This forum is the collaboration site for development on the Punic Wars scenario pack. Although initial efforts will focus on the 2nd Punic War, if there's enough interest, we will also develop scenarios for the 1st and 3rd wars as well. While the discussions will seem lengthy, arcane, and sometimes tangential, they are in fact, good ways of shaping the ultimate design of the scenario before coding actually begins. It's an old axiom (validated by my own personal experience) that every hour of planning a software project saves 3 hours of development time. Post #3 contains "current" details about the development of the 2nd Punic War scenario. This will change often, so please refer to it to see where things currently stand in scenario development. Additionally, Post #4 shows the standard design of the Unit Packs available to each civ, both playable and city states. The scenario pack will introduce custom civs and artwork, and rework the rules of the game heavily, along the lines suggested by @Mantis Toboggan M.D. in this post: https://forums.civfanatics.com/thre...d-would-love-to-hear-peoples-opinions.663391/ And here: https://www.reddit.com/r/civ5/comments/j2q4t2/i_had_an_idea_for_a_punic_wars_scenario_mod_and/ As this mod is a group effort, please don't hesitate to join the conversation and offer any ideas, thoughts, disagreements, etc. The only bad comment is the one not entered... More to follow... *********************************************************************************** Definition of Terms Used in the Scenario: Event: unusual happenings that impact civs, their units, cities, etc., that are outside of normal game functions. There are 2 types of events: "game" and "player." These will detailed in much further detail after the map is completed. Game Engine (GE): Civ5's normal code that is used to perform all internal game functions. Game Event: a special series of circumstances that impact all civs at once (e.g. a wide-spread plague or storms at sea. These events occur at the start of Player 0's turns (always the human player that sets up and starts the scenario). Magnates: these are special units that combine the functions of a Great General, together with a heavily-promoted melee type unit, quite hard to kill. They will be awarded via Player Events, but can be removed by killing the unit (which will require a dedicated effort), or also via a Player Event, based on how long the unit has existed, how it has performed on the battlefield, random changes, storms at sea, etc. The major protagonists (Carthage and Rome) will have these units, but some other playable civs might have some as well. Player Event: a special series of circumstances that impact only the "active player" at the time. These events occur at the start of the various player's turn. An example of a player event is the spawning of a special unit (such as a Magnate), gold bonuses, revolts in poorly-garrisoned cities, etc. PO: Public Opinion. This feature is a alternative scenario score, based on various criteria described in the links in Post #1. PW2: The Second Punic War. Scenario Management Engine (SME): Customized code used by the scenario to implement the actions of the scenario itself. It also includes all the adjustments to the Game Engine (q.v.) to force the game to play like a scenario focused on existential struggle over the period of a couple of decades, as opposed to its normal function of taking a civ from agriculture to the stars. Unit Pack: this is a collection of military units that will represent the common "unit types" of the scenario's time frame, and will look quite similar to units in the standard Civ5 game. Almost all of the playable civs will have quite similar unit types, although the actual model used to provide UU's will vary widely. Additionally, some civs will have extra UU's that will be truly unique: types of units that no other civ has (e.g. elephant units for Carthage, etc.). Post #5 below will contain further details on Unit Packs.