Small bug: The luxury liner description says that it is only autobuild by the Blue Riband wonder. It can be built normally.
Hirmuolio, thank you very much for reporting this error

. I have noticed that error in my current CCM2.50 testgame, too - and the same problem is with the Tarawa Class in era 4.
While reordering the entries for the resources to make them more stable against the phantom resources bug and to harmonize the resources of CCM and RARR to a common mainfile, the place of the strategic resource 'game mechanics' that no civ can have, was changed.
This is fixed now for both units in the biq of the upcomming patch.
The movement bonus on horse artillery is maybe a bit too much. It makes it into a really strong fast attacker. The next unit on its "upgrade" path also lacks the bonus move making it worse than horse artillery.
Thank you very much for your input and I think you are right.
First one has to consider, that in CCM all kinds of artillery are always moving 'up a mountain', meaning even movement points of 2, allow this kind of units only to advance one tile (but give them a retreat option, when attacking infantry units, that only have 1 movement point - and therefore give them a similar option 'to soften up' enemy defenses as it was intended with the spoiled AI routine of Firaxis for land artillery).
So these kind of units only can become 'fast attackers', when moving on roads or having a movement bonus for certain kinds of terrain. This is the case for horse artillery when moving in a tile containing grasland, plains or floodplains.
The horse artillery additionally has some stealth attack settings.
The paks (anti-tank guns) as an upgrade of the horse artillery have an aditional defense point more ( 6D compared to the 5D of the horse artillery, but they have no more movement bonus (as in general they are more heavy) and I had not the time to add the stealth attack to all motorized units of their time to them, as in CCM2.50 with its more than 3.000 units this would mean more than 8 x 3,000 settings in the editor for the 8 pak units. Edit.: A closer look showed, that this stealth attack was added to those units, but only if two or more of those motorized units are in the stack.
I consider to upgrade the defense values of the pak units even more, but here I have to do comparisons to the values of other units of their time and the next upgrading units of the pak unit.
This said, I was never very happy with the setting of the pak units and here you hit the nail on the head.
The late industrial era/atomic era tech tree feels a bit incomplete. The techs are almost completely military unit techs.
In CCM I excluded the micromanagement, triggered by pollution, and replaced it with unhappiness. As CCM2 uses the available 256 building slots and in era 4 there are enough other buildings that provide happiness to compensate unhappiness, there was no more place for buildings and techs like recycling centers and mass transit (in CCM in era 3 there is a railyard). Edit. The last part of era 3 has its focus on WW II, so it is no wonder that the techs here deal mostly with military.
Another reflection about the setting of buildings in era 4 was, that most games in normal difficulty levels are ending before entering era 4 or short after entering era 4. So I prefered to use the precious 256 building slots in C3C for buildings in the first 3 eras of the game, as here they give more fun to the gameplay as in era 4, when they frequently will not been built, because the game has ended before they appear in the techtree.
Nevertheless I made a quick count about the non-military buildings (without parts of the space race) in standard C3C and in CCM2.50 and the astonishing result was, that standard C3C in era 4 has 8 civilian buildings, while CCM2.50 has 11.
