Rambo919, thank you very much for your feedback about CCM 2.50.
OK first a general technical question.... can the foreign advisor be modified to show more than 7 civs? It's especially annoying on large maps.
The number of civs (7+1=8) that can be shown in the diplomacy screen (Foreign advisor) is hardcoded, but this is no problem, even when playing with 31 civs on a big map. You can easily change the civ with its current leader by marking one of the current civs with a coloured circle around it by klicking on it, than go to the list with the civs that are not shown in the foreign advisor screen and mark the civ with a simple klick on that list. The marked civ will be replaced in the foreign advisor screen by the civ you have selected on the list. Per example, if you want to replace the marked polish civ in the screenshot below, simply klick on a civ in the list "More civs" on one of that civs and that civ will replace the marked civ in that screen.
Now for a CCM question. What is the typical tech pace like? At around 1990 most of the world (including me) in my current game is about 80-100 years behind what you would expect meaning a tech victory will likely be impossible before the timer runs out. For context I am on the very easiest difficulty
I don't think anyone has even built a single aircraft yet.
The synchronization between the techtree and the time shown in the game is a very difficult chapter in modding Civ 3, as this depends on a cornucopia of different factors on a scale of thousands of years. As far as I know, CCM had achieved that synchronization much better than most other epic mods for civ 3 for about 4/5 of the game. The big distortions in CCM 2.50 come in the last stages of the game, exactly triggered by the problem, that many players posted, that they cannot reach the space race victory before the time for that game is running out. Therefore in the current version of CCM 2.50 40 additional turns were added to the game, coming to a total of 540 (500 + 40) turns. One year was set as minimum size in the timescale for CCM 2.50, what is fitting for about 4/5 of the game. The next lower size for the timescale would be months (as it is set per example in the RARR mod). By such a setting the distortions in the last stages of the game could be mitigated, but for the other 4/5 of the game for me it was annoying if the turns are marked with an additional months-scale, even if the time between two turns is 40 years.
In the last CCM succession game (
link here), the players at deity level (!) managed to score a space race victory in less than 400 turns. I am reflecting about throwing out those additional 40 turns and may be setting the last tech of the space race victory more early in the techtree and replacing the race to the Mars by the historical race to the Moon that I used in CCM 1.
Rambo919, it can be that in your last game you had not enough focus on trading for techs and may be stealing some of them. When playing in average difficulty levels (monarch or emperor), when entering era 4 of the game, the civs are about 100 years ahead of the time scale.
It is no wonder, when your game in 1990 is 80 -100 years behind the timescale, that you have not noticed any aircraft in your game, as in 1890 no motorized aircraft did exist. In CCM 2.50 the AI civs are building aircraft, when they have the proper techs and resources for it.
Lastly a comment about invisible units..... if you use them well in early game all the prisoners captured and then turned into basically terrorists.... become a superweapon against weak civs..... it's a bit OP.
Yes, this is true concerning partisans, but I needed something interesting for the upgrading of the old workers when super workers (steam rollers) are entering the game. An upgrade for the normal old workers to steam rollers is not appropriate, as there would be much to much super workers much too early in the game. May be in the next version I take away the enslave flag for partisans.