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- May 5, 2005
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I listed most of the changes in post 1 of the CCM3 thread:
CCM3 adds the following features to the mod CCM:
1. The eraspecific leaders now have their different names and titles in the diplo-screens.
2. Civs can have different names in different eras (Rome in era 1, Italian city states in era 2, Italy in era 3 +4).
3. Virtual resources (faith, electric power, capital ships, migration period) that only work in some cities.
4.Fix of the submarine bug.
5. Fix of the houseboat bug
6. Fix of the Phantom Resource Bug
7. AI uses offensive land artillery (so this kind of artillery in CCM3 comes later in the game)
8.Use of armies with proper content (artillery units can not be loaded into armies)
9.Units with the king-flag are normal defenders (p.e. MG-Bataillons).
10. Stealth attack now is possible if there is only one target unit in the attacked stack.
11. Trade-screen autofill with best amount of gold.
12. Disorder warning when trying to end a turn.
13. Remaining Golden Age turns of the player can be seen.
14. Elvis easter egg function disabled.
15. The harbor/airport icons now are connected to the units and no longer to the tradenet.
16. Units now can be upgraded in every city without needing barracks, harbours (ports) or airports.
17. The AI now better tends to build city walls and later city fortifications.
18. Paratroooper now can perform an action after landing.
All these options (and more) are possible by the brilliant Flintlock mod.
Reworked features in CCM3:
1. The system of civspecific buildings was completely reworked.
2. The system of religious buildings was reworked. Now different buildings can become an alternative prerequisite for another building (p.e. a church or a mosque or a mandir or a wat or a mission can become the prerequisite for a religious center = cathedral)
3. Religious communities only give 1 culture to a city, no more additional happiness.
4. The government City States now is the first government in game play that has no tile penalty.
5. The worker job Irrigation now is enabled by the tech City States to dim down senseless AI irrigation.
6. Workers and slaves no longer can build railroads to reduce micromanagement in the later game.
7. The partisans (upgrade from workers) lost their HN-flag and enslave-flag, but have no costs.
8. Distortions in the late game time scale are reduced by the introduction of half-years (p.e. 1913 AD and H2 1913 AD).
9. Thousands of gaps in the civilopedia texts, caused by the C3C text formating, were ironed out (but tons of them are still there).
To add for you is that None-ATR MV 3 land units now are coming later with interwar tanks and the same is true for normally produced settlers, now coming with tech Totalitarianism. CCM3 now also holds an additional strategic decision for playing the game where the risks and benefits have to be weighed and that is not posted here, as it is the task of the players to find it and to decide which way to go.
CCM3 adds the following features to the mod CCM:
1. The eraspecific leaders now have their different names and titles in the diplo-screens.
2. Civs can have different names in different eras (Rome in era 1, Italian city states in era 2, Italy in era 3 +4).
3. Virtual resources (faith, electric power, capital ships, migration period) that only work in some cities.
4.Fix of the submarine bug.
5. Fix of the houseboat bug
6. Fix of the Phantom Resource Bug
7. AI uses offensive land artillery (so this kind of artillery in CCM3 comes later in the game)
8.Use of armies with proper content (artillery units can not be loaded into armies)
9.Units with the king-flag are normal defenders (p.e. MG-Bataillons).
10. Stealth attack now is possible if there is only one target unit in the attacked stack.
11. Trade-screen autofill with best amount of gold.
12. Disorder warning when trying to end a turn.
13. Remaining Golden Age turns of the player can be seen.
14. Elvis easter egg function disabled.
15. The harbor/airport icons now are connected to the units and no longer to the tradenet.
16. Units now can be upgraded in every city without needing barracks, harbours (ports) or airports.
17. The AI now better tends to build city walls and later city fortifications.
18. Paratroooper now can perform an action after landing.
All these options (and more) are possible by the brilliant Flintlock mod.
Reworked features in CCM3:
1. The system of civspecific buildings was completely reworked.
2. The system of religious buildings was reworked. Now different buildings can become an alternative prerequisite for another building (p.e. a church or a mosque or a mandir or a wat or a mission can become the prerequisite for a religious center = cathedral)
3. Religious communities only give 1 culture to a city, no more additional happiness.
4. The government City States now is the first government in game play that has no tile penalty.
5. The worker job Irrigation now is enabled by the tech City States to dim down senseless AI irrigation.
6. Workers and slaves no longer can build railroads to reduce micromanagement in the later game.
7. The partisans (upgrade from workers) lost their HN-flag and enslave-flag, but have no costs.
8. Distortions in the late game time scale are reduced by the introduction of half-years (p.e. 1913 AD and H2 1913 AD).
9. Thousands of gaps in the civilopedia texts, caused by the C3C text formating, were ironed out (but tons of them are still there).
To add for you is that None-ATR MV 3 land units now are coming later with interwar tanks and the same is true for normally produced settlers, now coming with tech Totalitarianism. CCM3 now also holds an additional strategic decision for playing the game where the risks and benefits have to be weighed and that is not posted here, as it is the task of the players to find it and to decide which way to go.