The forum downtime delayed this release...but here it is!
Changes:
Chemistry by bringing the world artifical fertilizers etc means I decided to have it generate much of the wheat in the game in areas such as Europe.
Cattle and wheat have both got technology triggers for allowing more of these resources to be used...so don't get worried if you are in France and it looks alot more spartan, it isn't and it is playtested this way.
Barbarian warriors defend at two so their villages last a little longer before civilisations monster them.
English are Scientific and Commerical now...whilst the French are now Expansionistic and Commerical.
Reallocation of resources...
Bships, destroyers and carriers need 2 iron resources to be built now...thus I can have plenty of iron to allow for knights and swordsman but you need much more iron to satisfy the modern steel industry's needs.
Made appropriate changes to terrain...
The game model is very much to recreate some of the influences of real history, the rise of northern Europe and the Colonisation of Africa and the Americas. However Egypt, India and China are very strong ancient powers and will be very hard to topple...the other nations have a chance (except to some degree the "crippled" Zulus, Aztecs and Iroquois) of challenging for power but are less likely to be top dog.
Just a reminder that on page one of this thread you can get the Civilisation Placement File I produced to work with Grampos's Civilisation Placement Tool.
And finally a reminder to play with the Americans off (so 15 civs) and that the Aztecs, Iroquois and Zulus are not meant to be played by the human.

comments on suggestions made so far

The Suez Canal can be recreated as can Panama by building a city at the narrowest point.
If I was have actual access by way of making the Red Sea join with the Mediterranean THEN the problem is that Africa and Asia would be separated by sea due to the civ3 terrain model.
These two canals were very much for the benefit of the nation that build them and so the building a city to allow ships to go across is a fairly good recreation. Both Canals came in the 19th Century and thus it would be accurate to allow access for all history!! But mainly it is an issue due to the fact it would prevent land units from the Middle East moving into Africa except by boat. We had thought civ3 would have had a Great Canal wonder, but alas it was not to be
The Aswan Dam idea could in some way be recreated, but considering that disease from flood plains is removed by "medicine" (I think) AND that cultivation in Egpyt for MOST of its history is VERY much localised to the river, some oasis regions and the Nile Delta I will keep it that way. At least I've now put in their Numibian Desert Gold Deposits!
Malta stays out for the time being...I'm considering her fate as whether putting an single square for her existence is worth doing -will it recreate her importance by doing that...maybe next time I'll put Malta in.

So in brief
Real world map
15 civs (no Americans)
Accurate resource placement
Custom rules appropriate for a real world map
Based on Marlas map (though significant changes)
Compressed using winzip
Enjoy

and tell me what happened in your game to help me improve upon what I have done
NOTE: I've added to the zip file version 2...in this I alter resources based upon my latest playtesting AND I have increased the cargo capacity of ships again as it was too annoying having to have such a vast navy! I recommend playing version 2 over version 1.
Version 2 also has France and Britain returned their original civilisation abilities...though I have added two things to make expansionism a more worthwhile ability. Expansionism allows cheaper Harbours (VITAL) and cheaper courthouses...
Version 2 also restores the barbarian warrior to having a defense of 1...

ALSO I have added the CTP file to the zip file to save people from needing two downloads.
AND I have added to the zip file the zip file for the CIVILISATION PLACEMENT TOOL by Grampos that you use to have accurate civilisation placements...see page one of this thread for tutorial links and my own brief tutorial.
At some point I'll provide a better civilisation placement method AND write up exactly the rules of the scenario and world on the Appalachian Mountains (probably this Sunday). Basically I'll start making it easier for people to get going with this mod.
(file upgraded after 4 downloads...had just over 50 downloads in total now)