The clock for "holding the hill" starts on turn 10, so a *quick* SC would probably not be needed. A SC would likely be needed however. The two conditions were supposed to be a "OR" case, where it was either seven turns in a row (pretty unlikely, but who knows?), or twenty turns in total. The first "in a row" condition could be removed though, leaving the only win condition as "hold the province for twenty turns".
While testing the modified map, I noticed I bLasted *all* the special independents back to the Void (I didn't intend to do it however). In the original game, there are Eternal Knights and a leader or two keeping three provinces leading to the Hill, with the Hill itself having a fairly powerful defence. However, all these three provinces have a fortification, and Independents never, ever, patrol their provinces; there is therefore no need to fight when just travelling through.
Would the players prefer the original setup (where you only have to battle the defenders if you want to take the "full" province), or something more common where all provinces have the regular defenders? The Last option would be to leave the defenders while removing the fortifications, but that would probably put too much focus on flying to avoid these battles (or simply make them "yet another bunch of independents", for powerful SCs).
Lastly, Zen's mod reduces the effectiveness of a few of the most common Pretenders (Ghost King to name but him), so SCs may be a bit weaker than before. And of course, there are five other nations that would love to get you out of the Hill, which should be expected to gather their forces against you.
