My "Combined Tweaks" mod qualifies as a scenario in the technical sense that it is considered a "top-level" mod, altho mod compatibility is a big priority for me, so I steer clear of going the full route.
What I can tell you is that the Firaxis scenarios rely on three key things:
- Database edits (like most mods do)
- A unique Ruleset
- Lua files added by the Gamescript tag in the .modinfo
The Ruleset piece is easy enough to copy by looking at how the Jadwiga or Viking structure are set up. Just create it in a config file and reference in the modinfo.
Gamescripts are pretty easy too, at least at their most basic level. If you grab the Gamescript Lua directly from either of the mentioned scenarios (not sure about Australia) and plug it into a mod, it will start running. I used the Jadwiga scenario as a base for a Gamescript I wrote but removed (see below).
Database edits are straightforward enough. But they carry an annoying catch in that there is no simplistic way to
hide leaders/techs/civs you don't want around versus
delete them. And the second you start deleting anything you have to kiss goodbye to compatibility with many other mods. That can be fine if it's what you're going for, but its still an annoying extra. The Firaxis created scenarios don't work with even the most basic mods largely because so much gets purged from the database. Missing primary keys from tables = major reason for crashing.
More on Lua Gamescript editing. I said earlier it works. Well, it does, but it is also the opposite of fun to me. Ironing out bugs with the tools we're given I have found to be just short of nightmarish. It's possible I'm missing something and there are better ways to do it of course than coding, loading game, crashing to desktop or getting Lua error, repeat. But even when I did get stuff working, I immediately ran into conflicts with popular mods like CQUI, and that put a total stop to my gamescript meddling. If you're ok with all of this you can of course make it work.