Started a game up last night, Standard 70% Continents, Random geography, Random Civ + opponents, Emperor.
I rolled the French as my Civ, got a very jungly start (I've attached the 4000 BC start -- resaved from the Autosave -- and the most recent save, if you're interested).
I got notification that the Russians died (somewhere!) very early on, but I'm not sure how that happened (Volcano?). I share my continent with the Babs (1 short war so far) and Mongols (currently fighting a second war against them: Chariots vs Chariots is brutal!) and have (somehow) made contact with the Aztecs. The Romans and Americans are also out there somewhere (both have settled one town on my continent, but I haven't officially met them yet), as are the Indians.
Comments so far (1350 AD, plus some poking around in the Pedia), bearing in mind that I have only taken a very quick peek at your .biq (and that I've not played CivDOS for a decade, so do not remember all the details!):
Setup:
I might be misrembering, but I think Civ1 had only 1 map size, with max. 8 Civs, right? For a more authentic Civ1 experience, the (Civ3) world sizes Tiny, Small, Large and Huge should therefore maybe be disabled (if possible), or otherwise all set to 100*100, with no differences in map-size cost-factors.
The Space-race VC was switched off! Sure, I could switch it back on, but to be a proper Civ1 clone, Spaceship and Conquest should be the
only available VCs (no others should be allowed). Civ-respawn should also be switched on by default.
Similarly, Civ1 had only 5 difficulty levels: Chieftain, Warlord(?), Regent, King, Emperor. I can't remember what the AI-handicaps/ bonuses were for each of those, but I never dared play any higher than King (I play Emp-DG on Civ3)...
Aesthetically speaking, it's perfect that Barbs are bright red, but the French should be (dark) blue, not pink! Could Civs be given their Civ1 colours or the closest analogues, with the 'colour-pairs' sharing the same 2 alternate Civ3-colours?
White: Russians + Romans (maybe they could have white and beige -- like the Uesugi in Sengoku?)
Green: Babs + Zulus (light green + olive green?)
Grey: Mongols + Indians (grey + black?)
Pink: English + Greeks (light pink and magenta?)
Dark blue: French + Germans (blue + navy blue?)
Light blue: Americans + Chinese (light blue + teal?)
Yellow: Egypt + Aztecs (yellow + orange?)
Research:
I was wondering how you were going to reconcile Civ3's hardcoded ages with Civ1's freedom to research whatever one "wanted" (I thought perhaps you were going to cram all the techs into the 1st age, but you didn't!). I would prefer Philosophy and Republic to be moved back to the Ancient Age, though: either that, or make all the Civs Religious (if they aren't already?), so that switching govs more than once is less painful.
(How) Have you adjusted tech-costs? CivDOS just made each new tech progressively more expensive to research, not sure how that could best be simulated here, though.
Buildings:
Barracks (but no Harbours):
At present, Barracks don't seem to make veteran Sea units (as they did in Civ1). Since you've disabled the (Civ3) Harbour, the Barracks should maybe also make Sea (and Air) units into veterans. Just wondering: Can I expect my Ancient Barracks to go obsolete with Gunpowder (and my Medieval Barracks with Combustion)?
Temples + Libraries:
Temples now seem to give no Culture -- but Libs still give 3 Culture! Since Civ1 did not have Culture at all (but did allow stealing of knowledge on town-capture), I would suggest reversing this, so that captured Temples (and Cathedrals) give Culture -- and get demolished -- but Libs (and Unis) don't.
Culture in general:
I would also suggest reducing the Temple's (and Cathedral's?) Culture output to max. 1 per turn, and raising the Culture-limit for a town's second border-pop, from 100 Culture to as high as possible (10,000? 100,000?), so that for the majority of the game, no towns will have Cultural borders which extend beyond their workable BFC. Towns should also "retain Culture on capture" (Scenario properties menu).
Research Lab:
After building a Library, I was given the option of building this already! Unless I'm missing something, this building should (also) be disabled.
Wonders:
A lot of Ancient Wonders seem to be available too 'early' -- which I know is how it worked in Civ1, but there the AI-Civs didn't have to build their Wonders, they got them at random: here, the Civ3-AI immediately starts funnelling shields into them, instead of Settlers and other units
The Mongols built the Colossus in Karakorum, which was completely landlocked. I can't remember if that was also possible in Civ1, but it was weird to see a "coastal" wonder built inland. Same applies to GLight (and Magellans, if that was also in Civ1?)
The Indians have also built CopsObs already (since you moved Astronomy to the Ancient Age).
Terrain:
This is one area where my memory is very spotty. I like that Grassland + Plains can only be irrigated, though: very Civ1!
Coast-tiles seem to give 1 food per turn, but Sea-tiles give 3 food per turn (out of Despotism, not counting Fish)? Is that how it was in Civ1? I can't remember if there was any building which boosted water-sourced food in Civ1, but it would perhaps be more helpful if both Coast
and Sea gave 2 fpt (not sure how this would affect freshwater lakes in the Civ3-engine, though).
Possible terrains for Bonus-resources may need some adjustments: For example, I am seeing Gems on Swamp, but IIRC, in Civ1 they only appeared in Jungle (Oil appeared in Swamps, though)
Volcanoes seem dangerously active. Presumably this was deliberate?
Units:
Settlers (still) cost 2 pop-points (as in Civ3) -- I can't remember if that was also the case in Civ1?
More seriously here, though, the AI-Civs appear to be using their Settlers only to found towns -- not to road, mine or irrigate their territory. So even though Workers weren't part of Civ1, it may be necessary to compromise here, and allow them to be built, or enslaved (or possibly autoproduced from the Palace, to be less exploitable by the human?).
I like that the (Civ3 Roman) Legionary is used for the clone's "Legion" unit. But maybe the (Civ3 French) Musketeer could also be used for the clone "Musketeer" unit (at present it still seems to be the Musketman).
Giving fast units "Blitz" is true to Civ1, but (IIRC) allowing them to retreat from a losing fight is not. Maybe make retreat-probability zero for all experience-levels?
BTW, I'm really glad that stack-death is not possible in Civ3!
Bugs:
In the City view, Entertainers are invisible on my system: I suspect they are portrayed as Elvis on yours(?), but I don't have that popheads.pcx installed (not sure why your clone .biq isn't using my -- or rather, Puppeteer's! -- default Civ3 Entertainer-graphic instead, though?)