Gojira54
The folly of Man
No, I am not porting C3C to the Xbox 360. 
I am working on an epic mod that will try make use of every graphic included in C3C. There will be more wonders, improvements, techs, resources and units added as well. The purpose of including these graphics is to maximize variety of gameplay while reducing the download file size. I dont plan on deleting any of the items in the basic gameplay, just adding to and modifying them. I have added quite a bit of new content some of it available to all civs, some only available to civs that meet a specific criteria. Each civ will be given specific advantages based on its traits and culture. Gameplay will be expanded for both the builder and the warrior in this mod. Every feature of C3C will also be used (enslavement, stealth, invisible units, sacrifice). While the Random Map version will not use this, the fixed map version will also make use of Landmark Terrain.
Each trait, culture group, and government brings with it its own flavor of possibilities. I toyed around with civ-specific abilities, but to me part of the fun of the Civilization series is the what if factor (what if the Iroquis people defeated the British settlers, what if the Carthaginians were the first to reach nuclear power, etc.). The only trait specific to each civ is the original UU assigned by Firaxis that shipped with the game. I decided to take the original tech tree and expand it out instead. The main tree expansions are available to all civs, while the specific trees are mostly cultural while giving the civ some advantages specific to the root tech. There may be certain techs/units/improvements that are available to a specific combination of traits, culture groups, and government (still exploring this one). I am throwing every trick I have learned over the years into this mod in terms of allowing a unique experience with every game without limiting the possibilities.
The mod has yet to be named, but for now it is called Mod X. It is intended to be a 1,000 turn extended realistic mod that starts at the birth of our species (Homo Sapiens) and extends to about 2200. I will try to keep the future techs from straying too far into fantasy, but if you know about ALL the extra units the expansions came with, you will know one of the directions I will take.
There will be no magic things in the game, but some early units may be regarded as very mystical in nature by other units, and may therefore appear to have special powers. Be assured these special powers are just trickery performed by the mystical units to fool their enemies. Future units are mostly guesswork on my part. I am allowing for a couple of different directions with these all of which are possible if not likely in the future.
I am working on a Hawaiian Scenario simultaneous with this mod, and many ideas that can be shared across the two projects will be. Any new art designed for the Hawaiian Scenario may be used in this mod as well. Unless I can get some massive help on this, the earliest I would expect this out would be Spring 2006.
Features so far:
Unique tech tree alterations While all civs will have access to the basic tech tree, every culture group and trait will have at least one unique tech in each era.
Unique resources While all civs will have access to the basic resources, every culture group and trait will have at least one unique resource which may be critical to unique improvements or units.
Unique improvements While all civs will have access to the basic improvements, every culture group, trait, and government will have at least one unique improvement, small wonder, and wonder.
Unique units While all civs will have access to the basic units, every culture group, trait, and government will have at least one unique unit.
Animal resource-based units Many more early units will require animal resources. Horses will still be the most important of these, but Camels, Elephants, Birds, Zebras, Bears, Crocodiles, Wolves, Big Cats, Llamas, Sheep, and Snakes will all allow specific units that make use of the animal. Some of these units can be built directly, while others are only generated by an improvement requiring the resource. Many animal resource-based units are very cultural. They may only be available to specific civs, and may be sacrificable.
Fermentation Certain plant-based resources can be fermented to make alcohol. Fermentation plants can be built in the cities in whose boundaries the required resource lies in. If enough of these plants are built, a monopoly can be made. Alcohol monopolies also bring in minor negative effects similar to (but lesser than) Drug Monopolies. Some examples of the resources already in are below.
grapes = wine
hops = beer
potatoes = vodka
agave = tequila
rice = sake
sugar cane = rum
Farming The use of irrigation and farms will be expanded, especially for Agricultural civs. Expect farm variations based on what resources are nearby.
Monopolies Certain important resources in the mod allow for an improvement specific to that resource. If a civ builds enough of these resource-specific improvements, they will be able to build a Monopoly Wonder for that resource, allowing for a significant boost in income. There will be plenty of these to build each of them very difficult.
Terrain-based resources Each terrain will have an invisible resource available to it. You wont know where these resources are, as they will not be visible. Should you be lucky enough to accidentally build a road onto one of these resources, new improvements and/or units will become available to you. The terrain-based invisible resources themselves will not gain you any increase in shields, gold, or food.
Drug Trades Certain resources (such as Hemp and Opium) will have legal uses as well as not-so-legal uses. A civ can build a drug trade with these resources. While the drug trade will have a large economic bonus, it will come at the cost of high corruption. This will be represented by an increase in unhappy workers and pollution, as well as a significant reduction in culture. Drug Trades can have monopolies if they have enough of the drug-related resource. Alcohol and Tobacco improvements will have much smaller but similar negative effects.
Well, there you go. I have some other ideas I am considering, but what you see here are the ones that will almost definitely make the final cut.
Questions, comments, suggestions, insults, or offers to help? If you are on these forums, you know what to do.
-AmesJustin

I am working on an epic mod that will try make use of every graphic included in C3C. There will be more wonders, improvements, techs, resources and units added as well. The purpose of including these graphics is to maximize variety of gameplay while reducing the download file size. I dont plan on deleting any of the items in the basic gameplay, just adding to and modifying them. I have added quite a bit of new content some of it available to all civs, some only available to civs that meet a specific criteria. Each civ will be given specific advantages based on its traits and culture. Gameplay will be expanded for both the builder and the warrior in this mod. Every feature of C3C will also be used (enslavement, stealth, invisible units, sacrifice). While the Random Map version will not use this, the fixed map version will also make use of Landmark Terrain.
Each trait, culture group, and government brings with it its own flavor of possibilities. I toyed around with civ-specific abilities, but to me part of the fun of the Civilization series is the what if factor (what if the Iroquis people defeated the British settlers, what if the Carthaginians were the first to reach nuclear power, etc.). The only trait specific to each civ is the original UU assigned by Firaxis that shipped with the game. I decided to take the original tech tree and expand it out instead. The main tree expansions are available to all civs, while the specific trees are mostly cultural while giving the civ some advantages specific to the root tech. There may be certain techs/units/improvements that are available to a specific combination of traits, culture groups, and government (still exploring this one). I am throwing every trick I have learned over the years into this mod in terms of allowing a unique experience with every game without limiting the possibilities.
The mod has yet to be named, but for now it is called Mod X. It is intended to be a 1,000 turn extended realistic mod that starts at the birth of our species (Homo Sapiens) and extends to about 2200. I will try to keep the future techs from straying too far into fantasy, but if you know about ALL the extra units the expansions came with, you will know one of the directions I will take.

There will be no magic things in the game, but some early units may be regarded as very mystical in nature by other units, and may therefore appear to have special powers. Be assured these special powers are just trickery performed by the mystical units to fool their enemies. Future units are mostly guesswork on my part. I am allowing for a couple of different directions with these all of which are possible if not likely in the future.
I am working on a Hawaiian Scenario simultaneous with this mod, and many ideas that can be shared across the two projects will be. Any new art designed for the Hawaiian Scenario may be used in this mod as well. Unless I can get some massive help on this, the earliest I would expect this out would be Spring 2006.
Features so far:
Unique tech tree alterations While all civs will have access to the basic tech tree, every culture group and trait will have at least one unique tech in each era.
Unique resources While all civs will have access to the basic resources, every culture group and trait will have at least one unique resource which may be critical to unique improvements or units.
Unique improvements While all civs will have access to the basic improvements, every culture group, trait, and government will have at least one unique improvement, small wonder, and wonder.
Unique units While all civs will have access to the basic units, every culture group, trait, and government will have at least one unique unit.
Animal resource-based units Many more early units will require animal resources. Horses will still be the most important of these, but Camels, Elephants, Birds, Zebras, Bears, Crocodiles, Wolves, Big Cats, Llamas, Sheep, and Snakes will all allow specific units that make use of the animal. Some of these units can be built directly, while others are only generated by an improvement requiring the resource. Many animal resource-based units are very cultural. They may only be available to specific civs, and may be sacrificable.
Fermentation Certain plant-based resources can be fermented to make alcohol. Fermentation plants can be built in the cities in whose boundaries the required resource lies in. If enough of these plants are built, a monopoly can be made. Alcohol monopolies also bring in minor negative effects similar to (but lesser than) Drug Monopolies. Some examples of the resources already in are below.
grapes = wine
hops = beer
potatoes = vodka
agave = tequila
rice = sake
sugar cane = rum
Farming The use of irrigation and farms will be expanded, especially for Agricultural civs. Expect farm variations based on what resources are nearby.
Monopolies Certain important resources in the mod allow for an improvement specific to that resource. If a civ builds enough of these resource-specific improvements, they will be able to build a Monopoly Wonder for that resource, allowing for a significant boost in income. There will be plenty of these to build each of them very difficult.
Terrain-based resources Each terrain will have an invisible resource available to it. You wont know where these resources are, as they will not be visible. Should you be lucky enough to accidentally build a road onto one of these resources, new improvements and/or units will become available to you. The terrain-based invisible resources themselves will not gain you any increase in shields, gold, or food.
Drug Trades Certain resources (such as Hemp and Opium) will have legal uses as well as not-so-legal uses. A civ can build a drug trade with these resources. While the drug trade will have a large economic bonus, it will come at the cost of high corruption. This will be represented by an increase in unhappy workers and pollution, as well as a significant reduction in culture. Drug Trades can have monopolies if they have enough of the drug-related resource. Alcohol and Tobacco improvements will have much smaller but similar negative effects.
Well, there you go. I have some other ideas I am considering, but what you see here are the ones that will almost definitely make the final cut.
Questions, comments, suggestions, insults, or offers to help? If you are on these forums, you know what to do.
-AmesJustin