Hey, don't diss the eco-ranger!

I loved those guys.
Hmm..I just brought out my CTPII tech/unit poster to look at for the first time in 8+ months.
CTPII has 106 techs. Civ3 has about 80, some of which are not required. I can't remember if all the techs in CTPII were eventually required or not (you were allowed more diversity in the order you researched than Civ3, though).
CTPII had 12 governments!! But for the 'more advanced' forms of governments allowed more cities to be built. # of cities and distance was not affected by corruption, just happiness. So in other words, it was a no-brainer to move to the government that allowed more cities.
With so many techs, your units would be obsolete before you even built them!
There were 52 city improvements you could build!! Along with 30 Great Wonders.
CTPII had useless units like the lawyer (used to 'sue' your rival

), which stole money from your opponent. Slavers (capture your workers without war), Abolitionists (frees the slaves), clerics and televangelists (basically a unit that attempts a culture flip

), corporate branch (sets up a franchise to take money from your opponent, I guess this would be like the U.S. culturally attacking the world by setting up McDonald's in every country

), diplomats, etc. Do I really need to continue with the worthless units?
Specialists were more effective in CTP, so I guess give them a point there.
The aggressiveness of the AI in CTPII was so weak! You would get an attack real early in the game, then they would never attack again. Granted, there are mods out there that correct this aspect.
End Result: Civ3
CTP required way too much building and not enough war-fare.