I'll do the Vanilla/PTW differences (for the benefit of non-C3C'ers), and let someone else to the C3C ones
What the things mean:
Additional Units:
Defensive - How many defensive units the AI gets automatically at the start. This can be either Spearmen, or warriors, depending if they have bronze working.
Offensive - How many offensive units the AI gets automatically at the start. This can either be archers, or warriors, depending if they have warrior code.
Start type 1 - How many
extra settlers the AI starts with.
Start type 2 - How many
extra workers the AI starts with.
Unit support bonuses:
Additional free support - Regardless of how many cities the AI has, they will be able to support at least this amount of units, without paying!
Bonus for each city - How many more units they can support for each city they build.
Note: These are ontop of the normal govermental circumstancial thingies
Max Govt transition time - The maximum amount of time it takes for them to switch goverments. If '0', then it's just normal.
Cost factor - How much cheaper/more expensive it is to make/create/build things. '10' is
normal
AI to AI trade rate - (copied from help) Determines the percentage multiplier used in AI AI trade sessions on the selected difficulty level. This value is a percentage (acceptable values range from 100% to 1000%) which is multiplied by the total value (in gold) of the initiating civs offerings, which is used by the "other" AI civ to determine whether a deal is acceptable or not. For example, with a rate of 120, an AI civ offering 100 gold to another AI civ for something would actually be worth 120 gold to the other AI civ.
This rate directly affects the frequency and aggressiveness with which AI civs trade amongst themselves.
General stuff
Number of citizens born content - self explanatory.
Number of citizens quelled by military (copied from help) Determines how many rioting-citizens are quelled with the presence of military units.
Attack bonus vs Barbarians - How much your attack is amplified by when attacking barbs.
Percentage of optimal cities - If this value is 100%, the optimal number of cities will be equal to the default setting for the given world size. At 50%, the optimal number of cities is halved. At 200%, the optimal number of cities is doubled. You get the idea
Chieftan
AI bonuses
Additional starting units:
Defensive - 0
Offensive - 0
Start type 1 - 0
Start type 2 - 0
Unit support bonuses:
Additional free support - 0
Bonus for each city - 0
Max Goverment Transition time - 0
Cost factor - 20
AI to AI trade rate - 110
General stuff for all players (inc AI)
Number of citizens born content - 4
Number of citizens quelled by military - 1
Attack bonus vs Barbarians - 800%
Percentage optimal cities - 100%
Corruption level - Default
Warlord
AI bonuses
Additional starting units:
Defensive - 0
Offensive - 0
Start type 1 - 0
Start type 2 - 0
Unit support bonuses:
Additional free support - 0
Bonus for each city - 0
Max Goverment Transition time - 0
Cost factor - 12
AI to AI trade rate - 120
General stuff for all players (inc AI)
Number of citizens born content - 3
Number of citizens quelled by military - 1
Attack bonus vs Barbarians - 400%
Percentage optimal cities - 95%
Corruption level - Default
Regent
AI bonuses
Additional starting units:
Defensive - 0
Offensive - 0
Start type 1 - 0
Start type 2 - 0
Unit support bonuses:
Additional free support - 0
Bonus for each city - 0
Max Goverment Transition time - 0
Cost factor - 10
AI to AI trade rate - 130
General stuff for all players (inc AI)
Number of citizens born content - 3
Number of citizens quelled by military - 1
Attack bonus vs Barbarians - 200%
Percentage optimal cities - 90%
Corruption level - Default
Monarch
AI bonuses
Additional starting units:
Defensive - 2
Offensive - 1
Start type 1 - 0
Start type 2 - 0
Unit support bonuses:
Additional free support - 4
Bonus for each city - 1
Max Goverment Transition time - 4
Cost factor - 9
AI to AI trade rate - 140
General stuff for all players (inc AI)
Number of citizens born content - 2
Number of citizens quelled by military - 1
Attack bonus vs Barbarians - 100%
Percentage optimal cities - 85%
Corruption level - Default
Emperor
AI bonuses
Additional starting units:
Defensive - 4
Offensive - 2
Start type 1 - 0
Start type 2 - 1
Unit support bonuses:
Additional free support - 8
Bonus for each city - 2
Max Goverment Transition time - 3
Cost factor - 8
AI to AI trade rate - 150
General stuff for all players (inc AI)
Number of citizens born content - 1
Number of citizens quelled by military - 1
Attack bonus vs Barbarians - 50%
Percentage optimal cities - 80%
Corruption level - Default
Deity
AI bonuses
Additional starting units:
Defensive - 8
Offensive - 4
Start type 1 - 1
Start type 2 - 2
Unit support bonuses:
Additional free support - 16
Bonus for each city - 4
Max Goverment Transition time - 2
Cost factor - 6
AI to AI trade rate - 160
General stuff for all players (inc AI)
Number of citizens born content - 1
Number of citizens quelled by military - 1
Attack bonus vs Barbarians - 0%
Percentage optimal cities - 70%
Corruption level - Default
Hope that helps
Edit: There were no posts when I started writing
