I believe the readme.txt says it all, so I'll just post the thing here (minus various parts not needed here but worth reading, such as the installtion instructions)
Note: It's rather long because I explain just about every change, and there are alot. None area all that major. It's just a whole ton of little tweaks and alterations for all kinds of different reasons. I'll have to cut it into more than one post, LOL.
All intelligent/reasonable input welcomed and encouraged
Long Winded Changes: Mod for Civilization 3 (LWC Mod alpha-v0.0.1)
Created by Plutarck, aemuli@yahoo.com
WARNING: This mod is considered to be in the Alpha stage of testing, and has been released only to get other's opinions as to what is and isn't a change for the better.
PURPOSE OF THIS MOD:
The purpose of this mod is to alter Civ3 in ways that make it more balanced to allow multiple valid strategys for victory, less frustrating, more historically accurate, and just generally a whole lot more fun to play.
HOW YOU CAN CONTRIBUTE:
For this mod I utilize what I call the "Plutarck Community Process". If you can convince the Plutarck Community (i.e. me) with an intelligent argument which stands the test of reasonability and helps accomplish the above mentioned purpose of this mod, then I will make the changes for the next version of this mod and do my best to give you the credit for the idea/argument. I don't have the best of memorys, so tell me if I manage to forget to give credit where credit is due.
WHAT ACTUALLY CHANGES
Changes this mod makes, in order of how the tabs appear in the editor:
Citizens:
Tax Collector requires Currency.
Scientist requires Literature.
Collecting Taxes without having some form of Currency (even if that Currency is Grain, as it was in Ancient China), and having Scientists who can't read doesn't seem very sensible. This has no real effect on gameplay, but it made sense to me.
Up for debate: Do Tax Collectors and Scientists need to have their effectiveness increased? If so, by how much? As is they seem to be unused until vastly later in the game (if they are ever used), but even the most minor improvement to their effectiveness would double their current output. Much playtesting is needed to confirm, so they have been left as-is.
Civilizations:
No change.
Civilization Advances:
Monarchy cost reduced from 24 to 20.
The Republic cost reduced from 28 to 24.
Technology named "Synthetic Fibers" has been renamed to "Synthetic Materials", which is more fitting for what it actually "does".
Combat Experience:
No change.
Culture:
No change.
Difficulty Levels:
No change.
Diplomats and Spies:
No change.
Eras:
No change.
General settings:
Wealth cost changed from 8 shields to 6 shields. It was too high before, but 4 is too low a cost to start out with.
Forest value in shields changed from 10 to 20. Previously if you had 1 worker clearing the forest it would basically only give you 1 extra production per turn to the city it went to. This makes the effect of all that extra timber more pronounced without becoming unbalancing when multiple workers are hacking away.
Governments:
Monarchy: Diplomats are now Veteran. I'm still not sure what effect this will actually have (if any at all), but it's worth a try. Supposedly it increases the chance of success in a diplomatic mission with lower cost, but I'm not sure how pronounced this effect will actually be. Missions aren't very useful anyway, and with Steal Technology you usually have to pay more than it would cost to just buy the tech from the same Civilization as you want to steal it from. But I figured this would nicely reflect all the backstabbing and cloak-and-dagger dealings that are so common within Monarchys.
Communism: Draft limit changed from 2 to 3, Citys now support 5 units instead of 4. Communism should be considerably better at war than ancient Monarchy, and it was nearly unnoticable an upgrade. It is now more considerable without being rediculous.
Improvements and Wonders:
Palace: Now adds Resistant to Propaganda, Reduces Corruption (while the capital city supposedly has no corruption, it's worth ticking just in case as I seem to occassionally noticed some tiny amount of corruption anyway. It can't hurt, right?), and Allows City Size Level 2. Also gives +1 Happyness in city. Historically the Capitals of empires have always been the most luxurious places of living, and the City Size keeps everyone on even footing even if they weren't lucky enough to start next to a river. It also gives 2 bombard defense to reflect the extra structural defense of a Palace, and gives a 10% bonus to defense of the city to reflect the Royal Guard that surely protects the Capital.
Library and University: Reduces Corruption. Better access to information and government documents makes it harder to be corrupt without being discovered. Educated people are harder to fool...kind of. At this time there is no way to fine-tune exactly how much corruption is reduced, so this will have to do.
Aqueduct: Now adds +1 happyness. I know how happy I'd be if I could suddenly get a nice glass of clean water without having to squeeze it out of a weed.
I would have liked to just "reduce unhappyness due to overcrowding by 2", but that is not currently possible.
Police Station: Adds Resistance to Propaganda and Reduces Corruption. I can't help but laugh that I'm adding reduced corruption to a police station, but it's reasonable from a game play standpoint, even if I totally disagree from a real life standpoint
Great Lighthouse: Cost reduced from 40 to 30. Not a very valuable wonder and it is usually built so late as to be obsolete too quickly to be worth building at all. This makes it slightly better. Considering that the Great Library costs 40 shields while giving 4 more culture and is far more useful in nearly all games, the reduction is warranted. It now costs as much as the Hanging Gardens and Oracle, yet it produces 2 less culture and is still considerably less useful than either of them.
The Oracle: Now adds 1 happyness to the city it's in. Made sense and helps balance it with Hanging Gardens.
Sun Tzu's Art of War: Now costs 50 shields instead of 60 and produces 3 culture instead of 2. Helps balance out the wonder, but now makes far more sense culturally as The Art of War is even studied by modern military strategists and, along with the other Great Chinese Mility Classics, changed the way warfare was thought about and conducted. Now at least it produces more culture than The Great Lighthouse
As to the cost, the Pyramids still cost 10 resources less, produce 1 more culture, have 2 characteristics (which cause golden ages) instead of just 1, AND the Granary is arguably more useful than a Barracks, so it remains well balanced for the reduced cost. Though the the fact that the Art of War was a freakin' BOOK makes it odd that you only get a Barrack in every city on the continent, it could prove unbalancing to give it to every city without ever becoming obsolete so I have left it as-is.
Note on "Gain in Every City..." Wonders: As the amount of citys you can have in an empire is far less than in other Civ games (much less fit on a single continent), Gain in Every City wonders are considerably less powerful than usual. While still excellant if you can manage to build them, they are far more balanced than in the other games.
Magellan's Voyage: Now gives Safe Sea/Ocean Travel, just in case you still have some old un-upgraded ships laying around. With the more accurate sea-lane maps and seafaring understanding the great voyage of Magellan brought your galleys should at least not get freakin' lost in the Sea. Doesn't really make the Wonder more important to build, but at least there is one more insignificant reason to build it.
CONTINUED...
Note: It's rather long because I explain just about every change, and there are alot. None area all that major. It's just a whole ton of little tweaks and alterations for all kinds of different reasons. I'll have to cut it into more than one post, LOL.
All intelligent/reasonable input welcomed and encouraged

Long Winded Changes: Mod for Civilization 3 (LWC Mod alpha-v0.0.1)
Created by Plutarck, aemuli@yahoo.com
WARNING: This mod is considered to be in the Alpha stage of testing, and has been released only to get other's opinions as to what is and isn't a change for the better.
PURPOSE OF THIS MOD:
The purpose of this mod is to alter Civ3 in ways that make it more balanced to allow multiple valid strategys for victory, less frustrating, more historically accurate, and just generally a whole lot more fun to play.
HOW YOU CAN CONTRIBUTE:
For this mod I utilize what I call the "Plutarck Community Process". If you can convince the Plutarck Community (i.e. me) with an intelligent argument which stands the test of reasonability and helps accomplish the above mentioned purpose of this mod, then I will make the changes for the next version of this mod and do my best to give you the credit for the idea/argument. I don't have the best of memorys, so tell me if I manage to forget to give credit where credit is due.
WHAT ACTUALLY CHANGES
Changes this mod makes, in order of how the tabs appear in the editor:
Citizens:
Tax Collector requires Currency.
Scientist requires Literature.
Collecting Taxes without having some form of Currency (even if that Currency is Grain, as it was in Ancient China), and having Scientists who can't read doesn't seem very sensible. This has no real effect on gameplay, but it made sense to me.
Up for debate: Do Tax Collectors and Scientists need to have their effectiveness increased? If so, by how much? As is they seem to be unused until vastly later in the game (if they are ever used), but even the most minor improvement to their effectiveness would double their current output. Much playtesting is needed to confirm, so they have been left as-is.
Civilizations:
No change.
Civilization Advances:
Monarchy cost reduced from 24 to 20.
The Republic cost reduced from 28 to 24.
Technology named "Synthetic Fibers" has been renamed to "Synthetic Materials", which is more fitting for what it actually "does".
Combat Experience:
No change.
Culture:
No change.
Difficulty Levels:
No change.
Diplomats and Spies:
No change.
Eras:
No change.
General settings:
Wealth cost changed from 8 shields to 6 shields. It was too high before, but 4 is too low a cost to start out with.
Forest value in shields changed from 10 to 20. Previously if you had 1 worker clearing the forest it would basically only give you 1 extra production per turn to the city it went to. This makes the effect of all that extra timber more pronounced without becoming unbalancing when multiple workers are hacking away.
Governments:
Monarchy: Diplomats are now Veteran. I'm still not sure what effect this will actually have (if any at all), but it's worth a try. Supposedly it increases the chance of success in a diplomatic mission with lower cost, but I'm not sure how pronounced this effect will actually be. Missions aren't very useful anyway, and with Steal Technology you usually have to pay more than it would cost to just buy the tech from the same Civilization as you want to steal it from. But I figured this would nicely reflect all the backstabbing and cloak-and-dagger dealings that are so common within Monarchys.
Communism: Draft limit changed from 2 to 3, Citys now support 5 units instead of 4. Communism should be considerably better at war than ancient Monarchy, and it was nearly unnoticable an upgrade. It is now more considerable without being rediculous.
Improvements and Wonders:
Palace: Now adds Resistant to Propaganda, Reduces Corruption (while the capital city supposedly has no corruption, it's worth ticking just in case as I seem to occassionally noticed some tiny amount of corruption anyway. It can't hurt, right?), and Allows City Size Level 2. Also gives +1 Happyness in city. Historically the Capitals of empires have always been the most luxurious places of living, and the City Size keeps everyone on even footing even if they weren't lucky enough to start next to a river. It also gives 2 bombard defense to reflect the extra structural defense of a Palace, and gives a 10% bonus to defense of the city to reflect the Royal Guard that surely protects the Capital.
Library and University: Reduces Corruption. Better access to information and government documents makes it harder to be corrupt without being discovered. Educated people are harder to fool...kind of. At this time there is no way to fine-tune exactly how much corruption is reduced, so this will have to do.
Aqueduct: Now adds +1 happyness. I know how happy I'd be if I could suddenly get a nice glass of clean water without having to squeeze it out of a weed.

Police Station: Adds Resistance to Propaganda and Reduces Corruption. I can't help but laugh that I'm adding reduced corruption to a police station, but it's reasonable from a game play standpoint, even if I totally disagree from a real life standpoint

Great Lighthouse: Cost reduced from 40 to 30. Not a very valuable wonder and it is usually built so late as to be obsolete too quickly to be worth building at all. This makes it slightly better. Considering that the Great Library costs 40 shields while giving 4 more culture and is far more useful in nearly all games, the reduction is warranted. It now costs as much as the Hanging Gardens and Oracle, yet it produces 2 less culture and is still considerably less useful than either of them.
The Oracle: Now adds 1 happyness to the city it's in. Made sense and helps balance it with Hanging Gardens.
Sun Tzu's Art of War: Now costs 50 shields instead of 60 and produces 3 culture instead of 2. Helps balance out the wonder, but now makes far more sense culturally as The Art of War is even studied by modern military strategists and, along with the other Great Chinese Mility Classics, changed the way warfare was thought about and conducted. Now at least it produces more culture than The Great Lighthouse

Note on "Gain in Every City..." Wonders: As the amount of citys you can have in an empire is far less than in other Civ games (much less fit on a single continent), Gain in Every City wonders are considerably less powerful than usual. While still excellant if you can manage to build them, they are far more balanced than in the other games.
Magellan's Voyage: Now gives Safe Sea/Ocean Travel, just in case you still have some old un-upgraded ships laying around. With the more accurate sea-lane maps and seafaring understanding the great voyage of Magellan brought your galleys should at least not get freakin' lost in the Sea. Doesn't really make the Wonder more important to build, but at least there is one more insignificant reason to build it.
CONTINUED...