Sid Meier's Civilization V

Sid Meier's Civilization V

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First Contact Era
   
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552.812 KB
28 Nov, 2014 @ 4:54pm
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First Contact Era

Description



New Content
Technologies (9 Total)
  • Futurology: Unlocks the Research and Development Facility
  • Alien Weapon Systems: Unlocks the Alien Weapons Research Center and grants all units the Alien Weapons promotion (+15% Attack and Defense)
  • Xenolinguistics: Unlocks the Alien Vendor the Alien Language Database
  • Alien Systems Interface: Unlocks the Alien-Human Power Plant
  • Alien Studies: Unlocks the Alien University
  • Xenopsychology: Unlocks the Alien Therapy Office
  • Xenophysiology: Unlocks the Alien Treatment Center
  • Interplanetary Communications: Unlocks the Alien TV Provider and the Interplanetary Com Station
  • Xenoanthropology: Unlocks the Alien Musuem and the Alien Culture Center

Buildings (11 Total)
  • Research and Development Facility: 5 Maintenance, requires a Research Lab, +5 Food and Production and +20% Science
  • Alien Weapons Research Center: 5 Maintenance, requires a Military Base, +5 Science and 15XP for all units
  • Alien Vendor: 2 Maintenance, 3 Culture and +33% Gold
  • Alien-Human Power Plant: 2 Maintenance, requires a Factory, cannot be built in a city with another power plant in it, +5% Science, +20% Production
  • Alien University: 2 Maintenance, requires an University, 2 Culture, +20% Science
  • Alien Therapy Office: 2 Maintenance, 3 Happiness, +2 Production
  • Alien Treatment Center: 5 Maintenance, requires a Medical Lab, +5 Food, +10% Science
  • Alien TV Provider: 2 Maintenance, requires a Broadcast Tower, 3 Culture, +3 Science
  • Interplanetary Com Station: 5 Maintenance, requires Broadcast Tower, 5 Happiness
  • Alien Culture Center: 2 Maintenance, 3 Happiness and 7 Culture
  • Alien Musuem: 2 Maintenance, requires a Museum, 2 Culture and +6 Science

National Wonders (1 Total)
  • Alien Language Database: 2 Maintenance, 1 Happiness, 4 Culture, +2 Science


Known Issues
  • Some quotes and civilopedia entries have not been enter yet
  • The promotion Alien Weapon Systems provides is not displayed in the tech tree
  • Not all new Technologies and Buildings have new icons simply because I have no idea how to make their icons look


Compatibility
Will not work with Enhanced Ancient Era or Enhanced Information Era
Probably will not work with any other mod that significantly alters the tech tree
18 Comments
Emperor of Awesomeness  [author] 4 Jul, 2016 @ 7:22pm 
I've discontinued this mod in favor of my new(ish) mod - Enhanced Eras - which combines Enhanced Ancient Era , Enhanced Information Era , and First Contact and adds additional content as well.

This mod will no longer be updated. I recommend unsubscribing from this mod and subscribing to Enhanced Eras instead.

And if you do try Enhanced Eras and you like it remember to give it a thumbs up!
Inejiro Gaming 1 Jul, 2016 @ 9:44pm 
I agree, build units!
Yħ ajġeż. kar uniti!
NunquamReverto 23 Aug, 2015 @ 9:58pm 
Okay, the mod is cool but no fireworks. The buildings are cool but there's nothing really new. It's mostly continuations of the effects of other buildings. Adding a new unit or two and a wonder or two (or maybe Zephraim Cochrane's Warp Ship as a World Congress project) would spice it up a bit. I also don't know if this is possible without some huge, huge editing of the DLL, but if you want to keep the First Contact theme, then making these techs unavailable until after a player completes the Spaceship (which would really screw with the science victory) would be a more accurate representation of that. Probably not possible though.
Anywho, like I said: great mod, though it seems a little unfinished with no new units or wonders.
Chungusism 12 Jul, 2015 @ 7:20am 
NO OFFENSE,but this mod looks like a mod where almost all the buildings begin with the word alien
boomer 21 Mar, 2015 @ 5:36pm 
Baleur, dont confuse other people with your ignorance. fucking dumbass
Emperor of Awesomeness  [author] 14 Mar, 2015 @ 5:38pm 
thunderwolf: theres no alien barbarians; just first contact themed techs. Adding aliens would be easy enough EXCEPT for putting together the art for the units.

I dont think alien attackers would really fit anyhow because the mod is more about meeting peaceful aliens and sharing tech and culture like when in Star Trek they met the Vulcans for the first time.

That said, theres a mod called Alpha Centauri Maps that adds alien baddies that should be compatable with this one.
ThunderWolf 13 Mar, 2015 @ 9:26pm 
Will there be alien attacks showing up on occasion like XCOM? Maybe like little green Barbarians that have lasers or something, just a thought.
6niets9 19 Dec, 2014 @ 7:12pm 
Really great mod. I think making the XCOM Squad build-able during the First Contact era instead of the Information Era would make more sense, but your call.
Baleur 11 Dec, 2014 @ 3:54am 
Yeah fair enough :)
Man it always makes me cringe though, when games set in the future (especially Elite Dangerous and Star Citizen's lore is guilty of this) but they still rely on at-lightspeed-coms. Transporting information in a spaceship in Star Citizen or transmitting navigation data via radiowaves in Elite Dangerous.

Meanwhile today in real life, we are soon a decade into the experiments confirming that quantum entangled particles "work", and we have already transmitted information between USA and Japan by changing the state of one particle, which instantly changes the state of the other at the other side of the world with no time delay or travel time what so ever (the quantum world is amazing).

In 2014 we have the capability for instantaneous information transmission (changing the state of even just one particle is still a net "1 or 0" binary, which can quickly be done in sequence to form messages). Yet in games set in the future with warpdrive technology, they use radiowaves.
Emperor of Awesomeness  [author] 8 Dec, 2014 @ 10:09am 
Baleur: my thinking with xenoanthropology was once a field was developed where humans studied alien culture they would put “xeno-” in front of anthropology and define it as the study of people's society, culture, etc. who were from different planets; so the xeno- prefix is there to replace any time the anthropology definition refers to "people" with "alien".

Also as to the interplanetary com station I was more or less assuming that humanity's first such stations wouldn't be advanced enough to be interstellar (except of course through relaying a message through multiple stations). However, I think that interstellar may be a better name. Although, it could be unrealistic to say that this would be initially possible (idk I'm not a telecommunication expert) it could be assumed that the alien visitors would help out. Alternatively, an interstellar station could be cool as a National or World Wonder.
Either way, when I eventually update this mod I'll look at the com station bit.