Fork of kiwitt's Modern Earth, which is itself a modmod of BarbarianKing's Earth 2010.
Thread
Changes from Modern Earth 1.4
*Some changes may have been omitted by mistake, as this is a multi-year, on-and-off project that I haven't been keeping a changelog for
Switched DLL to 50 Civs ("Basic 50 civs" by modifieda4)
New Technologies, including expanded tech tree into the near future (subject to change)
Civics entirely redone (experimental, based on World 2009 Mod)
Power Grid buildings - Power your whole country with just a few power plants...but be careful to leave room for redundancy.
New World Wonders, both starting and buildable
Obsolete events removed, some new barb spawn events added
Platyping's Platypedia
Weapons Blueprints
Corporations removed (Subject to change)
Relgions changed
New SpecialUnit: Expeditionary forces (Marines and Helicopter units) will be the vanguard of your amphibious invasions
Dozens of new land, sea, and air units, ranging from drug smugglers, to giant death robots
Removed "Assassinate" mission from Special Forces
Removed all culture generation - borders are now "fixed" (although a small python script from RtW has been added) which automatically expands newly captured city's borders.
MAP CHANGES
Despite the addition of 10 civilizations, the removal of several factors including extraneous units, buildings, and great people have reduced the loading time and turn times by up to 50%
New Civilizations:
MISC
1 turn = 1 month (better for scaling production and tech rates)
Several units, cities, buildings, Settled Great People removed (Sorry Kiwitt)
Orders of battle accurate to 2017
Land, air, and sea units added
Chinese Military reorganized - Units designated as divisions have been split into component regiments
Indian Military reorganized - Divisions have been split into their constituent brigades (based on an educated guess as this info isn't publically available)
Generally fewer terrorists, but higher concentrations in global hotspots
Terrorists named for flavour
Thread
Changes from Modern Earth 1.4
*Some changes may have been omitted by mistake, as this is a multi-year, on-and-off project that I haven't been keeping a changelog for
Switched DLL to 50 Civs ("Basic 50 civs" by modifieda4)
New Technologies, including expanded tech tree into the near future (subject to change)
Civics entirely redone (experimental, based on World 2009 Mod)
Power Grid buildings - Power your whole country with just a few power plants...but be careful to leave room for redundancy.
New World Wonders, both starting and buildable
Obsolete events removed, some new barb spawn events added
Platyping's Platypedia
Weapons Blueprints
Spoiler :
Corporations removed (Subject to change)
Relgions changed
Spoiler :
New SpecialUnit: Expeditionary forces (Marines and Helicopter units) will be the vanguard of your amphibious invasions
Dozens of new land, sea, and air units, ranging from drug smugglers, to giant death robots
Removed "Assassinate" mission from Special Forces
Removed all culture generation - borders are now "fixed" (although a small python script from RtW has been added) which automatically expands newly captured city's borders.
MAP CHANGES
Despite the addition of 10 civilizations, the removal of several factors including extraneous units, buildings, and great people have reduced the loading time and turn times by up to 50%
New Civilizations:
Spoiler :
MISC
1 turn = 1 month (better for scaling production and tech rates)
Several units, cities, buildings, Settled Great People removed (Sorry Kiwitt)
Orders of battle accurate to 2017
Land, air, and sea units added
Chinese Military reorganized - Units designated as divisions have been split into component regiments
Indian Military reorganized - Divisions have been split into their constituent brigades (based on an educated guess as this info isn't publically available)
Generally fewer terrorists, but higher concentrations in global hotspots
Terrorists named for flavour