Well, all the polishing and bug-hunting consumes more time than I thought, but at last I'm ready to introduce that massively reworked version Mk3 of Thorgrimm's scenario. The pack itself I intend to attach to the next blank message; here is description of changes made.
==
Civilizations==
Added two new civilizations:
* Caesar's Legion (pre-made by Thorgrimm himself as Raiders, but not finished and not implemented before);
* Mutant Liberation Army, or just MLA (brand new faction utilising previously unused "Children of Heaven" graphics).
- Legion faction is unable to build any Settlers, but still human-playable. If you pick that faction, you must understand whose side you're on, for the glory of Caesar

Player for the Legion have to conquer that radioactive world, relying just on his pre-made 4 towns and for these Profligate factions for founding new towns.
Hint: if you manage to build the GECK small wonder of the world, it would provide you with rarely producing Settlers. Not much but still something.
Note that the Legion is a Human faction WITHOUT a Humans resource right on the start location. The good news is, being a Tribal/Raider faction, the Legion wouldn't need that resource as desperately as usual humans.
Unique Legion buildings and units are not needed in Humans resource to build.
Note also that second-era Red Okies is the most powerful unit available for the Legion until endgame Crimson Dragoons. Better conquer these Profligates before they could research and build enough Tanks and third-era Power Armor units!
At first design, the faction was just sort of "Tribals with guns" intended to give the Tribals some deterrence right from the start and was not human-playable.
Transforming them into Legion, I thought that players may want to play Caesar themselves.
- MLA was fully human-playable right from the initial design, but handicapped by lacking of pre-made cities and only two Civilization strengthes instead of three given to the most advanced factions like BoS, Unity or NCR.
And, like the Legion, the MLA is a Human faction WITHOUT a Human resource right on the start location. Player have to think how to deal with the situation

Hint: Human resource could be found and conquered from the Barbarians not so far from the MLA's start location.
MLA supposed to be refugees from Midwest and offering a player somewhat more challenge than most other playable factions.
Technically, this is Human faction by available techs and buildings, but most of their combat units are Ghoul. Three types of Super Mutant units are allowed too (Flamethrower, Minigunner and Rocketeer), as good as one specific Deathclaw-producing building.
* Most other Civilizations are corrected too, mostly in a City Names section (before some Civs have only one or two citynames so have to repeat these infinitely).
Diplomacy texts are corrected to be better suited for every faction's features and leader's character.
==
Units==
* Thoroughtly reworked and balanced units' stats and upgrade chains.
All Civs are now have a resource-free basic Worker, basic Settler (except Tribals and Legion) and basic combat unit. So they wouldn't be totally helpless if these pesky Deathclaws would cut them from a crucial resource and kill all their Workers.
Upgrades are more or less correct so the Ghouls, for example, would automatically switch to building their own Ghoul Worker as soon as they could get a Green Goo.
* Plenty of units are renamed to make it easier for a fresh player to understand and search scenario's Civilopedia (all Powered Armor units are now start with "Power Armor" words, for example).
* New graphic models for some pre-made units (NCR Rangers, Mutie Workers and others).
* Some units have now upgradable graphics with era changing (Human and Ghoul Workers, for example).
On that principle, Scout Bot and Eyebot units are now merged into single unified Floating Eye unit with changeable graphics (it would seem like Scout Bot during two early eras and like Eyebot in two later eras).
* All previously "mute" units without in-game sounds are now have sounds.
Total list of a new (not just renamed and revised) units:
* BOS Apprentice - first-era super-infantry for the BoS, intended to balance NCR Rangers, early Mutants and Enclave's Deathclaws;
* Decanus - first-era firearm infantry for the Legion;
* Frumentarius - invisible scouting unit for the Legion;
* Ghoul Runner - combat and scouting unit for Ghouls;
* Hellion VTOL - Air Power unit, sort of Jet Fighter;
* Hummer - fast ground transport;
* Mutant Skirmisher - fast infantry for the Unity;
* NCR Trooper - first-era infantry for the NCR;
* Nightkin - endgame invisible and stealth-attacking unit for the Unity's Mutants;
* Power Armor Type 76 - the only Powered Armor unit available for Human and Ghoul factions other than Enclave and BoS;
* Red Okies - second-era fast infantry for the Legion;
* Robobrain - combat and terraforming unit for the Robots;
* Schooner - early naval transport;
* Tank - endgame Blitz and Bombarding unit for the factions that lacks access to the most powerful Power Armor units;
* Tie Jun - second-era fast infantry for the Shi, intended to compensate their lack of early Power Armor;
* Zeppelin - fast ground (pretending to be Air) transport unit for factions other than the BoS.
The most important changes with other units:
* Vertibird is now a true Air unit, like Helicopter in basic Civilization III, and available for most advanced factions to build (not just for the Enclave as it was before).
* Power Armor Mk2 is transformed into Crimson Dragoon, single-square all-as-road invisible unit with a selective Stealth attack.
To build these, player have to reach forth era of science and then research a longest possible Advances chain. But, once researched, Dragoons are available to the most Human and Ghoul factions.
So if you let your rivals to mass-produce these units... well, this headache is yours by right
* Combat Armor Sniper is reworked to Assassin and now available for production (rarely) by the Small Wonder of the World only.
Hordes of invisible Snipers sneaking here and there on the map may seem hilarious, but... Personally, I was REALLY REALLY tired of this feature.
Wait for endgame Nightkin or Crimson Dragoons if you would miss mass-produced invisible Snipers.
* Pipboy is transformed into Vaultboy Augment, second-era fast infantry for the Vault City, intended to compensate their lack of early Power Armor.
==
Buildings, improvements==
* Most Improvements and Wonders are corrected and balanced; some were added, some are totally changed their functions.
Total list of a new buildings:
* B.O.S. Academy wonder of the world - sort of Brotherhood's own Sun Tzu's Academy;
* Deathclaw Hatchery - MLA specific building, works as their Barracks and produces Deathclaw unit;
* Enforcers Quarters - Barracks for Democracy (and the only available Barracks for the Shi and the Far-Go factions);
* G.E.C.K. small wonder of the world;
* Ghoul Recon Undertaking small wonder of the world (actually, it has replaced the bugged G-Kennel building);
* Martial Arts House - Barracks for Cosa Nostra government (it has replaced the doubtful Jet House building);
* MLA Lab - MLA specific building for science and culture;
* Neural Grafting Plant - Robot-specific Robobrain factory (it has replaced the nearly useless Recycling Plant);
* Vault Dweller Memorial wonder of the world;
* Western West Point wonder of the world (actually, it has replaced the useless E-Water Filtration Plant);
* X-13 Research Facility small wonder of the world (allows Espionage missions and produces Assassin unit).
==
Civilization Advances==
* Advances were relocated in a research tree to avoid overlapping and to make a tech tree to look more understandable.
* Redefined research points' cost for many Advances according to Era and their in-game worthiness, to avoid both super-cheap and super-expensive Advances.
Advances and their prerequisites themselves are mostly preserved as they were, except 4 new discoveries listed below:
* Aeronautics - discovery for Airships and Zeppelins, now prerequisite for the Flight;
* Boomers Arsenal - discovery for Flamethrowers and Flamer Fuel as a new Strategic resource, now prerequisite for Milstores Reclamation;
* Mutant Cure - Mutant Liberation Army's specific discovery;
* Rebellion Spirit - Mutant Liberation Army's basic Tech.
==Natural resources==
* Some adjustments were made to most Resources' worthiness in Food, Shields and Gold.
* Renamed and changed graphics for some resources, to give more post-apoc flavoring (Iron to Scrap Iron, Uranium to Nuclear Fuel, etc).
* Cabbage changed from Luxury to Bonus category.
Added new resources:
* Flamer Fuel (Strategic);
* Light Alloys (Strategic);
* Mineral Spring (Luxury).
Excluded resources:
* Geckos (Luxury);
* Gems (Luxury);
* Wolves (Bonus).
==Other changes==
* Repositioned some resources, cleared some wastes here and there, and added 5 more small islands in the ocean (yes, its against the realworld Californian map, but... Come on, folks, this ocean squares in game are too big and almost useless!)
Rre-positioned endgame Power Armor units are removed from the map for all factions. Now there are only two mid-game units of Power Armor right from the start: one for BOS and another for Enclave.
* Revised initial pre-made cities and buildings there, to avoid bugs with, for example, Human buildings in a Ghoul capital city.
Changed pre-positioned cities for Tribals and Legion factions.
* Thoroughtly reworked Civilopedia, diplomacy and scripts files to correspond to actual scenario rules with all my corrections and additions.