clamel, thank you very much for your kind words about CCM.
So the editor must be used carefully in those cases. Then it comes down to understand you have used
Quintillus versions. But more specific which version. Perhaps it isn't important which version of his full fledge editor one can use, but it's sure important to use it I understand. Using the standard 1.03 or Steph editor perhaps "delete" certain combination of high end editing you made.
Quintillus and Steph opened up more "options" in editing and using anything else and then saving it will "delete/omit" such twists. That is why I would be happy to know.
Believe it or not, CCM2 was done with the standard Firaxis editor 1.00 (coming with the unpatched version of C3C). I highly appreciate the Quintillus editor and experiment a lot with it and there will come a time when I completely use this great editor for a mod or a scenario, but the work for CCM2 started long before I had the Quintillus editor and with all the new settings possible with this editor and my fable for experimenting, I feared, that I could spoil the CCM2 biq with all the unusual settings that I tried (and still am trying). If you want to edit something in the CCM2 biq, don´t use the Firaxis editor 1.03 coming with Civ 3 Complete as this editor has some bugs (per example you would loose the option of scientific leaders). The present Quintillus editor with normal security settings would also work very well for editing the CCM2 biq.
Haven't had time yet to see actually if anything disagrees with me, but some things from CCM1 perhaps remained. One thing comes to mind is you got transport planes that in some way made real paratroopers not very useful. You could load all units available to board those transport planes and paradrop them in some way at longer distances than the correct paratrooper unit. Fighting on another continent you could get scores of Infantry across with those planes without the need of building an airport. The sad thing the AI never used it (at least what I think).
In CCM2 the range for paratroopers is always longer than the range for their contemporary transport planes that can perform paratrooping actions.
These transport planes cannot board 'all kind of units' for paratrooping them, but only units with the 'foot-flag'. Later cold war transport planes can drop some special tanks that were 'dropable' in real life, too (like the Sheridan tank for the US). At present not modable for me is the hardcoded problem, that the rebasing range of a plane is 6 times (!) its normal range and you can load troops inside such transport planes and rebase the planes with these troops in cities very far away from your mainland. Peacekeepers in CCM2 are treated like paratroopers.
Playing the CCM1 long into the future (way past actual game end), just to see all techs come in play, I found out that the AI fav unit was any type of armoured cars. Even having the best of MBTs very few popped up in the huge stacks I had to fight. I guess the cause of this was that the armoured car could move fast over most terrains and much cheaper than MBTs. I hope you "fixed" this or it might be deliberate.
In CCM2 MBTs only need 2 strategic resources (like all other units in CCM2 maximal are requiering to fix the hyperlink bug) and in the latest CCM2 biq you will have more land where MBTs can operate without any handicaps as the workerjob 'planting forests' now is coming later in the techtree.
Not knowing how you setup airplanes this time, especially with carriers, I intend to have a look at that. Guess you now have a much greater mass of types, so that I don't have to see Mosquito on carrier decks (lots of better options). Well the AI never used much of those carrierbased planes anyhow, but for ones own good.
If you want to have more information about the performance of aircraft carriers in CCM2, simply click on the link aircraft carrier in the civilopedia entry of an aircraft carrier. You will see the information below about aircraft carriers (a lot of work was done with the CCM2 civilopedia

):
Aircraft in CCM2 have a civilopedia entry, if they are 'Carrier Capable' or not. So you can see, that the Japanese Zero fighter can operate from carriers, while the Mosquito you have mentioned in your post is not able to operate from aircraft carriers.
When the first nukes came into play they were carried by B-29, but shouldn't you have an upgrade later for these, thinking on the range of like say B-52.
If you are looking in the techtree of late era 3 and era 4 you can see, that there are a lot of different nuclear bombers in CCM2 and there is also an option for upgrading nuclear bombers - and the best is: All these different bombers have a well working nuclear blast animation! Most nuclear bombers in other mods when not using a link to the nuclear bomber in the WW2 Pacific Conquest (as I did it in CCM1) were only able to show the last animations of some smoke, but not the nuclear blasts. Here Vuldacon (and with a small nuclear explosion also Wyrmshadow) one more time did a wonderful job.
Nuclear bombers are autoproduced by the SW Manhattan Project. This SW is also needed for the later production of tactical nuclear missiles and ICBMs. If you haven´t built this SW until the tech Advanced Avionics is researched, your civ has signed the 'Treaty on the Non-Preliferation of Nuclear Weapons' and cannot build any nuclear weapons (including nuclear tactical missiles and ICBMs) in that game. I´m reflecting about giving that SW very high maintenance costs, to make the building of this SW a tougher decision, but in the current biq there are no such high maintenance costs for that SW.
The SW Manhattan Project autoproduces a nuclear bomb every 6 turns. This nuclear bomb has the graphics of the B-29 bomber known from the WW2 Pacific Conquest. This B-29 nuclear bomber later can be upgraded to other nuclear bombers with a better range. The nuclear bombers also have a better range than nuclear missiles with the exception of the ICBMs.
The US are the only civ that has two sources for nuclear bombers:
- the autoproduced B-29 nuclear bomber and
- the upgrading of the autoproduced Escorted Bomberraids to Convair B-36 nuclear bombers.
Both nuclear bombers later upgrade to B-52 nuclear bombers.
Other civs have other chains of upgrading these bombers.