I know it's been a while, but I'm finally well enough to return to modding a bit. I've started work on the scenario management engine (SME). It will take a little time, but I'm confident I'll be around long enough to finish it.

As this Punic War scenario is very broad with a lot of complexity, the first test for the new SME will be on something more modest. I'm dusting off the content from my old Hundred Years War mod:


It will be a good test for the new SME to see how viable it is, and what needs fixing before tackling something more difficult, like this mod.

You can join me on Discord if you'd like to contribute ideas:


Thanks.
 
Looks good, keep them coming, just found out there aren't many unique start date mods in Civ VI, and alot is just copied over from Civ V anyway
 
Quick update -- Work on the prototype scenario management is underway. So far it looks quite promising. After a few scenarios are release using this new tool, I'll return to work on this family of scenarios. Won't be long.
 
The civ pack for the Second Punic Wars scenario is published:



Work on the scenario starts tomorrow!
 
FINALLY!

Initial version of the scenario is available for testing!

It's an early version for testing and collaboration, so expect many changes in the coming days.


Link: https://forums.civfanatics.com/resources/new-scenario-the-second-punic-war-219-200-bc.31141/


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In most "normal" Civ5 scenarios the AI behaves like it's waging a 6,000 year culture war instead of an existential fight over 20 years.

This scenario is different!

It uses my "Merlin" scenario management engine, so the AI plays a much better, smarter game, entirely focused on military production, with pre-planned campaign options that maneuver units towards a common purpose. Merlin awards extra help to AI civs, meaning they are much harder to beat than a normal Civ5 game.

You win the scenario by having grown your population the most, compared to where it started. Since most "growth" features are nerfed, hoping for population growth in your cities won't help at all. You "grow" your population by conquering enemy cities. Over the 80 game turn scenario, it is important to take enemy cities, but it helps much more if you can hold a conquered city and not lose it, since population is lost with each change of hands. Smaller civs have a slight advantage, as their populations start at a much lower point.


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Scenario Map:

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There are 8 playable Civs in the scenario. They have unique abilities, at least 2 unique buildings, and ~10 custom models for their units.

1. Rome: Scipio "Africanus"
2. Carthage: Hannibal
3. Syracuse: Hieronymus
4. Macedonia: King Phillip V
5. Massalia: Magistrate Xenon
6. Massylii (E. Numidia): King Massinissa
7. Masaesyli (W. Numidia): King Syphax
8. Gaul: Chiomara (Chieftain of the Volcae Tectosages)


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