Thanks man, I appreciate it. It's not a terribly big deal -- like I said, the mod loads and the resource seems to work, though the icon in the City Screen is wrong -- but I thought I'd bring it up.
And as long as I'm here, I've got some ideas for stuff you can add at some point in the future. I'm pretty much just putting down anything that crossed my mind here; use what you like, ignore what you don't.
New Units/Unit Changes
-> Modern Infantry (Strength 26, 1 movement, require fewer shields to train than Marines) (as opposed to Marines, who are weaker -- mobility in small groups being one of the Marines' advantages, at least with the USMC -- but get a bonus against gunpowder units and can cross rivers without penalty)
-> Biological Warfare Missile (Range identical to a Guided Missile, and there is one in the NextWar mod). Will produce fallout only on the tile it strikes. Does a lot of damage to any unit that's not a vehicle or has exposed personnel (and does the same amount of damage to any organic unit on the tile; wipes out Cottage/Town improvements; reduces population in a City and produces a lot of extra unhealthiness; using them reduces relations with other leaders; using them increases the chances of the Pandemic and Global Pandemic events (below) occurring)
-> Modern Paratrooper (Strength 28, whatever movement a normal Paratrooper has): a more advanced and stronger version of the Paratrooper, since they don't seem to get an upgrade.
New Buildings
-> Casino (+1 Trade Route, +20% Trade Route income, can turn 1 citizen into Merchant)
New Wonders
-> Centers for Disease Control (National Wonder, from NextWar)
-> Himeji Castle (I think in the World of Legends UXP, it halved the cost of upgrading units. Maybe you could replace that with reducing the cost of upgrading by 1/3 instead if you think half is too much)
-> The Strip (the Las Vegas Strip; requires a Casino and I guess Mass Media; +50% Gold in the city where it's built, +3 Trade Routes in the city where it's built, can turn 3 citizens into Merchant, +2 Great Person Points (Great Merchant))
New Random Events
-> Zombie outbreak I: requires a Laboratory and either Village or Town improvement adjacent to a city. Options include: Secure the town exits (20 or 30 Zombie units (Strength 5-10, Movement 1, number depends on whether it was a Village or Town; maybe Zombies can spread Fallout wherever they go) will spawn on the affected tile; the Village or Town is destroyed; +2

in the relevant city); Nuke the town (requires ICBM or Tactical Nuke; the Village or Town is destroyed; the square is hit with Fallout; +1

in all cities for awhile; the Nuke is consumed; the relevant city descends into Anarchy for a single turn as citizens riot out of panic); Develop protocols for evacuating and quarantining survivors, then bomb it (requires Hospital and some money; the Village or Town is destroyed)
-> Zombie outbreak II: requires a Laboratory. This time the outbreak is in the city itself. Options include: Destroy the city (City and any military units inside it are destroyed; +5

in each city); send the military in to evacuate survivors and deal with the zombie threat (Requires some gold and at least three Gunpowder, Armored, and/or Helicopter units in a city; lose a decent amount of population in the city; the relevant units cannot move for a few turns, except to defend themselves; city dissolves into anarchy for a few turns and can't produce anything); something perhaps involving the CDC.
-> Zombie outbreak III: More or less the same thing as I, except this time the zombies spawn from a jungle tile.
-> Pandemic (Extra unhealthiness, and lots of it. Options include: do nothing (increased chance of disease spreading); quarantine the city (no trade routes in the affected city while the disease is still present; disease remains for some time depending on whether or not there's a Hospital in the city; +1

); something with the CDC)
-> Global Pandemic: small chance of this happening from the get-go; the chance goes down with each city that has a Hospital and goes down even further with each Centers for Disease Control, but it goes up every time a Dirty Bomb is used, and possibly with each city that has a Harbor and each city that has an Airport. A pandemic wipes out most of mankind and ends the game on the spot. Sort of like the event in NextWar where the world would blow up if you used too many nukes.
-> Alien Invasion: sort of a Modern era or later equivalent of a Barbarian uprising. A large number of Alien ships will spawn across the globe (the craft from Final Frontier could be used for the Alien ships); these might include transport ships that can drop ground forces (represented by Assault Mechs and Clone Soldiers), and they'd all be pretty darn strong (like upwards of 30 at least; ships would all be classified as Helicopter units)
-> National Poker League: Build Casinos in x number of your cities. An additional reward will be available if you control The Strip.
-> [Civ Adjective] Hold 'Em: A new style of Poker is developed at one of your casinos. Additional gold per trade route, or +2 Gold Per Turn or something from the Casino.
-> Fighting Dirty: a more potent disease has been developed for the dirty bomb. Options include: Reject the new disease (+1 with all leaders); Implement the new disease (costs some gold; -1 from all leaders; Dirty Bombs are now more potent); Reject and hand out a vaccine for the new strain (requires a lot of gold and a Center for Disease Control; +3-5 from all leaders)
- A variation on the first wherein the Dirty Bomb can now remove Jungles and Forests, as well as remove Cattle, Deer, and other Animal tile bonuses.
-> Our Own Worst Enemy: a new disease that can turn humans into walking dead has been developed and can be deployed via Dirty Bomb. Options are pretty much the same as above (with the exception that instead of being more potent, it has a chance of spawning Zombie units near the impact zone if it hits a town, City, or enemy unit.
-> Terrorist Attack: Terrorists set off a dirty bomb/nuke/car bomb inside one of your cities (effects on the city vary depending on what exactly they did). Options would include going to war or implementing a police state, or leaving your intelligence agencies to handle it.
Note that these would not necessarily have to have a high chance of happening. Like I said, I'm throwing out whatever comes to mind.
New Ways Religions Interact
-> Religion influences how a civilization behaves. Buddhism and Taoism make a civilization more peaceful; the three monotheistic religions make a civilization more warlike; Hinduism and Confucianism have no effect.
-> Religion dictates how severe a religious penalty/bonus is with other civilizations. Islam doesn't get along with Hinduism, and the penalties will be more severe; Buddhists and Taoists don't particularly care what your state religion is, and the penalties will be reduced. And so forth.
-> Running Free Religion will get you a diplomatic bonus (like +2 or +3; an additional +1 or +2 with leaders also running Free Religion, on the grounds that "our similar ideals bring us closer together") with all other leaders, unless that leader is running Theocracy; in that case, they'll get upset that you tolerate heathen religions.
New Resources
-> New animal: Poultry
-> New plant: Potato (as used in Community Civ V)
New Corporation Stuff
-> Let Sid's Sushi Co take Shrimp in addition to everything else (or if that's too much, perhaps in place of Rice)
-> Let Cereal Mills accept Sugar in addition to its other resources.
-> New Corporation: Meier & Johnson Fashions (Gold and Culture in exchange for Cattle, Sheep, Silk, Dye, Fur; competes with Civilized Jewelers; founded by Great Merchant)
-> New Corporation: Firaxis Fast Food Corp. (Food and possibly a smidge of Culture in exchange for Cattle, Poultry/Pig, Wheat, Potatoes, and Fish; competes with Cereal Mills, Sid's Sushi Co.; founded by Great Merchant)
General Fixes
-> In the Custom Game section, under the Select a Leader menu, Cleopatra VII follows Hatsheput in the list, rather than Churchill like you'd expect her to in an alphabetical list (and the new leaders aren't in alphabetical order either).
-> New UN Resolution: if the Dirty Bomb is added, then add a UN resolution to ban their use.
-> How about incorporating the Bombing mechanic from Broken Star?
-> I don't know what your thoughts are about adding all the stuff from the NextWar mod. If you do, however, I'd suggest going from Modern era -> Digital era -> Future era (with Future era being reached by any of the new NextWar techs, and at that point all units get a futuristic looking makeover).