I think the posted idea to "lay rails" over the water terrain by nearly quadrupling the movement rate of ships would be much to much for the AI. Please have a look at the created random continental maps and you will see, that those quadrupled movement rates mostly will be sufficient to transport landing fleets in one move to a different continent (and in some locations even to move them back to your home continent). The calculation by using the standard map size and not the huge map size, in my eyes is not fitting well, as the 160 x 160 hugh standard map size is much closer to the 250 x 250 map size than a 130 x 130 map and the 160 map size is covered by the ship movement settings of the standard map, too. The movement points for ships compared to map sizes in my eyes is not linear, but degressing. The movement rate for midgame transport ships in CCM 3 (compared to CCM 2.5), starting with the galleon, was raised by one additional tile (for the galleon from MV 4 to MV 5). Simply play the 180 x 180 map of CCM 3 and you are at least very close to the "fitting" movement rate for ships. I mostly play the 180 x180 map with CCM 3.
The upgrading of units inside an army is very problematic, as the only way would be to upgrade an army by a newer type of an army. In normal Civ 3 this is only possible in a city that holds a building that allows to build armies without leaders - and the AI is not capable to do such a job. The question is, if there is a change in that problem with the setting in C3X that an upgrade of a unit is possible in every city and if this is also possible for armies. This would need the creation of different types of armies and to have some testing of it in DEBUG mod.
If you want to do your own modifications of the CCM 3 biq, please take into account that you should use the Quintillus editor for it, as the normal Firaxis editors could damage the settings for a cultural victory (that is far beyond the possibilities of the Firaxis editors).
This written, I made the following changes to the biq according to your former wishes and error reports in this game (but not for rails on water):
- Map Trading added especially for the succession games
- Workshops costing happiness: Fixed to no unhappiness
- The Corporation is an additional prerequisite for Communism
- Each army needs ten cities as a prerequisite (no wish by the players but needed in my eyes)
- National GW "The Harbor of Carthage" renamed to "Cothon"; Palace no longer a prereq. GW now has the costal flag.
- Motor cycle units have MV 3 and A6, D4. Early ACs no longer upgrade to them.
- Normal workers can build railroads again:
The shortcut problem was not fixed yet and even the AI is ignoring the former limitation. It also has no use to introduce a "wellness setting" to reduce micromanagement, if the players don´t want that wellness for other reasons.
In the civilopedia there are the following changes (according to your error reports):
Cvilopedia text for the "monument" entry added
Acropolis: Civilopedia entry improved
Civilopedia entries for resources are updated
Factory civilopedia entry fixed: no additional unhappiness
At present I am rewriting the civilopedia entries for the upgrades of the early armored cars. A little click in the editor has a big column of civilopedia entries as the consequence.
And here some special words to the combat settlers. The combat settlers in my eyes are the "true atomic bombs" of Civ 3. As there is nothing in history that equals them, they will no longer have an important position in normal CCM 3 biqs. On the other side I understand the special problem in the succession games to need an official "diploma" for the victory. There is the point in many 4x games, when the player thinks "now I have won the game, there is no more fun in continuing" and skips the game (Civ 7 tries to change here something, but I am very sceptical). Simply skipping the game is no glorious end for a succession game, here a setting is needed that gives a way to finish the game in a handful of turns with glory.
As the CCM 3 biq holds a special setting for map trading, it is also acceptable to do an earlier setting for the building of settlers in the succession game.
I think there is an empty slot in the techbox of the advanced steam engines and to set the settler in that slot for the succession game biq.
I lost some time by writing this post, but I hope that I can post the new succession game biq and the civilopedia file even tonight (or at least tomorrow).