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Cam
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Australia
Jan 1970 time: 14:43
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Darth,
Unfortunately I played Colonization about three years ago for about two nights, so my memory of it is pretty rough to say the least.
Furthermore, I've not even tried to start a scenario using Test of Time, so my advice here is likewise hardly expert.
However.... from what I recall, an important part of the game was having a Council of experts dealing with matters such as trade, native relations, exploration, and so forth. I think that you could use Wonders to substitute for these experts so that you can alternate between their respective expertise.
Using 'give technology', and 'take technology' commands, you can make Wonders become active and inactive, so at any one time you could have four active Wonders, and each time you discover a new tech, you can substitute one Councillor (Wonder) for another.
To bring this graphically 'to life', you can even use my Scenario League Design Tip on 'personality icons' at sleague.apolyton.net/Guides/sldt_people_icons.shtml 
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Jim Winchell
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Louisville, Kentucky, USA
May 1999 time: 05:13
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Colonization/Civilization adaptations:
1. Whenever an indian unit kills an armed colonist, have a "armed brave" unit appear in the indian civ capitol. Same with horses: whenever an indian unit kills a mounted unit, have a mounted indian unit appear. A strict adaptation would be to give the indians the technology to build these units when they kill a colonist--It seems in Colonization that a thousand armed braves appear when they steal 25 muskets.
2. Random settlers and armed units appear in the "Old World"--when the colonists declare their independence, no more free units (have an enemy stationary unit appear in the pop up spot). Restrict the colonists at start to explorer/scout type units and a few armed units to defend a limited number of colonies/cities.
3. The colonists must discover technological advances in order to build "speciality units"--scouts, soldiers, priests (diplomats), cannons, ships, etc. Otherwise they're stuck with the freebies they get from the Old World.
4. Colonists can build caravans at start to trade with the indians/Old World ("wagon" adaptation").
5. When the colonists kill an indian unit they get a "convert" settler
6. Whenever one Old World nation declares war on another, give the colonists a few armed units and a ship.
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