I love that you called it the Great Troll War! That cracked me up.
We aim to please...
Great to hear you are surviving. The wood elves are a fun bunch to use, but definitely a challenge as well when going against some more militarily inclined races. What drew you to the wood elves, if you don't mind me asking?
Nothing at all. Since I didn't really know what to expect for any of the ToC tribes, I did what I always do:
hijack a couple of nuclear weapons and hold the world hostage I set my tribe (and all opponents) to "Random" in the game setup screen.
Looking forward to hearing about your strategy on the new continent, and let us know if you need anymore pointers!!
May not have had an optimal start, but now at Turn 330, and the Undead just... erm... died (I evicted them from their mainland to their last Tundra-Island, but the Ramayanians finished them off, IIRC). And then the Blood Cult immediately DoW'd me, which saved me the trouble of doing it to them!
It was one of those weird Civ3-AI decisions (I was already rated "Strong" against them), but I think they considered me vulnerable because the last mainland Undead town was only 3 tiles from the BC capital, and quite weakly defended: I'd garrisoned the substantial stack of Pathfinders who'd just attacked/taken the town, but they were all badly injured and I had no convenient Guards to cover them — and I didn't want to use my Dragon, because I didn't want to risk losing it to a flip (I wasn't planning to keep that town anyway; the location wasn't great, and I wasn't expecting to be able to hold it once the next war started).
So I lost a couple of low-HP ePathfinders to Bat-attacks over the interturn, then gifted that town away to the High Elves, essentially teleporting my remaining units back to my capital for free (this tactic is kind of cheat-y, but AFAIK not forbidden by CFC HoF- or GotM-rules, so I don't mind using it). Lucky I did, too: it immediately flipped to the Blood Cult!
Apart from the former Troll capital — which has the Shrine-happiness-boosting-Wonder-which-name-I've-forgotten — being briefly captured by Bats, again because I was careless (I'd left the town completely unguarded and all my newly-built Pathfinders were being sent overseas, so I didn't see them land!), their DoW has done me no major harm so far.
And I had a second Dragon blocking the chokepoint connecting the Blood Cult's lands to the former Undead domain, though, so once I could get another bunch of healthy units back up to that area, I planted a new town there, to give my Dragons, Heavers and Pathfinders nearly direct access to the BC capital. Haven't taken it yet, but it's surely only a matter of time.
The only real inconvenience of this war was that I was buying Silks from the Blood Cult, and shipping the Undead's Incense via BC Shipyards, so I had to raise my Lux-slider to prevent/quell riots in my homeland. But I just got finished chopping/building a Shipyard of my own, in a relatively productive Horse-colony town I founded near the former Undead capital*, and just across the straits from mine, so that problem has gone away (plus I can now build the Wood Elf Rider-units, whose name I have also temporarily forgotten!)
*
Currently in the process of being Dryad-disbanded, because they founded it on a food-bonus
Few more thoughts on the mod in general:
The apparent complete lack of a Granary-equivalent building (at least for the Wood Elves) is presumably a deliberate game-design decision on your part, to make the high-powered-but-population-based units that much more valuable (at least to the human)?
However, giving population costs to multiple military units is generally crippling for the AI-controlled tribes, since they almost always choose to build the 'best' (i.e. highest A/D-value) attackers/defenders that they've unlocked to date, but
don't take population population-costs into account when building military units. So, while I do appreciate what you're trying to do with it in ToC, that 'precious unit' mechanic might need some tweaking, e.g.
— reducing/removing the pop-costs of some/all high-stat units, and instead giving them, say, –1 or –2 HP (making them more likely to be lost in combat, so forcing the player to pick their battles carefully)
AND/OR
— making the pop-costing units
draftable rather than buildable, and/or possibly also increasing the size of a 'village', so that the AI is prevented from whittling its populations significantly below that level
AND/OR
— adding a Granary-type building, and/or improving tile food-outputs (using food-bonuses), so that pop-points which have been converted to military units, can be replaced more quickly.
On that last point, I would strongly recommend (from both an aesthetic and "realistic" point of view) that bottom-dwelling marine food-resources (Crabs, Oysters, Lobsters, Octopuses, Shrimp, Other?) should be set to appear in Coast, rather than Sea tiles. That way a Culture-building won't be required to access them, which will really help in the early game and/or more far-flung (captured) towns.
(Fish and Whales can [continue to] be Seafood-bonuses, though maybe their food- and/or commerce-output could be boosted by +1, to make a Cultural-improvement/-expansion actually worth building, to grab them?)
Regarding city-improvements in general, while it's great that ToC offers such a variety (at least for the Wood Elves!), I'm not overly enthusiastic that nearly all of them are "single-function" (i.e. only one box checked in the Editor), but yet still quite expensive to build (especially given the lowered shield-yields of Forests, Plains and Hills), and also (very!) expensive to maintain. Again, a good human player will (just about) be able to deal with this, but the Civ3-AI doesn't really do "cost-benefit analyses", so will tend to try and build everything, diminishing its military output, and crippling its economy.
(For example, given that my island was quite narrow, most of my towns have necessarily been coastal; combined also with a lack of freshwater sources, and the high shield-/pop-cost of Dryads, I have therefore been 'forced' to build both Fisheries and Warehouses nearly everywhere, just to get my core towns' populations up to a decent level — but at a maintenance-cost of 5 gpt per town, just for those 2 improvements!)
This is the single most eradicated faction if played by the AI because their many early invisible units WILL trigger wars, lots of them, until they are either destroyed early by one of the stronger factions early (and early almost everyone is stronger than them) or by the inevitable dog pile a bit later.
This appears to have happened in my game as well.
I haven't been able to afford Embassies (or trade Maps) until recently, so I have very little information about what happened on the Moon Elves' continent during the early game. But at this point, the Moon Elves are (also) down to a one-city island, with most of their former mainland towns now belonging to the High Elves, and one to the Burning Legion. Those 2 latter factions are also — or have been — at war with each other, so it's also quite possible that some/all of the Moon Elf towns have changed hands more than once.
On the largest continent, the Lizardmen are also on the verge of being wiped out (if they haven't already gone!), following various DoWs and Alliances, primarily among the Skaven, Humans, Ramayanians — and possibly the Burning Legion, who now also own a few towns on that landmass...
(I'd like to second
@Lamabreeder's comment here as well: since ToC [now?] includes multiple 'human' factions — and provided that your mythos allows it — the tribe-name 'Humans'
really ought to be changed)