Sid Meier's Civilization V

Sid Meier's Civilization V

Mothership Omicron
156 Comments
zaize11 21 Jan @ 2:44pm 
nah its 2025 but this mod is amazing great work
segasaturn 18 Aug, 2024 @ 9:28pm 
Hello! I have been looking for some lost mods by a creator that considered this mod one of his favourites, LivingLikeLogan, do you have any of them by any chance? It includes Belarus, Iraqi Kurdistan, a Palestinian brigade mod, a mod that changes barbarians into ISIS, and two rather infamous terrorist groups as playable civilizations. Thanks for taking the time to read this and hope to hear back soon in my qyest to preserve our modding history.
Kangarus 30 Jul, 2024 @ 10:45am 
Interesting mod; love the premise of playing what is essentially a parasitic grey alien empire building on the backs of their human subjects. Great job :-)
daineus 22 Sep, 2022 @ 2:35am 
What a weird civ mod. You created a civilization centered around playing as aliens, but the greatest benefit for playing the civ is to not build alien units? I nearly unsub'd since it played terribly when building the alien units and using the resources. That is, until I read that NOT using the aliens/tech resources would provide additional production and science after certain tech research goals were met...but I had to dive into the in-game Civ Wiki to know that since, for some reason, there isn't anything in the unit/resource text. If anyone is looking to try this mod, read the in-game Wiki before the end of turn 0 so that you can plan appropriately.
Hurrican999 26 Feb, 2022 @ 9:23am 
Man really put in the Unown language from Pokemon in that map image.
Ranma 1/2 2 May, 2021 @ 11:31am 
which dlc do i need to can use de mod
cuid3036 14 Jan, 2021 @ 5:37pm 
New project of hope (1) Conquer other civilized cities + 20 happiness + 20 culture (2) Human White Rat Experiment (Extermination/Burning City) Permanent +50 Technology + 10 Gold Coins + 10 Happiness Negative Condemnation + Hostility/Fear (3) "Biological Science Laboratory" is built in the occupied city to replace the court, +15 technology, +15 culture, +10 gold coins, negative +5 dissatisfaction, "Catch humans for human experiments".
Kraft 29 Oct, 2020 @ 5:31pm 
Any idea how I could make a custom civ?
cuid3036 21 Oct, 2020 @ 6:28pm 
UFO attacking other civilizations is very cool! But the alien resources are really scarce, not cool enough!
Search 20 Jan, 2020 @ 3:06pm 
Hey, I was wondering if you still consider yourself an active modder for this game? If so would you be interested in doing a commission? Thanks
PowerAMP 17 Oct, 2019 @ 8:19pm 
When the community overhaul patch is installed, culture seems to max out on the second term and it asks you to select a social policy even if you ahve all of them unlocked, preventing you from progressing
Ghost_Assassin83 27 Jul, 2019 @ 6:34pm 
By the way, the Greys (race in this mod) are said to be from a binary star system called "Zeta Reticuli" in our milky way galaxy.
Ghost_Assassin83 27 Jul, 2019 @ 6:30pm 
:steamhappy: WOW,..hats off to you, by FAR the best mod I've encountered, with 0 bugs, n well done unit UI, balanced....the works.
Any chance you could make something like this one for a Reptilian (Alpha Draconian) Race?
-Either way, big fan of your work here. Let me know if i can assist.
WiseDeath101 1 Jul, 2019 @ 5:49pm 
how do you produce more alien components?
Lord Tabalt 29 Sep, 2018 @ 10:09pm 
hey i am having a problem with this mod, it seems that once i manage to research mother ships the game will either crash or will not allow me to reload the game and crash. i am currently trying to see if it is a mod conflict, but this is the first time i have incounterd a problem with my line up.
Zafriax 16 Feb, 2018 @ 12:15pm 
Ayy lmao
Alejandro 19 Mar, 2017 @ 6:33am 
best mod, I love the balance and the struggle to somehow find more of the alien tech, the only thing I think should have been done differently is alien crew, it should be more of them gradually as time pass by as they are also the population, like this I depend too much on the number of my cities that need to be next to cows.
fongicide 12 Feb, 2017 @ 6:12am 
best:steamhappy:
Beastie 7 Feb, 2017 @ 3:33pm 
Mine keeps saying transfering
Krikelkrakel 25 Jan, 2017 @ 1:45pm 
@GhostDwarfs
You can't find them. You aquire some by advancing to new eras and you can produce alien components by building logistics facility. Components can be turned into crew and fuel with other alien buildings.
Krikelkrakel 25 Jan, 2017 @ 1:43pm 
Does anyone have the same problem of the psionic relay not adding any happiness, neither the initial +2, nor the +3 when there's an alien unit garisoned in the city? Maintenance cost and culture penalty for the city work though and it consumes an alien component. I bought it with gold instead of building it. Is this a compatibility issue wth other mods or is it just broken?
Dokii7071 4 Jan, 2017 @ 9:31pm 
WHERE IS ALIEN CREW/COMPONENTS/FUEL???!!!:steamsad::steamsad::steamsad:
W1ldf1re 5 Dec, 2016 @ 8:29pm 
i think it would be awesome if all units had some form of alien texture (exept those that are not from the alien civilisation) any thoughts
EMP21 30 Nov, 2016 @ 9:52am 
@Blaezing yep it crashes ust like that for me when using the Aliens seemingly for no reaon
Dick Ramdass 23 Nov, 2016 @ 8:08am 
how do you get nanomaterials
Cryogeist 1 Oct, 2016 @ 11:00pm 
This is a pretty neat faction to play as.

Also always good to hear tracks from Einhander.
SharpChipmunk 14 Sep, 2016 @ 6:10pm 
It'd be neat if there was a script that triggered during the modern/industrial era and these critters started appearing and conquering the remaining civs.
Prisoner 76561197992841073 20 Aug, 2016 @ 2:11pm 
hahahaha ayy lmao
gabes2531 14 Aug, 2016 @ 1:15pm 
I enjoy playing with this mod. I find that the extra resource management with happiness and culture is challenging, but it alos feels like I'm being punished for developing my cities.
Myamoto Musashi 3 Aug, 2016 @ 2:17am 
is there a vanilla version?
Blaezing 2 Aug, 2016 @ 2:28pm 
I think this is a great mod except that my game unexpectedly crashes about 20-30 minutes into my game playing as the aliens. I've tried this numerous times to make sure it wasn't just a one time only thing any suggestions or help would be grea, thanks.
bungalungmckinnon 2 Aug, 2016 @ 3:00am 
ha sectoid from xcom
Medievalwarfare 1 Aug, 2016 @ 3:23pm 
doesn't work
Xylon Darkstar 31 Jul, 2016 @ 4:31am 
Does this mod/civ work/function for the AI? Or human players only?
Roadsidebandito 11 Jul, 2016 @ 9:14am 
ben waiting for a mod like this nice job LMAO
Lord of Valarin 8 Jul, 2016 @ 7:45am 
That Ancient Aliens reference in the description! LMAO
Condor 1 Jul, 2016 @ 9:49am 
name of music?
annasaska 27 Jun, 2016 @ 8:46am 
Build a Relegiion and Build a Crash :steamsad::steamsad::steamsad:
HowHaveYouBen 25 Jun, 2016 @ 5:28am 
One of my fav mods
MelonBee 24 Jun, 2016 @ 4:04am 
All of the Lmao's are given
Guy 21 Jun, 2016 @ 5:55am 
ayy lmao
Gunnery Sergeant Harrah Sees 16 Jun, 2016 @ 7:33pm 
Are they from the planet OMICRON-PERSEI 8?
Splod 13 Jun, 2016 @ 9:26am 
Aliens. Perfect for the XCOM mod I use. :D
DimProsh 10 Jun, 2016 @ 11:32am 
This aliens is from XCOM
bouncymischa  [author] 7 Jun, 2016 @ 5:57am 
@Dank-riff: I don't mind, as long as I'm given some credit/acknowledgement. :D
Skull Leader 6 Jun, 2016 @ 7:10pm 
Hello! Would you mind if I use your mod for a scenario I am making? I make scenarios, and I noticed your mod would be great for what I am planning to do. So, I would like to use it. I ask for your consent out of respect for your submission.
Zandra 28 May, 2016 @ 6:35am 
I want to use the mod but i cant afford the dlc:steamsad:
DeathOverRide 25 May, 2016 @ 8:01am 
Really nice civ ! It is balanced. You'll need a strategy and not building all alien special building to reach you victory.
Story bring more immersion and special units can be built during all eras.
h11sijätti 23 May, 2016 @ 7:34am 
I cant build the bioprocessor for some reason. Doesnt show up on the list.
briantjack 22 May, 2016 @ 11:16pm 
Ickleslimer, idea.

Create a unique alien unit (that uses 1 Alien Crew) that replaces XCOM. Its special ability is mind-controlling an enemy unit it defeats -- like the Privateer does for ships.