Modern Earth Fork

Joined
Nov 20, 2009
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384
Fork of kiwitt's Modern Earth, which is itself a modmod of BarbarianKing's Earth 2010 ("modmodmod" is a bit too tedious).

This scenario is trying to replicate the current geopolitical situation on a Giant Earth Map

Number of cities: 1105
Number of units: 6730

Download

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 :

-American
-Russian
-Chinese
-British
-French
-European


Corporations removed (Subject to change)

Relgions changed
Spoiler :

-Western
-Eastern
-Slavic
-African
-Hispanic
-Muslim
-Hindu
-Jewish
-Buddhist
** Based on World 2009 Mod framework, open to review


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 :

-Venezuela => ALBA (Venezuela and allies)
-Peru => Chile
-Libya => Algeria
-Mali => Nigeria
-Kenya => East African Community
-Kazakhstan => Commonwealth of Independent States
-Iraq => Syria
-African Union => Economic Community of West African States
-Asian Nations => ASEAN
-Latin America - Union of South American Nations
-Taiwan
-Economic Community of Central Africa
-South Asian Association for Regional Cooperation
-Myanmar
-GUAM (Georgia, Ukraine, Azerbaijan, Moldovia)
-Italy
-Vietnam
-Philippines
-Ethiopia
-South Africa Development Community

MISC
1 turn = 1 month (better for scaling production and tech rates)
A few cities added or moved slightly
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
 

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I'm in the process of migrating the xml and most of the python onto the GEM framework which should help with user interface, and speed, as well as add DCM and such. I'm pretty sure this is possible.

EDIT: Integration of units going better than expected, no xml schema errors. This bodes well for the rest of the xml integration
 
Last edited:
Merge into GEM is a success. Here are examples of the new features, including BUG/BAT interface, Dale's Combat Mod, and Influence Driven War

I'll be polishing this to a presentable state and playtesting over the next few weeks.
 

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there is a bug i can't move to next turn
What country were you playing? Can you describe the bug (crash to desktop, infinite hang, etc)? Note that if you're playing a smaller civilization, the turns actually just take a really long time, as did with Kiwitt's mod
 
Probably not. However I'm working on a transferring the XML and Python changes into the Giant Earth Map, which I think will lead to a more stable game overall.
 
I think I've managed to fully import and implement the cyber and black ops functions into into the new version. I'll need to do some additional playtesting
 
that s great then is it will be Modern Earth 1.5 ?
You can call it that I guess but I'll be calling it 1.0 for my line of development.

The merge has resulted in a playable game with most of the intended features, but memory allocation failures are now a thing. Before moving to release, I'll be making a second GEM scenario with fewer cities (probably half). This isn't to replace the current map that Kiwitt put all that research into but to add an option for players who want better performance and less simulation.
 
What about nukes? Kwitt's version never had enough of them between the large nuclear powers. As a matter of fact large powers could go to war and only have to worry about a few nukes.
 
What about nukes? Kwitt's version never had enough of them between the large nuclear powers. As a matter of fact large powers could go to war and only have to worry about a few nukes.
I modelled the ICBMs, SLBMs, and Tactical Nukes to represent 10 real world missiles as of 2018 so Russia and US both have about 120 ICBMs. The only thing is that the AI is dumb and is liable to launch their entire arsenal in regional wars.
 
Working on the "lite" scenario which reduces the number of cities to just over 600 (versus 1105). Once that's done, I'll be ready to release the DCM beta.
Also, I'm going to change Syria to an Iran ally "Axis of Resistance" or IRGC/Quds Force, to represent the immense power this organization has on the Middle East.
 
Proposed list of UBs, many of which were shamelessly poached from https://forums.civfanatics.com/threads/ideas-for-unique-units-and-buildings.303068/
Spoiler :

0 America
Cable News Station - Broadcast Tower
+50% Culture
-15% War Weariness
+1 :) per 10% Culture rate
+1 :) from Movies, Musicals, Singles
+1 :) for charismatic leaders

1 China
State Factory - Industrial Park
+2 sick
+2 sick from oil, coal
+25% hammer (50% with power)
+1 Trade Route

2 Russia
Research Institute - Laboratory

3 India
Remote Sensing Network - Observatory
+25% Science
Can turn 1 citizen into scientist
+1 Free Spy

4 England
NHS Clinic - Hosptial
+5 Health
Heals units extra 15% damage/turn

5 France
TGV Station - Public Transportation
+1 Health
+2 Health from Uranium
+2 Health with Environmentalism

6 Germany
Assembly Plant - Factory
+1 sick
+2 sick from oil and coal
+25% hammer (+50% with power)
Can turn 4 citizens into Engineer

7 EU
EU Commission - Courthouse
+2 EP
-75% Mainenance
can turn 1 citizen into spy

8 Canada
Hockey Rink - Colosseum
+1 :)
+1 :) per 20% culture rate
+1 Health
+50% Culture

9 Mexico
Maquiladora - Factory
+1 sick
+2 sick from Oil and Coal
25% production (+55% with Power)
Can turn 2 citizens into engineer
+1 Trade Routes

10 Brazil
Futbol Stadium - Colosseum
+2 :)
+3 Culture
+1 :) per 20% culture rate

11 Argentina
Cold Storage Plant - Supermarket
+1 Food
+1 :) from Cow, Pig, Sheep
+1 Health from Cow, Pig, Sheep
+20% Gold

12 Japan
Shinkansen - Public Transportation
+1 Health
+1 Health from Oil
+2 Health with Environmentalism
+2 Trade routes

13 Arabia
Madrassa - Library
+4 Culture
+25% research
can turn 2 citizens into priests
can turn 2 citizens into scientists

14 Korea
Technology Complex - Industrial Park
+2 sick
+1 free scientist
+1 free engineer
+1 free merchant
+1 sick from coal, oil

15 South Africa
Large Telescope - Observatory
+50% research
+25% Spaceship production
Can turn one citizen into Scientist
+1 Free Scientist

16 Iran
Bioresearch Center - Laboratory
+1 Health
+25% Research
+50% Spaceship production
Can turn 1 citizen into scientist

17 Australia
Technical and Further Education - University
+3 Culture
+25% Research
+2 free specialists

18 Indonesia
Spicestocks - Grocer
+1 Health from Banana, Spice, Sugar, Wine
+25% Gold
Can turn 2 citizens into Merchants
Stores 50% of food after growth

19 Turkey
Okul - Library
+2 Culture
+50% Research
Can turn 2 citizens into Scientists

20 Pakistan
NUCES - Laboratory
+50% Science
+50% spaceship productions
3 free scientists

21 Israel
Mossad - Intelligence Agency
+65% EP
Can turn 3 citizens into spies

22 Colombia
Reinegration Center - Rehab
+2 happiness
+1XP for ground units
available at earlier tech

23 Venezuela
Escuela de Ciencias Médicas - University
+3 culture
+25% research
+3 Health
Units heal 10% faster

24 Chile
Copperworks - Forge
+2 unhealthiness
+50% hammer
+1 free engineer
+25% hammer with power

25 Egypt
Antiquities Site - Museum
+25% Culture
+25% Research
Can turn +1 citizen into Scientist

26 Algeria
Souk - Market
+25% Commerce
Can turn 2 citizens into merchants
+1 happy from Furs, Ivory, Silk, Whale, Wine, Dye

27 Nigeria
NDDC Refinery - Factory
+2 unhealthiness
+2 unhealthiness from Oil and Coal
+25% hammer (+50% hammer with Power)
Can turn 1 citizen into Engineer and 1 into Merchant
+25% Gold

28 EAC
East African Common Market - Bank
+50% Gold
+1 Trade Route

29 Congo
Mineral Mine - Forge
+1 unhealthiness
+25% hammer
Can turn 1 citizen into Engineer
+1 happiness from Gems, Gold, Silver
+25% gold

30 Cis
Fuel Plant - Coal Plant
Provides power
+1 unhealthiness from Coal, Oil, Uranium
+10% commerce each from Coal, Oil, Uranium

31 Thailand
Ho Trai - Library
+2 culture
+25% research
Can turn 2 citizens into Priest
+1 happiness from Dye, Incense

32 Syria (Shia Crescent)
Quds Encampment - Barracks
New land units receive +3 XP
+2 Happy with nationhood
New units start with Geurilla I, Commando

33 N Korea
Propaganda Tower - Broadcast Tower
+50% culture
+1 happy per 10% culture
Can turn 2 citizens into Artists
+1 Happy from Hit Movies, Hit Musicals, Hit Singles
+50% Military Production

34 ECOWAS
ECOWAS Mandate - Barracks (reduced maintenance)
New units receive +3XP
-20% Maintenance

35 ASEAN
Joint Development Zone - Modern Fisheries
+2 Food from Coast tiles
+1 hammer from coast tiles

36 Arab League
Oil Terminal - Port
65% trade route yield
+1 health from Clam, Crab, Fish
+1 Sick from Oil
Requires Oil

37 Europe
Swiss Bank - Bank
+65% gold

38 Unasur - Rename PROSUR
Peurto - Port
50% trade route yield
+1 health from crab, clam, fish
+1 happy from Gold, Silver, Copper
+10% gold

39 Pacific
Sea Stead - Dike
+1 hammer from Coast Tiles
+2 commerce from coast tiles

40 Taiwan
Export Co - Customs House
+1 Trade routes
+100% trade route yield
+2 commerce for coast tiles

41 Eccas
CEMAC Common Market - Customs House
100% from trade routes
Doesn't require coast or harbor

42 Saarc
Commodities Port - Port
50% trade route
+1 health from crab, clam, fish
+2% commerce each from Dye, Fur, Gems, Gold, Incense, Ivory, Silk, Silver, Spices, Sugar, Whale, Wine

43 Myanmar
Tatmadaw Heavy Industries - Factory
New units receive +2XP
+1 unhealthiness
+2 unhealthiness from Oil and Coal
+25% hammer (+50% hammer with Power)
Can turn 1 citizens into Engineer

44 Ukraine
Independence Square - Monument
+5 culture
-25% maintenance
+1 happiness

45 Italy
Luxury Factory - Factory
+1 unhealthiness
+2 unhealthiness from Oil and Coal
Can turn 1 citizens into Engineer
+5% production each from Dye, Fur, Gems, Gold, Incense, Ivory, Silk, Silver, Spices, Sugar, Whale, Wine

46 Vietnam
Open Market - Market
+25% gold
Can turn 2 citizens into merchants
+1 happiness from Fur, ivory, silk, whale
+10% production
Cheaper to build

47 Philippines
DTI Zoning - Industrial Park
+2 sick
+1 free engineer
Can turn 2 citizens into engineer
+1 sick from coal and oil
+10% production
+10% gold

48 Ethiopia
Stele - Monument
+1 culture
+25% culture
+1 happy

49 Sadc
Safari - Garden
+1 happy
+2 health
+1 happy per 20% culture
+1 happy from ivory, deer
+1 happy from forest preserves


This is a proposed method of reducing the number of buildings at the start of the map, inspired by Civ6's districts. This should allow for more emphasis on the "development" aspect of Civ, even if you're playing as a developed nation. The basic principle is that the initial "district" is required to build its child buildings. The production cost will be something like the average cost of its child buildings *2. To keep it from being a dumb barrier and to represent the fact that it is part of a developing city, it will generate relevant GP points and have yields reflecting those of its child buildings, once again averaged out, and then scaled to something reasonable.
e.g. The "Military Base" which is required to build Barracks, Military Academy, etc will provide 1 or 2 XP to units right off the bat.
Spoiler :

Legend: Old building name/new building name
City Center
Granary
Farm Tower
Grocer
Supermarket
Aquaduct/Sewage System (note that every district requires this building)
Coal Plant
Nuclear Plant
Renewable Plant
Masdar City
Levee
Hydro Plant
Three Gorges Dam
Internet Access
Troll Farm/Internet Research Agency
Firewall
Great Firewall
5G Network
Yottabyte Computer
Smart Roads
Mind Control Center
E-Hub
(Garden/Park)
National Park
Broadcast Tower
Rock and Roll

Entertainment District
Theatre
Sydney Opera House
Broadway
Globe Theatre
(Studio)
BBC Broadcasting House
Bollywood
Hollywood
Colosseum/Stadium
(Casino)

Commerical Hub
Market
(Plaza)
Bank
(Stock Exchange)
Wall Street
World Trade Center
Burj Khalifa
CN Tower
Skytree

School Board
Library
National Epic
Socialized Daycare
University
Oxford University
Academy
Laboratory
CERN
Fusion Reactor
Centers for Disease Control
Biological Warfare Lab
Cloning Factory
Observatory
Critical School
Hospital
Red Cross
Neoclinic
Longevity
Cure for Cancer

Industrial Zone
Forge
Industrial Park
Iron Works
Recycling Center
Factory
Advanced Factory
Carbon Capture

Military Base
Barracks
Stable/Depot
Military Academy
West Point
Heroic Epic
Bunker
Bomb Shelters

Government Plaza
Palace
Big Ben
Brandenburg Gate
Kremlin
Courthouse
Metropolitan Authority
United Nations
UN Mission
Forbidden Palace
Arcology
Arcology Shielding
Distribution Network HQ
Mall
Public Transportation
Jail
Penitentiary
Rehab
Intelligence Agency
Pentagon
Security Bureau
Scotland Yard

Harbor
Dike
Palm Islands
Lighthouse
Harbor/Port
Customs House
Modern Fisheries
Drydock
Shipyard
Sea Factory

Heritage Site
Angkor Wat
Chichen Itza
Monument
Museum
Hermitage
Mount Rushmore
Social Equality Monument
Temple
Spiral Minaret
Cathedral
Apostolic Palace
Notre Dame
Cristo Redentor
Hagia Sophia
Sistine Chapel
Mausoleum of Mausallos
Shwedagon Paya
Stonehenge
Colossus
Eiffel Tower
Pyramids
Temple of Artemis
Parthenon
Statue of Liberty
Statue of Zues
Taj Mahal
Versailles
University of Sankore
(Colosseum)
Walls
Great Wall
Castle
Citadel

Aerodrome
Aiport
Aerospace Factory
Launch Pad
Commercial Spaceport
Air Force Base
Strategic Airlift Wing
Nuclear Weapons Facility
 
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