I figured out how Persia won by Victory Points. There was a fair amount of Tobacco within the city radius of most of the Persian cities. Once they had mining, getting a tobacco plantation in each city would be fairly easy. Viola, a massive amount of treasure being delivered to the capital. The way to keep the non-Colonial civilizations to build mines/plantations/trapper camps is to put in a building called a Refinery, that needs the resource Colonial Nations to build, which must be built before the mine/plantation/trapper camp. That would restrict the mining benefit to the Colonial Powers. I think that I have figured out a way to add the Water Trade, without slowing the game up too much and I will do some testing on it. To get the scenario to run faster on my laptop, I am taking out some of the civilizations and their cities. I will see if I can get Civ3 running on one of my faster computers to test my idea for the full scenario. Depending on how the game is loading, I may take out some more of the Barbarian Camps as well, or at least the ones on the shoreline, as they generate Pirate Ships, which add to the CPU load.