I have 3 questions:
1.If a forest is cleared and is planted again a forest in that tile,how many turns need to wait to clear that new forest to obtain 10 shields,depends by era ?
No, Samson's right. You can only get the shield-bonus once per tile. Pretty sure this was patched in sometime during the original Vanilla version, to stop players from using Worker-stacks to repeatedly plant and chop all the flat tiles round a city for instant (or at least, much quicker) building-completion.
2.I had a soft from here to calculate combat odds in Civ III,link saved but now after server of CivFanatics changed link not working.Where can find after changes that soft or other to see the odds ?
Not sure which software you mean, but CivAssist has a combat-calculator function (right-click within the 'World map' screen),
if you can get it to work under whichever Windows version you're now using (works fine for me in WinXP and Win8.1).
3.I asked before about this,in Civ II can see the map simple with editor/cheat mode,in Civ IV with Ctrl W.In Civ III can't,just with Civ3 MultiTool of Gramphos but this not working in Windows 7 and in XP more times errors.A solution to see the map before to play,other programs,in Civ IV can play a map without oil example,will have sure iron,horses,can destroy a civ or to take terrain to have oil,but in Civ III without coal for railroads,RUBBER,oil is very hard ? I play huge maps always=more time spent...
Civ3 has no way of doing that in-game, no -- at least not until you get Satellites.
If Civ3 Multitool doesn't run on your machine, have you tried simply using the Editor to open a newly-generated 4000BC.sav? (Not sure if that's possible -- maybe one of the GotM designers could answer that question...?)
Even if the Editor won't open .sav files, you could certainly use it to open the original 'conquests.biq', generate (or design) a Huge map, randomise the resource-placement (not sure if you'd also have to set civ-starting locations -- but you can get the Editor to randomise those too), then save that .biq as a Scenario where the map starts off visible; you can then play that Scenario via the 'Civ Content' menu on the start-screen.
Regarding (Strategic) resources: Having randomly generated a map in the Editor, you could even check the (randomly-distributed) resource-positions, and then assign a 'good' starting-point to the Civ you want to use, ensuring that you'll have guaranteed access to the StratRes you can't live without (at least until they disappear -- but you can also fix that in the 'Resources' tab, by setting 'Disappearance Probability = 0' for some/all StratRes). You can also increase the 'Appearance Ratio' of resources; that way, you can get more occurrences of each StratRes per each civ on the map, which in turn means that your civ is more likely to have at least one of each resource accesible on your Continent (Luxury-resources tend to cluster though, so you're not guaranteed access to all 8 LuxRes).
Remember though: Any games played using a (EDIT)
modified .biq (/EDIT), don't get recorded on your high-score list.
If the above sounds
too much like cheating (or if you want to be able to record the final score), then you might want to try the 'MapFinder' utiility, which the CFC HoF-players use to find good starting-locations for their games. It works in conjunction with C3C's random-map generator, to produce multiple 4000BC.sav files with user-preset conditions (e.g. lots of Cows, near a river!). I prefer to play all-Random games, so I've never used this utility myself, and am not sure exactly which search-parameters can be specified, but
if it allows you to specify a start with, say, Coal in the vicinity/on your Continent, you could then play a fully randomised game, which allowed you to explore your new world, while still being sure that you'd
definitely have Coal (or whatever) available after you research the relevant tech.