kiwitt
Modern Earth Modder
A Living World. A Strategic Simulator. A Watcher’s Lens. - Latest version v1.53
The project has evolved far beyond its earlier versions. Modern Earth 2025 is now a deep, historically-researched global scenario designed to reflect the geopolitical, demographic, and technological realities of the modern world.
(old thread - https://forums.civfanatics.com/threads/modern-earth-giant.486002/)
Here’s what’s new:
Every city — all 1,157 of them — has been manually re-evaluated.
Welcome to Modern Earth 2025, a world-simulation built on Civilization IV — but designed with a level of historical, demographic, economic, and geopolitical depth that the base game never imagined.
This is not a traditional scenario. - https://forums.civfanatics.com/resources/modern-earth.21571/updates
This is a system, a model, a global behavioural simulator.
You’re not just playing a nation.
You are observing the entire mechanics of the modern world — shaped by:
- population structure
- industrialisation
- energy infrastructure
- political fragility
- technological development
- regional alliances
- terrorism and piracy
- economic integration
- historical tensions
- religious proportions
- city-level specialisation
- global connectivity
Some numbers as to the scope of this scenario (NOTE: Numbers may change as new updates are released)
United States = 106 Cities, 1096 Units
China = 79 Cities, 765 Units
Russia = 146 Cities, 585 Units
India = 30 Cities, 294 Units
Britain = 23 Cities, 174 Units
France = 26 Cities, 147 Units
Germany = 13 Cities, 105 Units
European Union = 91 Cities, 688 Units
Canada = 69 Cities, 122 Units
Mexico = 23 Cities, 134 Units
Brazil = 25 Cities, 169 Units
Argentina = 13 Cities, 55 Units
Japan = 15 Cities, 255 Units
Saudi Arabia = 18 Cities, 87 Units
South Korea = 5 Cities, 252 Units
South Africa = 6 Cities, 35 Units
Iran = 13 Cities, 241 Units
Australia = 30 Cities, 88 Units
Indonesia = 31 Cities, 122 Units
Turkey = 12 Cities, 167 Units
Pakistan = 8 Cities, 147 Units
Israel = 3 Cities, 88 Units
Columbia = 4 Cities, 76 Units
Venezuela = 6 Cities, 71 Units
Peru = 7 Cities, 76 Units
Egypt = 9 Cities, 174 Units
Libya = 7 Cities, 15 Units
Mali = 7 Cities, 20 Units
Kenya = 5 Cities, 21 Units
Congo (DRC) = 9 Cities, 41 Units
C.I.S. Nations = 33 Cities, 220 Units
Thailand = 3 Cities, 70 Units
Iraq = 4 Cities, 37 Units
North Korea = 2 Cities, 306 Units
African Nations = 76 Cities, 367 Units
Asian Nations = 42 Cities, 721 Units
Arab League = 42 Cities, 425 Units
Non-Aligned Europe = 30 Cities, 149 Units
Latin America = 41 Cities, 239 Units
Pacific Nations = 30 Cities, 59 Units
Rebels/Terrorists = 30 Cities, 1126 Units
…and all of it interacts.This is Modern Earth, viewed through a strategic lens — the lens of someone who watches the flows of the world, not just the events.
Every city on this map — all 1,157 of them — has been researched, categorised, and rebuilt by hand:
- Correct population tiers
- Real-world great person distributions
- Unique cultural and economic profiles
- Reformulated building sets
- Energy plants reflecting real modern infrastructure
- Updated unit limits and national militaries
- Accurate religious proportions
- Renamed and reinterpreted structures (e.g., Renewable Energy Plant)
- Modernised civics and global voting behaviour
This gives the world texture, shape, and behaviour.Cities don’t just sit there — they breathe, they grow, they strain, and they fail.
Every state, bloc, and faction has been assigned a Team Development Level, from:
- Agricultural
…
- Manufacturing Power
- Automotive Power
- Aerospace Power
- Space Technology
- Cybersecurity Power
- AI Power
…
These levels are more than labels.They define:
- industrial capacity
- technological readiness
- military modernity
- education levels
- institutional strength
- economic complexity
- urban stability
- threat vs resilience
- unit availability and upgrade patterns
- building growth and specialisation
This is a developmental hierarchy, deeply tied to real-world conditions, and visible in gameplay outcomes.The world behaves as it does because these levels shape it.
A world of stability is never still.
Team 40 represents non-state forces:
- Terrorists
- Warlords
- Insurgent networks
- Piracy fleets
- Failed-state militias
- Urban gang-ruled regions
- Criminal cartels
These are not random barbarians.Their cities and bases reflect real-world fragility and conflict:
- Haiti
- Somalia
- Yemen
- Congo interior
- Fragile regions in West Africa
- Piracy zones in the Indian Ocean
- Isolated islands used as hubs
- Rebel pockets baked into real geography
They pressure the world in unpredictable ways — as they do in reality.Modern Earth 2025 models the modern world’s true constraints:
- Renewable energy access
- Hydro dependence
- Coal vs clean transitions
- Nuclear strategic value
- Power scarcity
- City-level energy vulnerability
Your world will rise or fall according to the energy map, not arbitrary mechanics.And this included my real-world research into global hydro, solar, wind, and nuclear facilities.
This scenario does not “tell a story.”
It creates one.
Every game is different because:
- Fragile states may collapse
- Strong powers may overextend
- Pirates may choke shipping lanes
- Insurgents may carve new territories
- Industrial powers may surge
- Renewable-based economies may thrive
- Nuclear states may blunder
- Resource scarcity may drive conflict
- Energy failures may topple giants
You are watching a world in motion.Not a script.
A simulation.
You can:
✔ Lead a modern nation
Try to steer a complex system through a fragile and interconnected world.✔ Take control of a regional bloc
European Union, Arab League, Latin America, CIS, Pacific Nations.
✔ Or… simply watch
Turn on AI for all factions and observe your world model unfold.
I created this Earth.
Now you may watch it move, rise, fracture, stabilise, burn, innovate, and evolve.
At the heart of this project is one idea:
**The modern world is a system of systems.
In Modern Earth 2025, each team begins the game with a Fragile States Index (FSI) score, which functions as a simplified measure of how well that region is meeting its Sustainable Development Goals (SDGs). The SDGs describe what national resilience looks like when achieved: stable institutions, functional infrastructure, strong public services, sustainable energy, quality education, reliable transport, and low inequality. The FSI measures the opposite — the degree to which these systems are stressed, failing, or absent. In practical gameplay terms, a low FSI score means a team starts with a full set of modern buildings representing advanced SDG performance (public transit, universities, industry, hospitals, financial centres, etc.), while a high FSI score represents SDG deficits, removing specific layers of infrastructure to reflect reduced capacity in areas such as governance, logistics, research, health, and heavy industry. Players and AI can rebuild these structures over time, effectively “developing” their civilisation and reducing fragility as the game progresses. This creates a dynamic, realistic starting point for every region—rooted in real-world SDG performance—and gives each team a unique development pathway.Population in ME 2025 is deliberately stabilised rather than allowed to collapse into widespread starvation. Every city is balanced so that it can sustain its existing population at a minimum level, reflecting real-world adaptation through trade, aid, subsistence economies, and informal systems that emerge under pressure. Beyond this baseline, certain cities exert a natural pull: Holy Cities and Corporate Headquarters continuously attract new population, representing pilgrimage, institutional gravity, employment, and capital concentration. In addition, National Capitals, Regional Centres, and Team Capitals grow slightly faster than ordinary cities, reflecting their administrative importance, infrastructure density, and political centrality. The result is a world where population movement is shaped less by raw food surplus alone, and more by institutional, economic, and cultural gravity — producing gradual, believable demographic change rather than abrupt collapse or unchecked growth.
Understanding it requires simulation, not simplification.**Players will find a world that:
- feels real
- responds dynamically
- behaves in patterned but unpredictable ways
- mirrors our geopolitical tensions
- reflects our economic realities
- and evolves
- emergently
- like a living planet should
You’re not just playing Civ.You’re watching the world through a strategic, reflective, long-horizon lens.
A Watcher’s lens.
Modern Earth 2025 — What’s New in v1.5+
The project has evolved far beyond its earlier versions. Modern Earth 2025 is now a deep, historically-researched global scenario designed to reflect the geopolitical, demographic, and technological realities of the modern world.
(old thread - https://forums.civfanatics.com/threads/modern-earth-giant.486002/)
Here’s what’s new:
1. Global City Overhaul (All 1,157 Cities Redone)
Every city — all 1,157 of them — has been manually re-evaluated.
- Corrected city names and placements
- Real-world historical confirmation
- Population-scaled settled Great People, giving each city “living character”
- Cleaned building lists to remove duplicates and unrealistic structures
2. New Scenario Date: 1 January 2026
The scenario now begins at the realistic, near-future date of 01/01/2026.- Incorporates global changes from 2015–2024
- Aligns with emerging geopolitical blocs
- Allows modelling of “post-crisis” conditions (COVID, supply chain, energy transitions)
3. Civics Overhaul — More Stability, Fewer Shifts
Civics now change rarely, usually only by:- UN resolutions, or
- Major scripted geopolitical events
4. Updated Military Roster (2015 → 2025)
Nearly a decade of military evolution has been incorporated.- New late-4th generation and 5th generation fighters
- Improved naval assets (destroyers, frigates, carriers, AIP subs)
- Modern artillery and special forces
- Updated unit caps to reflect real military sizes
- AI disbanding heavily reduced by ensuring safe GPT margins
5. Major Geopolitical Map Revisions
Ukraine (2022–2024 conflict adjustments)
- Cities reorganised based on updated control and population
- Scenario assumes a 2025 ceasefire as baseline
Gaza / Israel
- Gaza extensively damaged
- Most buildings removed to reflect current urban conditions
6. Energy System Modernisation
Hydro Plants have been reworked into:
Renewable Energy Plant
- No longer requires a river
- Reflects solar, wind, geothermal, and modern grid infrastructure
- Existing hydroelectric infrastructure remains pre-placed and renamed accordingly
7. Reduced Global Nuclear Stockpiles
All nuclear arsenals have been carefully trimmed to:- Closer match real-world 2025 inventories
- Reduce AI overuse
- Encourage conventional conflict and geopolitically realistic escalation patterns
8. Naming, Text & Building Refinements
Numerous aesthetic and gameplay improvements:- Updated building names
- More accurate descriptions
- Standardised regional naming conventions
- Consistent formatting across continents
9. Stability Improvements
Under-the-hood changes:- Corrected palace and regional capital assignments
- Removed broken building entries
- Ensured consistent CityPopulation-based building logic
- Streamlined AI economy for better long-term survival
Last edited:
