Thank you all very much for your interesting reports and your input to this mod.

CCM with the addional "always war" handicap seems to be some kind of a (nearly

) "mission impossible".
It's important to note that the mountain-iron tile we're holding against the Koreans, although roaded, costs all a unit's movement to enter or leave. I assume this is because there used to be a colony there, and I'd appreciate Civinator's input on whether this is a feature or a bug.
As Elephantium has answered yet, this is caused by the river near the mountain and and the fact that the tech of crossing rivers without stops is not researched yet. So no bug.
Carthage war elephants have blitz?
I will reflect about that. May be, one additional HP is enough for elephants.
Yes, missed upgrading the clan. The unit description doesn't say why you should upgrade- namely clans can't settle. That's basic stuff that should be explained.
I will have a look on these entries and how to improve them.
I'm not keen on this whole invisible enslaver concept, but maybe you all are.
You are not alone with such a reaction when playing CCM the first time. There were a lot of discussions about the enslavers when starting the CCM prebetatestings. But let me say: They first hated the enslavers, then they loved them.

The enslavers add a lot of new strategic thinking to the game, as you must use the movement restrictions in your sourrounding terrain and your units in a new challenging combination that normally Civ3 doesn´t offer.
Prats, for the +1hp on defense, autoproduced, adds flavor to the game but with the legionary not to my liking. I would have preferred the legions stay at 3-3-1 and the praets at 5-3-1. What makes Rome more powerful now that a legion is like a swordsman?
As stated some posts above, the relation in CCM for legionairies and normal swordsmen is preserved. In my eyes what makes Rome powerful in the early stages of the game is: Rome is the only civ that can build up mighty veteran landunits in every city by their unique Roman forts - and this with every government, especially Republic. Other civs don´t have a kind of barracks in
the early game and must wait until feudalism to build castles and - this is only allowed in monarchy.
So
the special Roman strength in my eyes is the combination of a massive veteran landarmy and the economic growth of the Republic government. This is not possible for any other civ. The pretorians are only secondary to that.
But with the "Always War Restriction" you impose yourselves to that game, the strength of that intended combination doesn´t work, as you can´t go to Republic government due to the warweariness and can´t trade for techs.
Autoproducing cats is not something I'm thrilled with either. Could have just as easily made them more expensive, rather than take a standard build option away.
As the "arty-units" (catapults, trebuchets, bombardes, cannons and so on) in CCM are the strongest offensive units, the AI would produce them "like hell". In fact you wouldn´t see nearly anything other than this kind of units on the map - and this wouldn´t be good in my eyes. It´s the proper mixture of units for the AI that is targeted in CCM: Normal units as standard units and some
better units in small numbers for the focuses of the gameplay (p.e. archers, spearmen and swordsmen in big numbers and a small number of catapults or later big numbers of WWII infantry and normal tanks and a small number of Tiger tanks or JS III tanks to give some additional punch for the focuses of the game).
Please put me on indefinite skip and I'll continue to see how things progress. No offense to Civinator, but this game at present does nothing for me to the extent that I feel like learning a new set of rules in order to play at a halfway decent level.
Of course I´m not offended. Thank you very much for your input.
Artillery, apparently. The Civilopedia entry on artillery is confusing and incomplete, but it's clear we won't have traditional pure-bombardment units for a long time.
I will have a look on these entries. There is only one landartillery with real offensive bombardement: radar artillery in the last stage of the game. Landartillery in my eyes is one of the biggest exploits of the human players in Civ 3 as the AI can´t use it properly. The other big exploits for the human players are armies and ICS (Infinite City Sprawl). I took out all these exploits in CCM to have stronger oponents and a more intersting game in later eras.
Yes, NP, I think learning the game by way of AW is not the best idea I've had.
Yes, CCM was not constructed with this kind of gameplay in mind. To play it "always war" in my eyes is very, very tough, especially with Rome/Italy.
What would be nice (and this just came to mind and has not been well thought out): Having a tech in each Age that would allow for faster Settler production. Until that tech is known, you get 20 turn settlers. Once that tech is known, they come every 10 turns.
There was a lot of experimenting about the intervalls of settler production and this was the best setting we could find for a compact later game. A "speed-up" in settler autoproduction by a certain tech would need a new building to produce the units in this new interval and to force the AI to produce that building as soon as possible. The AI is not very good in this job. So it´s the best to give the autoproduction of such a crucial unit as the settler (or the clan that upgrades to the different civflavoured settlers) to a building that every civ posseses at the start: The palace.
Even with autoproduced clans by the palace the Egypt AI played havoc and killed them after the production, even if this was not allowed by the settings in the editor. So the Egypt civ needed another building to produce their settlers. The AI doesn´t always construct this building first.
A normal production of settlers would be the comeback of the ICS and this is not intended in CCM and in my eyes is a big strength of this mod. The normal production of settlers in era 3 is only for filling some gaps, but it can not be used for ICS.