i learned some stuff about scenario/modding and still learning what Cablenexus did with his first scenario and want to create another one scenario. This time with only some minor modifications just to learn more about modding and preparing for the following up scenario i got in mind.
This scenario should be mainly landbased only. At least the modifications will be focused on land, mainly in the economic and military areas.
What's this scenario about in a short overview:(there may be things added or removed)
The scenario:
Its about Italy at ~500 BC, where latins gain independence by the etruscians and Italy is devided up by several 'tribes'. I know its a similar or even the same timeframe the new scenario of Rome 2, but i dont care. Its my introduction scenario and precursor of the next one scenario relating to this time frame.
The map:
Italy + Sicily. I still need to check it what size its good for. At least it will be big.

The Tribes:
All tribes in Italy and Sicily.
The cultures:
Nothing new: Greek, Roman, Barbarian, Carthagenian
The modifications:
Economic->New Terrains:
1. Mediterran_Hills_moist
2. Mediterran_Plain_dry
Economic->Terrain->New Buildings: ( build rules: must be on your terrain )
1. Only on Mediterran_Hills_moist: Winery(which adds a little bit food to the tile its been built on)
2. Only on Mediterran_Plain_dry(rare, like only on Sicily): Olives Farm(which adds a little bit food to the tile its been built on)
3. Only on Forest: Lumberjack(which adds a little bit of wood to the tile its been built on)
* These buildings act like mines but they also influence the tile for a little bit.
* The most important role: They act as raw material supplier for another building: The Marketplace, representing a district of a city with craftsmen/manufacturers and traders.
* They can be upgraded by Levels/Improvements unlocked by tech and through other conditions on the tile like streets, rivers, sea
The Marketplace( with the build rules of a smith, within a range of 3 of any of your cities)
• can connect to the new buildings AND all mines a smith can connect with the same rules as a smith is doing with mines in vanilla.
• Can produce goods
• Generates gold
• needs to be connected/bound to a city
• needs at least LVL1 streets to start
• The smith will be removed, its role is taken over by the marketplace.
• The marketplace can be upgraded/improved with manufacturers and other improvements like a storage hall, stores, emprium under specific conditions. Greater stores of course need more different goods.
• Within the marketplace you can build only those manufacturers suitable to the raw materials the marketplace is connected to:
1. Wine for a winery( need a manufacturer name )
2. Olive oil for an olive farm ( need a manufacturer name )
3. Light Weapons for Lumberjack ( Armourer )
4. Heavy Weapons for Iron( Heavy Armourer )
• The marketplace itsself can be upgraded through inventions and other conditions, generating more income etc.
• It generates income as soon as manufactural improvements were built
• The vanilla Trading Improvement of cities will be removed
New resources and about resources:
1. Wine should be a new tradeable resource
2. Olive oil should be a new tradeable resource
3. Light Weapons arent a tradeable resource. Instead its a status condition either a country got them produced in a marketplace or not. They will be used as condition for some improvements/trainings for military units
4. Heavy Weapons. The same as light weapons
About resources:
1. Wine: Adds to happiness and loyalty of cities and armies. Cities consumes Wine.
2. Olive oil: Adds to happiness and loyalty of cities. cities consumes olive oil.
3. Light Weapons used as condition for some unit improvements
4. Heavy Weapons the same
Military tradition:
I have to work out this one a little more. Its just a value of the overall military situation of a country like the amount of armies in duty, XP of Armies and maybe other stuff. It may be a further "resource" needed - next to gold and research - to invest into some military technologies.
Economic tradition:
Similar to military tradition. It represents the overall economic situation of a country and can be used to invest into technologies regarding trade/economics. For this value come into account marketplaces and their improvement, amount of ships, ports, overall gold income....
Thats it so far.
For the next scenario i would like to go even more deeper where you can connect trade-ports to marketplaces, make even more goods, expand the marketplace, seperate the people into normal burghers and rich, 1 more military unit, world wonders and effects on neighbouring tiles like on armies or on the tile itsself through increased morale of the people and more workforce in those tiles, ....... theres a long list

ToDO:
• I still have to workout and go into detail with with rules, conditions etc. for every idea i had
• ask pavelk: is something of my ideas of this scenario not possible to do?
• Maybe someone is interested to join up? would be amazing to start something with more people .

Cheers