This page is a central source for all supporting content regarding the Modern Units Database.

This set is a total unit conversion and will change the way the game is played. Data modeling is based on real-world statistics, tactics, and methodologies. The objective of this set is to provide as close to a modern style strategy experience as must as the game mechanics allow. Below are the details surrounding this set:

  • Asynchronous Warfare: Modern and well-funded militaries use vastly different strategies than poorly funded and marginally equipped ones. You can experience both versions in this set. Not all units are created equal and you will have to learn what works with time.
  • Standardized Distances: Distance modeling has been standardized to a 40km2/square. This includes fire support effectiveness, range, speed, and other factors as the limits of game mechanics allow.
  • Standardized Time: If using the standard tile size, each turn is the equivalent of roughly four hours of real-life time. For example, that means aircraft fly the same tile distance in one turn as they would in four hours in real-life. This also impacts the maximum ferry range of some units.
  • Military Budgets: Unit costs mirror their real-world maintenance costs. At the start of the game, 1 buy point is equal to approximately $100k of your military budget. Costs per unit are based on publicly released maintenance costs or approximations done by analysts.
  • Production and GDP: Production values are based on real-world GDP per hour. As of 4Q 2019 world GDP report, 1 unit of production is approximately $41k, or $163k every four hours. This means some units cannot be produced during a standard game session and will have to be bought in advance.
  • War Economy: War economies focus on immediate needs over peacetime military production which is based on prevention. This set models this by emphasizing certain units over others. Some units are cheaper to buy at the start of the game while others are cheaper to produce during game time.
  • Mobile Warfare: The game emphasizes the importance of recon, C&C, and terrain/urban warfare. Direct assaults without overwhelming force can be costly while mechanized forces will have strategic advantages over immobile units
  • Stealth and Electronic Warfare: Recon plays a critical part of the game. Some units are invisible to all but a handful of recon units. Likewise, some units are purpose built to destroy these recon forces.
  • Logistics and Supply Lines: With larger maps and longer wars, managing constant supply lines means the difference between victory and defeat. Roads and logistical units have a larger purpose than in the vanilla versions of EDCE.
  • Attrition and Supporting Fire: The set emphasizes supporting fire and attrition warfare. Directly attacking a unit will often meet with defeat, especially when they can see you. Plan your attacks accordingly.
  • 3D Warfare: Units capable of modifying their altitude or depth can now move along a Z-axis along with their traditional 2D capabilities. Units have an preferred altitude/depth where they operate best so plan accordingly.

This page includes several guides and tips to hopefully allow new players to pick up the mod and enjoy playing it, versus trying to fight through the mechanics of the set. As the set changes, updates will be made to try and keep core concepts up-to-date. However, inevitably some of the information on this page may become out of date, so keep an eye out on the home page for any updates related to this set over time.

Part 1: Game Concepts & High Level Overview

This video covers the high level game concepts which have changed in the Modern Units Database from the vanilla EDCE game mechanics. It covers an overview of the data used to calculate unit values, the new concept of Altitude and Depth, mechanics of recon and stealth, and finally an overview of direct assaults and unit stacking.

Part 2: Game Setup and Early Game Tutorial (Turn 0 – 75)

This video covers actual gameplay with the mod for the first 75 turns. It’s over 1.5 hours in length and goes up until the point where the game transitions from early exploration due to discovery of the first opponent. The gameplay is intentionally slow, giving time to explain concepts and strategy used in exploration vs. speed play. Several tournament concepts are discussed as well.