NOTE: This mod-scenario has not been updated to beta version 2 of the PyScenario utility. It still works a stand-alone mod-mod for the official version of RFC. Features This mod only affects the 3000 BC scenario. Sahara isn't a full-fledged desert at 3000 BC anymore. Instead you get a randomly generated mixture of various terrain types. The North African coast is also forested ("Mediterranean shrub"). Desertification follows random patterns and gives a unique (not historical, but believable) results every time. The desert will occasionally swallow up improvements and roads. Deforestation can cause desertification, so beware! Ancient Saharan settlements are present from start. Later city states and nomadic tribes are represented by city and unit spawns. (These also have random elements to them yielding different results from game to game.) Terrain features and special resources spread dynamically through out the Sahara - and are later swallowed up by the desert once again... Installation Download the zip archive available from the link at the bottom of this post and unpack its contents into your \Sid Meier's Civilization 4\Beyond the Sword\Mods\Rhye's and Fall of Civilization\Assets\Python\ folder. You will need to overwrite the original CvRFCEventHandler.py file in order to successfully complete the installation! Note that this mod-scenario is done with the PyScenario utility and installing it will also add the current version of the PyScenario application as a part of your main mod installation. In order to uninstall the scenario you only have to delete (or rename) the Scenario.py file though. (A complete uninstall would require to replace the CvRFCEventHandler.py file with Rhye's original version. Only then should the PyScenario.py file be deleted!) Instructions Playing as the Egyptians now features a growing desert around the Nile. This should have little impact on the game since the Floodplains are not affected. There are minor Civs to the west to butt heads with, but if anything the added production from Plains tiles early on makes the game easier. Playing as the Carthaginians now makes settling the Libyan coast more precarious, as chopping down forests can have catastrophic consequences! The Numidian desert tribes need to be kept in check and there are also cities to conquer in the south. Playing as the Malinese has gotten more interesting, as the player no longer can rely on Floodplains along the Niger banks. The inland delta is still represented though, and the Niger basin is no longer a barren desert, but the Sahel drought is a real concern - and there is no way to predict where or when it will strike! The Saharan nomadic tribes are a minor nuisance in comparison. Scenario maker's notes Spoiler : This mod-scenario can easily be merged with another PyScenario script or be used as the basis for a larger scenario. Note however that if your own scenario includes an altered WBS file (map) then it would be a good idea to set it up with all the pre-existing 3000 BC terrain already in place. In that case all the Triggers marked with "preset cities" and "setup base terrain" can be deleted! This will have a positive effect on loading times and waiting time in between game turns. If someone would like to expand this concept into other areas of the world affected by climate change in historical - or modern - times, the way to achieve this effect is to utilize the degrade() Action. (See the PyScenario Trigger API for complete documentation.) Note that in order to turn a area of the map covered with Grassland tiles into 100% Desert it is safest to use the degrade() method about 10 times over the course of the time period involved. This can be setup with one single Trigger however, utilizing the features built into the turn() Condition. (You could have it fire every 10 turns over the course of 100 game turns. Note however that most of the tiles would already be desert by the fifth or sixth iteration, but probably not every single tile.) In this particular script I've enhanced historical development by forcing desertification in some areas after only 2-3 iterations of the degrade() method. This is easily achieved by having the terrain() and possibly also the erase() Actions fire at a set historical date.