Dear players of that thread, thank you all very, very much for your skilful analyzes and reports of that CCM game.


I´m just returned from a 14 day holyday trip to Turkey and I´m very positive surprised what happened here in that thread. I left on page 5 and now this thread is at page 14 and has more than 4000 hits.
About victory in your game:
Please go to victory as quick as you can. Sure there is a main focus in CCM about the world at WW II, but a player should be interested to win as quick as possible (and a modder to set the gameplay so that this can´t be achieved too easily

). I´m interested, if the gamemechanics, I implemented yet to CCM, will stop you for a too early victory by world domination or if here something additional must be done.
You can be sure that your experiences with that mod influence the future versions of CCM. Now I have some more free days that I can partly use for version 5 of the CCM betatest-biq combined with a lot of new units (thank you Wyrmshadow

) and graphics and a new revised CCM mainfile. Before I start to reply to some of your posts of the last 9 pages of that thread, here is – beside the comment of Barbeslinger some posts above - another post that made me smile when reading it:
475 AD: Our Yogi makes Ohm noises at the enemy and gives birth to this Monk.
And now to the
granaries in CCM:
As I've said, I believe in granary builds in CCM."
Ok, but can you explain to me why you believe in them? I do not recall anything they do special, just the faster growth. Is it just because we pay no maint? Mind you I have no case to make against them, just want to learn why I should like them.
I am a fan of faster growth in a few core cities, but not concerned about the rest. At least not as long as I have few few luxs and cannot pop out workers or settlers.
I have two basic things in mind:
1. The argument against too many granary builds in straight Civ is that they just bring a city more quickly to a size where it's going to be stuck anyway--six or twelve according to circumstances, and there's no way to get beyond twelve until any normal game has long since been decided. In CCM these limits are much looser; the first is ten, which hardly matters because an aqueduct is a fairly quick build in a city that size with CCM's low corruption, and the second we haven't even established, AFAIK. Granaries are much more valuable when the population ceiling to which they can raise a city is so much higher.
2. In straight Civ, developing existing cities and encouraging their growth is less important than just cranking out more cities, at least in the decisive early stage. CCM's limits on settlers make population growth in established towns more important, and that's another argument for granaries.
My thoughts about granaries in CCM:
In my eyes the most important feature of granaries was not mentioned yet. Granaries play an important part in the balancing of the new governments in CCM as they help to overcome the population loss triggered by switching to other governments more quickly. Each change of governments in CCM causes a loss in population points to stop players to hold an “ideal line” for always the best government in each situation. That loss of population consists of two factors that work cummulative:
a) Anarchy itself always costs population points. In CCM the Anarchy is bloody, simulating the absence of police and the regime of violence.
b) The new government than can cause an additional loss of population. For Monarchy and Theocracy that worth is zero, so here the only loss of population comes from Anarchy itself (I explain this here more comprehensive, as the both parts of population loss irritated Northern Pike a lot of posts before).
In short: If you have granaries you have the option to switch governments more frequently in the game with positive effects. May be there are some situations, when it is good to produce a lot of veteran units first in Theocracy or Monarchy and than switch to Republic (and especially later to Democracy –so here granaries are replaced by hospitals for reasons of gameplay) for a faster research and more money.
Of course the other explanations given by Northern Pike are valid, too.
Buildings producing holy men:
@Civinator: The Civilopedia says exactly that--"Can only be used with Theocracy government"--and the Civilopedia is wrong. The GP can be built in monarchy and produces yogis in monarchy.
Thank you for reporting this massive error in the civilopedia.

You made the right guess about that error. When the CCM prebetatests started, Holy men (prophets, priests, mullahs, yogis and so on) could only been built under theocratic government. I changed this, as the monks and great artists (or “culture bombs” as you say

) are such an interesting new feature for gameplay in Civ 3, that I wanted to make it accessable to every player in each form of government, but the correction in the civilopedia was not done yet. It must be fixed for the next update of the CCM files under all circumstances as it is now a bad missinformation.
Catapult- and Castle Ships:
@Civinator: I think there's a real problem with the castle ships and other early bombardment vessels in CCM, although it's hardly your fault. We all know that putting a lot of resources into useless naval bombardment is one of the worst things the AI does--and now every civ can do it without waiting for frigates. Basically, the castle ships make every opponent as stupid as the Byzantines.

So for that reason, perhaps they should be excluded from CCM even though the player would lose an option.
Big AI fleets are one of the gamemechanics I mentioned above to stop warmongers like you to receive a too early win by world domination in CCM.

The AI loves that ship – and hordes of these ships are one factor in making a too early naval invasion of other continents, that is necessary for winning by domination in CCM, a risky undertaking.
In early phases of the development of CCM I also gave them lethal landbombardement, but this feature made them real killers and after loosing a city defended by two pikemen to a bombardement by a fleet of over 30 catapultships and an amphibious invasion by a beserk carried on a transportship, I got so angry that I removed that feature from these ships. Now they are more like mosquitoes. Their sheer presence is a pain for an early real naval invader.
Detection of invisible landunits:
I would submit that hidden units should have their movement cut to 1 or all hidden units should be able to detect them
All holymen (and all workers) can detect them. In my eyes this more than enough. In my games some holly men work like an early form of a radar, as they get a lot of helpful informations by their supporters making them noting all units in their neighbourhood. If these hollymen live on mountains, they are even more famous and get informations about otherwise invisible units two fields away.
Golden Age:
Just a note on Wonders and our GA: although we hold four Great Wonders now and can expect to capture six more from the Indians, as far as I can tell not one of the ten has industrious or agricultural character, so we're still at absolute zero as far as that goes.
The Hanging Gardens, held by the Carthaginians, do have industrious character. That's the only possibility on our continent ATM.
I will have an eye on GWs with the agricultural trait.
Forbidden terrain for cities:
It's disappointing to see another deserted island, but thanks for posting.
I was surprised in my game too. I am in the 1600's and there are still plenty of empty tiles left. I don't think it will fill out until atomic theory.
A lot of terrain can´t be settled in CCM, amongst them desert and tundra (so here you can plant a forest, that than can be settled). The dominance on these islands is important, too for world domination.