Put patch 1.23 in the first post.
Partially updated Events, added Rabble and Matchlock units, did away with all ancient units completely except for barbs, made aluminum appear, fixed new three planet map to have mountains on Mars and a central ocean on Earth, fixed modpath in rev python and no more Exceptions.
EDIT: the python fix wasn't in the patch, so I've patched the patch. Deleted my own copy, downloaded and patched everything, and it works great.
ANOTHER EDIT: that fix worked the first time. I just completely cut out the definition that was causing the Exceptions. Also had a CTD, probably associated with having messed with UnitArtStyles a little too harshly (turned out it was random events giving promotions to units that they were the wrong unitcombat to have). Worked on city name lists. Also on credits. I think I'll just go with a whole new upload and call it 1.24.
YET ANOTHER EDIT: patched 1.24 twice, playtested in the Distant future repeatedly on a Large Mars map. Kept getting python exceptions for stuff in the Barbarians part of RevDCM, but systematically weeded out problems, had a revolution and ceded power for 48 turns and the half dozen new minor civs all settled in as regular civs and everybody made peace with them and the psychotic barbarian spaceship attacks stopped. Took some flags from various other mods and put them in as flags for my own fictional civs.
There's a pattern developing here. 1.1 was addition of Rev DCM, 1.2 was reform of Civlizations and Leaderheads.
That being said, there are several things I need to do. So the 1.3 upgrade will just be generally perfecting.
EASY AND NEEDED BUT KIND OF NOT VERY INTERESTING: (1.25)
Add some polar terrain at the edges of Earth
Fix the scenarios
Straighten everything out so its organized nice, names track through all incarnations and such.
Perfect the text and civilopedia.
BIG IMPROVEMENTS I CAN DO AND WILL FIND KIND OF FUN, BUT THAT MIGHT TAKE SOME TIME: (1.26)
Finish modernizing Events and maybe add some.
Redo era looks (EarlyArt, MiddleArt, LateArt) for units. And provide at least two sets of unit graphics for Swarthy and Pale skin for all units where it shows.
IFFY BASED ON DLL CHANGES WHICH I'M NOT VERY CONFIDENT AT BUT REALLY PROFOUNDLY NEEDED ULTIMATELY: (1.27)
Redo the terraforming project so it is actually a set of projects, one per terrain type. So you can build the MoonTerraforming Project and all SpaceRock terrain in your borders turns into Aresia (mars like) terrain. Other projects for other kinds of Terrain, so you can turn Aresia or Titania to Tundra, Icemoon to Titania, Tundra to Grass and Ice to Tundra, Cytheria to Desert and Desert to Plains and Plains to Grass. And all those Pond improvements to Coast. And one to turn mountains to hills. Maybe I won't have to fix the AI to build them. I'm trying making these projects give just a huge defense against Nukes and give Tech sharing (if 18 or more civs have the tech) to see if these entice.
BIG, TECHNICALLY EASY CHANGES THAT COULD GO VERY WRONG IF NOT DONE CAREFULLY: (1.28)
And maybe more generic named barb specific units with era graphics like the Raider. Ooh, just had an idea: totally invisible barbs: ghosts that look like aliens in later eras. They could have names like Specter and Wraith that could apply regardless.
And reform the tech tree.
Then playtest and perfect all that perturbation until its nice and slick and call it 1.3, and of course along the way make spot corrections like the combat value of Rabble and making the Ecodome require Plastics and Composites or something instead of making Plasteel an an anachronistic Modern tech so that every city in the Near Future can start with a nice futuristic look. And making the thread a much better presentation.
MUCH LATER EDIT: this scheme never happened because of the crash that developed. However now that that is handled, its a good list of things to do.