First, I should say that I guess I am what could be called a MODer and a very picky one at that. I'm not really one for Civ3 scenarios because let's face it, no events scripting makes for little more than an elaborate version of the vanilla game. But since I haven't played the C3C scenarios, I won't knock them...yet.
Warpstorm has cleared up the main features offered with C3C.
It should be noted that as I understand it, there is nothing in any of the scenarios that is "hard-coded" to that particular scenario (i.e. you can apply the same features to your own scenarios through the Editor). I assume features like the 'pearl harbor' effect are available in the vanilla (default) game now?
Disasters
Locked Alliances
Flavor techs
Fog of War editor
Two new types of citizen traits (corruption fighting, and construction bonus)
Landmark Terrains (this lets you in effect create new terrains with some limitations)
Two new Civ traits (Seafaring and Agricultural)
New abilities that can be given to Techs (Permits Sacrifice, Bonus Tech, Reveal Map, no trade, flavor)
First Strike scenarios
New Government Flags (Xenophobic & Forced Resettlement)
New Improvement Flags (Double Sacrifice, Stealth Attack Barrier, Required Good With City Radius)
New flags for Wonders
(+ Ship Movement, Tourist Attraction, Requires Elite Naval Units, Increased Army Value)
Unit producing buildings
just to name a few
I assume disasters are Volcano tiles. What is the "plague" effect in the Medieval scenario about? Is it essentially renaming of 'Disease' from Flood Plains or something separate?
The Stealth attack was a needed feature and the Stealth Attack Barrier improvement ability seems logical enough, especially in situations where you want to avoid a specific unit being 'cherry picked.'
And that's all fine and good, but it really only covers unit/improvement/tech/terrain 'ability'-related features and features that are really just fixes (like the FOW editor which is is clearly a requirement where scenarios are concerned).
What about the suicide-inducing, life-spanning, excruciatingly slow turn rate?
What about erratic AI settlement (although PTW included the ability to set terrain to 'Cannot be Settled' only a partial solution)?
What about nonsensical AI responses during diplomacy I know Warpstorm mentioned that as not having been changed...but no change at all?
What about Worker feedback loops (which were only partially addressed in PTW)?
What about the AI's chronic low treasury problem?
What about bias AI tech-trading?
What about skewed combat?
If Warpstorm is correct (that they haven't included ANY of the things I requested), then I assume there are no new unit combat-modifying flags aside from '2x Amphibious Assault?' I also assume that units are not available items in the diplomacy screen? The reason why I mention those two in particular is because a horde of civers asked for them and both have always been hot topics on this forum.
A favorite request among many civers (including Warpstorm as far as I know) is the Helicopter "Pick-Up" flag (i.e. air units given this flag can load units outside of a city/Airbase). No chance huh?
Well, I guess that was to be expected. I'd just like to say to all those who previously said, "You never know, you might be pleasantly surprised" when referring to possible additions in C3C, that I told you so.
Just for the record, most of the requests I posted in the C3C Request Forum were just meant to bring up the topic of what 'Civ3 could/should be' and were not realistically intended for Conquests
although I really would have liked Individual Unit Maintenance Costs (dogdammit).
The standard response to one who dislikes the changes to core rules is "Change it in the editor." Voicing your dislike of changes to the core rules, even if you offer a viable solution, invites this response every time from the modders.
As a half-assed MODder, I agree with Clown (why is it that people can't help smiling when they hear that word), most gamers are not interested in MODding, so it's up to publishers to make the Rules work before MODders get their finicky hands on them.
When it comes down to it, what players want is a challenging game of CIV that has competent AI in every sense. Does C3C offer that? Not from what I'm reading thus far.
BTW, if some of you are snickering and saying, This guys living in a fantasy land
Civ2s AI sucked, I reply that using the Events you could take Civ2s pushover AI and turn it into a nasty (and I mean hundreds of T-34s, Yaks, and all that other cool Red Army stuff unstoppably heading straight for Berlin kind of nasty), counter-attacking just when you think its safe, blitzkrieging, god-of-war-like killing machine that would make Sid sid his pants. Civ3 equivalent: Soviets are busy setting their cities to produce Settlers to build cities along the Arctic Circle while you cream their few meager units only get them down to their last few cities and hear them order you to give them all your gold or else and theres not a whole lot you, as a MODer can do about it.
If you want a good example of what kind of AI improvement I'm talking about, take a look at the upcoming Counterstrike:Condition Zero AI descriptions. CS goes from bots that were okay but always knew where you were, could get head shots from 300 yards away using a pistol, right after turning a corner, while running, to bots that supposedly fire realisitically, don't know where you are but check every corner and won't make the same mistake twice. What's more you can MOD the AI (and other aspects of the game) to your preference. Now that's what I call putting Intelligence into the Artificial!