I do not yet have the expansions, but I plan to get them if I continue this project.
Forget PTW--It sucks big-time. Get Conquests (C3C).
I think all I have is "vanilla" Civ3.
I pity you.
Am I right in thinking that, from a rules perspective, this basically eliminates the need to manually edit the Civ3 equivalent of rules.txt?
Yes.
One big thing I've noticed is the alteration of ZoC in Civ3. Is the lack of Civ2-style ZoCs as big of a strategic factor as I think it is?
Well, the Civ3 system uses a system of 'free-shots' at enemy units that move form one adjacent square to another, as you probably already know. It takes off some health which is the penalty for bypassing a foe. Thing is, the unit is still free to keep moveing hence you literally have to have a wll of units to stop the enemy from getting past. The AI is set to do this A LOT, mainly to get at your resources so it can pillage the road links or to get to a square with better defensive terrain (or to settle a gap in your borders when at peace--ZoC effect doesn't take place when at peace).
Another thing is that the free-shot is random: it may or may not takeplace. If it doesn't, it's like not having ZoC at all (i.e. enemy unit walks past with no penalty whatsoever--rather irritating since this is a TBS game and you can't do anythig about it until your turn).
The one advantage is that ships have ZoC where as in Civ2 they do not.
I think the reason why ZoC system was changed is because it was to easy to block other players' access to parts of the map at choke-points.
The original idea is that it compensates for the fact that you can't move your untis to intercept the enemy unit so the ZoC focres the enemy unit to engage your units. The Civ3 system is really not a solution but just--again--1 step forward and one back: the two systems should have been used with the Civ3 system reserved only for artillery units IMO.
Personally, I like the Civ2 system better--besides, you always have the choice of using the 'Ignore ZoC' unit flag.
O Salesperson, sell me on this, for in all other ways I am nearly sold.
Okay that's it...CIV3 SUCKS, CIV2 RULES!!!
Seriously, the main downsides to Civ3 are bad performance, lack of events and a few other minor things that Civ2 has (the fact that Civ2 air units function like any other unit has both advantages over Civ3 system and disadvantages--namely that they can be blocked by ground units; this is probably the biggest change in Civ3). Aside from that, Civ3 is--and well should be--better. I don't play it much because I can't stand the wait time and as a modder, the lack of a scripting language offends me...not to mention that I'm pissed that the game was left unfixed as there are still bugs that need to be addressed yet as far as Firaxis is concerned, Civ3 is a done deal. (Does this story remind you of anything?)
Of course, if we get the Civ2 source code relased then you may yet gain a renewed interest in the game. (Vanilla game may eventually be re-worked to be more like what people have been wanting since Civ1 but never quite got, so your project could be applicable. Civ3 isn't really much of a jump where the general game concept is concerened--actually not really a jump at all in that way as it is almost identical--it's just that it has features that really should've been Civ2...not to mention that awsome editor.)
P.S. -- You're right, I don't care much about multiple maps. I spent a lot of time modding that whole thing and I barely ever use them anyway.
That feature isn't really applicable to the vanilla game (although is used in TOT extended original game) but it offers a lot of options for modding.