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archaeolept said:
Ahh - just delete the #scenario from the .map
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Just be damn careful, if you do that, that you do not override some of the more important settings. E.g. if you remove the #scenario, you can set the number of starting provinces, and this number does not take the number of provinces granted in the scenario file into account.
Anyhow, have fun spellslinging. I predict a weird game for you all, as some of the special sites can have a substantial influence on strategies if you let them. E.g. certain nations are rather more dangerous summoners than they are usually, and an Iron Faith Ulm going for massed Templars and a decent blessing might even be feasible.
...And don't play with a human Atlantis without R'lyeh and/or Ermor, or they will slay you all.
For those (if any) unaccustomed to special sites that let you enter them, they can be entered by one commander (usually a specific magic type commander) per turn only, by giving him the strategic "enter site" command. If you have a monster-generating site, it nearly always pays off to park mages there for permanent summoning over time. Some of the troops granted are not negligible.