with the standard Civ 3 settings in my eyes is more a question for Ozy. In my eyes the HN-flag here has a high value for the AI. The answer to this question "outside" the normal Civ 3 settings belongs to the alternatives that the AI has in a mod/scenario and is very complex, taking into account the complete other settings of such a mod or scenario, including "perfuming" units and buildings.I want to keep the Guerilla unit, but with tweaks (ATAR, no resources, and less defense than comparable offensive unit). I have read that if a land unit that has HN is buildable, the AI will spam them to death.
The most important of this CCM setting in my eyes is the limitation, that these units with the king flag can not been built normally, but can only be achieved by upgrading an autoproduced unit (the apprentice) and that no additional building (of the precious 256 building slots) is needed for this setting. That this thematically makes sense is an additional bonus, that was taken into account, when doing this setting.I see that you got around that issue by having Partisans upgrade from workers which makes sense thematically.
I have such a "lite" version of CCM (so in German language), too and in some threads I have posted screenshots about the techtree of that mod. May be I post an English version of it, too, as only the names in the biq must be changed to the English language.However, I have two versions of my mod. A "lite" version, where I am trying to keep general game play along the lines of the epic game.
CCM 3 is more an evolution than a revolution. When it is the time I will write a post about the changes in CCM 3. Production chains, as per example the oil refineries or steel mills (transforming resources) that I had in early prototypes of CCM 3 were cut out again, as I noticed that I lost too much time in the game by looking what can be produced and upgraded in a city. The feature of the Flintlock mod showing icons on top of buildings came after all this was cut out. This will be a topic for CCM 3.1. To give at least some of the different leaders of a civ their "own" personality in the game will also be a topic of CCM 3.1. CCM 3 frees some buildings and resource slots for that job, but even in CCM 3 alone the named different single leaders are a very nice improvement of CCM. Offensive AI artillery only appears in late era 2 of the game and units with the king flag now are real defenders in a stack, what is especially important for the MG-units.I am still working out some of the features like having an Oil Refinery produce gasoline which is needed for modern vehicles or steel mill that requires iron and coal to make steel. I am sure you ate going to have some super creative new concepts.
Scandinavia is in the European culture group, This was so in CCM 2.50 and this is so in CCM 3. Please take into account that the culture group "Mediterranean" in CCM 2.50 and 3 is reserved for south asian civs (India, Indochina) to give them their own city graphics. Culture groups can not be renamed with the current editors.Hey, is there any way to change the culture grouping of civs (I.e. Scandinavia is Mediterranean in the ancient era)?
Thanks, to clarify, I was wondering, in my Scandinavia case, in the ancient era, whether it would be possible to change the city appearance to be "ancient Europe" (i.e. like what England and France have in vanilla civ 3) versus its current "Mediterranean" style (i.e. what Greece and Rome would have in vanilla civ 3)? Furthermore, would it be possible to move some of the techs from the medieval to the industrial eras? I'm specifically talking about everything from the Napoleonic Era afterwards (i.e. Industrial Revolution, Railroads, etc.)?Scandinavia is in the European culture group, This was so in CCM 2.50 and this is so in CCM 3. Please take into account that the culture group "Mediterranean" in CCM 2.50 and 3 is reserved for south asian civs (India, Indochina) to give them their own city graphics. Culture groups can not be renamed with the current editors.
View attachment 693538
What you suggest are the normal settings of Civ 3. CCM tries to be quicker in the industrial era than standard Civ 3 and nearly all other Civ 3 mods without cutting the medieval era too much. CCM was concepted to be different to standard Civ 3 and all known other mods, that were existing in the time when CCM was concepted. This is why the techtree in CCM is as it is and why it will stay in this configuration. Era 2 in CCM is not the "Medieval Era", but the "Era of Discovery" to reach this aim.Thanks, to clarify, I was wondering, in my Scandinavia case, in the ancient era, whether it would be possible to change the city appearance to be "ancient Europe" (i.e. like what England and France have in vanilla civ 3) versus its current "Mediterranean" style (i.e. what Greece and Rome would have in vanilla civ 3)? Furthermore, would it be possible to move some of the techs from the medieval to the industrial eras? I'm specifically talking about everything from the Napoleonic Era afterwards (i.e. Industrial Revolution, Railroads, etc.)?
Thanks for the explanation and linking to the RARR mod. I'll check it out.What you suggest are the normal settings of Civ 3. CCM tries to be quicker in the industrial era than standard Civ 3 and nearly all other Civ 3 mods without cutting the medieval era too much. CCM was concepted to be different to standard Civ 3 and all known other mods, that were existing in the time when CCM was concepted. This is why the techtree in CCM is as it is and why it will stay in this configuration. Era 2 in CCM is not the "Medieval Era", but the "Era of Discovery" to reach this aim.
Concerning the city graphics in era 1 of the mod: Civ 3 has only 5 possible culture groups and these culture groups can not be renamed. As the south Asian civs should receive their own city graphics, the city graphics of an existing culture group had to be changed, and this were the Mediterranean graphics. On the other side in era 1 the northern European cities were not very famous and in most cases in reality not existing, completly different to the "southeuropean" cities. So for me it is no question, that the southeuropean city style should represent Europe in era 1. The following eras of European cities in CCM are represented by a more northerneuropean city style.
If you want the techs in the standard Civ 3 eras and the standard city graphics, may be the mod RARR would be better suited for you. Here you can have a look at the techtrees of RARR 1.7 (RARR 1.8 is in work).
Of course a CCM3 thread will come, but CCM3 has to deal with two problems:Will a CCM 3 thread be created? I see a download available. However, there are no install instructions.
Of course a CCM3 thread will come, but CCM3 has to deal with two problems:
1. The upload size at CFC: This problem now is solved thanks to the help of the Civ 3 moderators.
2. A bug in the Flintlock mod in the versions R17 and R17C:
Flintlock needed the CCM3 files to locate and identify that bug in his mod, so the upload was mainly targeted to Flintlock for fixing that bug, that concerns all current versions of the official R17 and R17C versions of the Flintlock mod - and Flintlock had answered superfast some hours ago, that with the posted CCM3 files he was able to find the reason for this bug.
I asked Flintlock if it is possible to release a R17D version of his brilliant mod with a fix of this bug, and that is why at present there is not yet a CCM3 thread posted, as if possible, I want to link to a R17 version without that bug and not to write additional text how to circumvent that bug on a page 1 of CCM3, that is still long, even without such an additional text. The CCM3 thread is still "under construction" and I posted this at page 1 of the CCM 2 thread and in the CCM 3 download page.
View attachment 694414
In the meanwhile a basic installation hint for CCM3 can be found some posts above: https://forums.civfanatics.com/threads/ccm2-epic-mod.625812/page-73#post-16604688 After installing the Flintlock mod (currently R17C) simply unzip/unrar the CCM3 download into the C3C scenarios folder. A scenario.c3x_config file, adapted to CCM3 should be correctly inside the CCM3 folder and the CCM3 biq correctly outside the CCM3 folder.
The CCM3 upload was created with 7z.