barbslinger
Gun blast'n shot drinker
There is a Wonder Mesianic that gives a free Kontor in every city that is really nice to have that is in the ship tech line.
I hope he'll check the thread again before he leaves for the weekend.Civinator will really like this comment, I am sure.BTW - I really like this mod. I went back to Conquests for COTM 72 and it looked so plain.
That's because you didn't reduce the amount of Civs I guessI started a second game on Emporer using Small Map and we were right on top of one another.


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. 
). 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.
) 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.
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.
@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.
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.@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.
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.I would submit that hidden units should have their movement cut to 1 or all hidden units should be able to detect them
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.
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.