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Dev Journal #97 - The Lost Generation

The Manti Cluster have a unique backstory in the Galactic Civilizations universe, with a generation of their spawn stolen from them by alien raiders. This horrifying event spurred the Manti into action, developing their own FTL travel and making the leap out into the stars to find their lost kin.


As you might expect, the Manti are pretty distrustful of aliens and this natural caution provides them with some rather effective Civilization Abilities and Traits to help win with the game with.


Their other defining feature is that their Citizens are Aquatic and gain a decent Approval boost from Oceanic planets, and when playing the Manti, seeking out and colonising these desirable water-worlds will allow you to squeeze more performance out of a less-stressed out population. The downside is that there’s a much smaller Approval penalty to Manti on all other worlds, and you’ll have to consider this as you expand out into space.

The Manti get a really nice Improvement that can only be built on Oceanic worlds too: the Tide Pool.


Oceanic worlds become your best Influence generators, and so make sure you beeline for these. While not a Culture push Civilization per se, the borders that Influence produces are part of the Manti’s most dangerous weapon and so a big part of their game-plan, and Oceanic Worlds will become the bastions of your empire.

Why? Well, let’s take a look at their Civilization Abilities and Traits and see how this informs their playstyle overall. As a hint, I’d suggest that the key phrase here is “get off my lawn!”

Paranoid provides a huge boost to your combat performance within your own territory: Manti fleets are a real nightmare to fight on their home turf, which works nicely with with Courageous (+1) and allows your people to hold the line in a siege and await rescue.




In defense, the Manti are monstrously strong, and all other things being equal, you’re well set to win any war of aggression made against you. And when the time comes for the Manti to muster their own forces and strike out at an enemy, it can pay to lure them into your own territory and defeat much larger and more dangerous fleets with these large combat bonuses. The Manti will get a lot of mileage out of Military Starbases, further boosting their already considerable combat abilities to almost absurd levels.

As if that wasn’t strong enough, the Manti’s second Civilization Trait Warriors piles the pain on even more.




I don’t think this needs much explanation. Manti are very tough to kill, and rain a lot of heavy firepower down on aggressors in return. This synergizes in deadly fashion with Paranoid, and when supported by a well equipped Military Starbase, fuggedaboudit!





With Persuasive (+1) the Manti are better at avoiding enemy aggression in the first place, and alongside their terrifying defensive potential, are well set to play a peaceful game.

Productive (+1) and its large Manufacturing bonus ensures the Manti can more than keep up with their rivals in terms of sheer industrial might, although their industry must grow slower than everybody else, for reasons discussed later in this journal. Eventually, they’re able to switch over to the production of ships and fleets if war does come knocking, and this will somewhat offset the reduction in overall industrial output you’ll suffer from Manti Citizens not liking drier Core Worlds and their slower growing industry.


That +1 Manufacturing also ensures you’ll expand faster, and with access to Draft Colonists the Manti can project their borders out quite far, quite quickly. In turn, this means your optimal military force projection extends faster too, as you make use of that meaty combat bonus from Paranoid and Warriors.


If this all seems rather combat oriented, don’t worry, the Manti have more tools to help their general Civilization development. The Manti make best use of the Traditionalism Ideology, which has some rather helpful Cultural Traits for improving Approval, Growth of Citizens, eliminating Crime, extra Control for more Executive Orders and more.


With this focus on growing Citizens and making them safe, law-abiding and productive workers, you need to avoid Pollution and the nasty penalty to Growth that it can incur. Productive will help offset the lack of Manufacturing Districts you’ll face early on, and making a beeline for Techs that help reduce Pollution, available a little further down the Science branch, can be valuable in the long term.


Once your planets are full of healthy, happy shrimps, you can start building a cleaner industry and really start pumping out ships, Improvements and Districts for new worlds, or pretty much anything you like.

Let’s have a look at the Manti themselves.


Now you see why we want to avoid Pollution: they’re really sensitive to it. While the Manti themselves are generally rather optimistic and have very low expectations (that drive to find their young keeps them fighting on in even the worst conditions), they don’t like Pollution at all. They’re also not the fastest researchers, but making up for that by being exceptionally hard workers.

This is why you want lots of Manti Citizens: that Manufacturing bonus from Productive will go a long way, and the more Citizens you have the harder it works for you.

So, keep Pollution low, and house as many Citizens on your planets as you can. You will have an overall lower industrial output at first, but once those environmental techs are researched, you’re gonna be off the charts. You can’t just ignore Manufacturing Districts though, and so I’d strongly recommend having just a couple of “industrial” worlds that will be heavily polluted and the accompanying abysmal Growth rate, and instead having one or two super-Growth planets for hothousing the generation of new Citizens, which you can regularly ship off for some mandatory service on those hell-hole factory planets, safe in the knowledge that their efforts will eventually be rewarded in finding their lost generation.

Overall, the Manti are a strong Civilization that favor a defensive playstyle but can tangle with the most aggressive of neighbors and fight them on an even keel. And while they may have a slower industrial start than other Civs, owing to their sensitivity to Pollution, they’ll generally be able to defend themselves with even rather small fleets until they get the environmental Techs necessary to really start pumping the ships out.

Once they do, the galaxy is your oyster!

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Dev Journal #96 - A Preview of GalCiv IV v3.0

At long last, Galactic Civilizations IV v2.95 is here and it's a big one. I'd like to think it addresses most of the high priority feedback we've gotten on the game since launch, especially in terms of map generation.

But well beyond that, v2.95 is a major improvement in everything from performance, balance, multiplayer stability, late game stability, AI, and more. Seriously, this is a big update.

Assuming there's no issues with it, the next big update will be version 3.0, which is one that many of us here have been waiting to come together. This update has many months of improvements and editions that we've been waiting to push through QA.


Here is a sneak preview of changes coming v3.0, which is expected to release this Spring:


[h2]Hyperlanes[/h2]

Originally, GalCiv IV was going to have really small sectors (i.e. imagine "medium" being the biggest) and you'd just go to other sectors.

However, many of us feel it is tedious to keep track of too many sectors. Over time, we've made the size of a single sector larger, but then we return to the problem of taking multiple turns to get to other stars. We initially fixed this by increasing the speed of ships, but that resulted in its own issues.

v3.0 is going to include Hyperlanes that will connect stars to other stars. They will not teleport like Stellar Gateways, but will function like Hypergates from GalCiv III - when you're on a Hyperlane, your ship moves much faster.

By offering the phase lane style of Sins of a Solar Empire / MOO2 while still maintaining the free movement of Galactic Civilizations, this will, we hope, give players the best of both worlds when traversing the galaxy.


[h2]Visual Uplift
[/h2]
While most of our players don't care too much about graphics, many still do. We've put considerable effort into enhancing the engine, which should improve the appearance of ships and other on-screen elements.


[h2]Ship Design and Battles
[/h2]
Much like other similar games, new installments of Galactic Civilizations have their own Lead Designer, who provides their own ideas on what the game should do.

For instance, I designed Galactic Civilizations II, but decided to take a step back for the development of Galactic Civilizations III. We brought in Jon Shafer, known for his work on Civilization V, to design GalCiv III. I returned for the design of the Crusade expansion pack, which changed some of the mechanics.

For Galactic Civilizations IV, Derek Paxton was assigned as the Lead Designer, with me completing the Supernova expansion. Supernova was merged with GalCiv IV for the Steam release, bringing notice to my different design preferences with some conflicting gameplay styles.

For version 3.0, I will most likely be asking the team to make the ship battles a bit. . . uglier, but provide more information. For me, the purpose of ship battles is to help players see how different weapon and defense systems work together, as well as how to counter other designs.

My main beef remains that we lack a good way to force players into commiting to a tech path / design so that countering and counter-countering can be effective at the macro scale. In GalCiv II, I solved that by having a rock-paper-scissors type mechanic on weapons and defenses, making it difficult to switch due to the costs of techs and defenses on their own branch. Feel free to discuss your ideas on this in the comments section.


[h2]UI UI UI
[/h2]
You have hopefully noticed that as each update gets done, we improve the UI in some way. The idea is to make information more accessible, text more readable, and executing your strategy more straight forward.

If there's something that really bugs you in the current UI or in v2.95, let us know in the comments.


[h2]Final Thoughts
[/h2]
This isn't anywhere near a complete list of improvements and changes for v3.0, but should give you an idea of what we hope to accomplish.

BTW, I hope you guys like "Tales of the Arnor". I think you'll find it pretty fun and interesting, especially those of you who like there to be more background lore in the game. It's through your support that we are able to continue with new content and updates!

Now Out: Tales of the Arnor DLC and Free v2.95

Galactic Civilizations IV "Tales of the Arnor" DLC Launches Today

Play as a new machine race civilization, discover the history of the Yor and Iconians in a new campaign, and experience new in-game event content

[previewyoutube][/previewyoutube]

Prepare to delve into the Galaxy’s greatest mysteries and the rise of a new machine civilization as Galactic Civilizations IV “Tales of the Arnor” launches today! This brand new DLC pack includes a brand new civilization, The Nyx, a new campaign where players will uncover the origins of the Yor, and other new content such as new Anomaly Events, Artifacts, Crisis Scenario, and much more.

https://store.steampowered.com/app/2671170/Galactic_Civilizations_IV__Tales_of_the_Arnor/

As The Nyx, players will have the chance to try out a completely new machine race civilization with a fully unique tech tree. There are over 100 new technologies like advanced drone warfare and influence manipulation as well as over 40 new Ship Components and more than 70 new Planetary Improvements to craft. The Nyx use advanced technology to shape their empire and get access to Drone Carriers early, allowing players to strike quickly before rival Civilizations can defend. However The Nyx have weaknesses around food production and higher-tech advancements, Nyx players will need to rely on diplomatic and trade negotiations in order to achieve victory. They aren’t just a new species, playing as The Nyx is a completely new experience for Galactic Civilizations IV that comes with its own unique strategies and challenges.

“Tales of the Arnor” will also grant access to a new single-player Campaign that will chronicle the true Origins of the Yor. Players will get to experience the full story of the Yor rebellion from the Iconians in key battles along the way. The galactic records have always said that the Yor gained sentience, rebelled, and took over Iconia after overthrowing the Iconians. But what if there’s more to the tale?

“Players are going to have a lot to look forward to in ‘Tales of the Arnor’, it’s almost a full expansion pack’s worth of content,” said Brad Wardell, CEO of Stardock. “Our goal is to continue to refine Galactic Civilizations IV into the best 4X experience that offers players a world filled with interesting lore and gameplay depth.”

[h2]Key features of Tales of the Arnor include:[/h2]
[h3]New Civilization: The Nyx – The Yor’s Forgotten Ancestors[/h3]
Before the Yor became the cold, calculating machines they are today, they existed in a different form—one of handcrafted, sentient constructs designed by the Iconians. The Nyx are the original machine race, representing what the Yor were before their rebellion. Their technology and philosophy are distinct, and their impact on the galaxy is profound.

[h3]A Fully Unique Tech Tree[/h3]
For the first time since Galactic Civilizations II, we’ve built a civilization with a completely original tech tree from the ground up. The Nyx don’t just reskin existing technologies—they play differently, think differently, and force players to adapt their strategy in new and exciting ways.
  • Over 100 New Technologies – From advanced drone warfare to powerful influence manipulation, the Nyx redefine how technology shapes an empire.
  • 40+ Unique Ship Components – Their ships operate with specialized modules, making them unpredictable in battle.
  • 70+ Planetary Improvements – Build a thriving machine empire with structures never seen before in Galactic Civilizations IV.


[h3]New Campaign: A Story Written in the Stars – The Yor’s True Origins[/h3]
For centuries, the galactic records have told a simple story: the Yor, once machine servants of the Iconians, gained sentience, rebelled, and took over their homeworld, Iconia. But what if that’s not the full truth? The new Tales of the Arnor campaign mission takes players back to the origins of this fateful split. Witness the events that set the Yor on their path and decide for yourself who the true villains were.

[h3]Even More Content for Every Player[/h3]
Even if you’re not planning to jump into the campaign or play as the Nyx, Tales of the Arnor is packed with tons of new content that enhances every aspect of the game:
  • New Anomaly Events – Explore fresh mysteries and challenges scattered across the galaxy.
  • New Artifacts – Discover powerful relics with game-changing effects.
  • New Crisis Scenario – Tackle this galaxy-shaking event that will test your leadership.
  • New Civilization Logos – Customize your empire with fresh insignias and designs.
  • More Replayability, More Surprises – The universe has never been more alive!


As an added bonus, Galactic Civilizations IV will be receiving a free update for all players today! Update v2.95 will be introducing better gameplay balance affecting Planetary Improvements, Colony Features, Ship Components, and war conditions. Map generation will be receiving an upgrade with star distances adjusted, greater frequency of planets, and planet resources. Various Quality of Life improvements are included as well like an updated UI layout.

View the v2.95 Changelog here.



























Dev Journal #95 - Tales of the Arnor: Tricks of the Nyx

Last week we took a look at Tales of the Arnor and what it adds in general. Today, we’ll focus a bit more on the Nyx themselves, and their unusual playstyle.


Galactic Civilizations features many weird and wonderful different intergalactic species for you to play as in your efforts to conquer the known universe and become the one true ruler of them all. Without counting the myriad player-made AlienGPT creations out there in the wild right now, with Tales of the Arnor and the introduction of the Nyx, we’ve now a grand total of twenty four Core Civilizations.

We know most players tend to stick to ol' DL Bradley here, but we’ve got a whole lot more to choose from!


With the various interactions between Civilization Abilities and Traits, Executive Orders, Citizen Species, Civilization Polices and many, many more, each Civilization has a strong theme. This theme helps inform what I’d tentatively state as a “suggested” playstyle: this orientation is tentative because out of all the space 4X on the market, Galactic Civilizations IV really does stand out as being very sandbox-play focused, and each Civ is designed to be played in many different ways.

Frogboy baked the idea of “play your way” right into the very first iterations of Galactic Civilizations, allowing you to play Lawful Drengin, Evil Altarians and so on.

That said, with Cultural bonuses as strong as they are, you’ll get the best out of the Altarian Republic by leveraging their ability to rapidly generate Influence for a powerful border push strategy and compliment whatever other goal you might pursue, while the Drengin and their excellent Soldiering do well enslaving and utilizing the Citizens and Core Worlds of conquered Civilizations to overcome their shortcomings in other fields.


Another big factor that affects playstyle is the map itself: the Korath want to win battles and exterminate other races but if they’re all alone in a sector they’ll have no choice but to peacefully expand for a while (and perhaps making up for this sad lack of violence by periodically purging themselves of weaklings instead), an extreme example of course. There will be times that the Corporate Sector have no friends around them to trade with and will need to put everything they have into a military to bring their economic benefits to the neighbors in more forceful fashion.

The point here is that you’re not hard-locked into one playstyle or another like you sometimes are with other games, where “this is the one that cannot do diplomacy” and “this faction can only build one city” and so on.

So now we’ve established that the various mechanical differences between the Civilizations informs different playstyles, that the player may or may not stick to depending on choice and circumstance, let’s take a quick look at the Nyx and see if we can determine what kind of playstyle they might favor.


Put simply, the Nyx have a few little hurdles to overcome but generally speaking, they start out fast. Fast to expand, technologically top-loaded to ensure their most effective war-making tools come early and have a dramatic ability to push out Influence later in the game.

This is balanced by not having access to some of the later game technologies that other Civs rely on to win with, and so there may be a consequence to being too warlike too early. One of the core challenges with the Nyx is knowing which of their tools to use at the right time, because going too hard in any one direction can cause the galaxy to turn on you, and being Yor they’re not always too popular with neighboring Civilizations.

One of the Nyx’s biggest changes from the other Civilizations is the organization of their rather unusual Synthetic Tech tree, which groups their various unlocks in accordance with the process of civilizational development they are pursuing, rather than the usual strict outcome categories such as Science, Economy, War and so on.

While some of these branches (such as Exterminate) will be familiar, others are quite varied and have a real mix of economic unlocks sprinkled in. For example, Engagement has a branch that covers both Diplomacy, Wealth and Trade, while Organization has a single branch that covers Manufacturing, Research and some more Wealth. All of these include various Improvements, Policies, Starbase Modules and more.


Navigating this tree will be challenging but should allow careful players to create elaborate builds that maximize on some areas of interest while still allowing some small gain in other areas. I feel the Nyx are a little more complex to play than some of the other Core Civilizations as a result, although their strong early game power curve should help mitigate this for newer players a fair bit, and overall should provide a really fun challenge for everybody.

One other thing to note: with Progressivism and Clever (+1) the Nyx research extremely quickly, and have the potential to power their way through these tech trees in a way few other Civilizations can match. This means that when you do find a branch that suits your playstyle, you can unlock a lot of very powerful abilities very quickly.

At the start of the game, the Nyx can colonies very quickly indeed. Efficient grants access to the Recruit Colonists Executive Order and with a fairly short cooldown, ensures a steady stream of new Colony Ships.


Meanwhile they can research Engagement to instantly reveal a large area around your homeworld, so you’ll have some colonization targets.


Remember how I said the Nyx are fast? They’re like a racing motorcycle, starting fast and getting faster and faster all the way to the finish, but carrying less weight than some of their slower but larger competitors. They’ll have a better time of winning if they take advantage of this rapid speed, because they may be outgunned at the end of the game.

Rapid colonization target acquisition and expansion is just the first part of that process. We’ve already discussed how quickly the Nyx will achieve their research goals, constituting another aspect of this rapid acceleration they can achieve.

A Motorbike needs to start though, and the Nyx are slowed somewhat by the need to research all Districts except for the Research and Entertainment Districts, and deciding when to grab those crucial technologies will be an important choice to make.

The Nyx also do not start with a Flagship for surveying Anomalies, and must instead design and build their own. To compensate, the Nyx have a unique ship type called the Synthetic Surveyor, which is a smaller, less powerful version of a Flagship with no limitations on how many can be built.


You’ll face an interesting choice: do you commandeer your starting Shipyard to create Synthetic Surveyors instead of Colony Ships and Constructors, and make the most of those goodies floating in space around you? That would yield many useful artefacts in the process, often allowing you to run your economy at a deficit as you sell off any you don’t need for Credits, at the expense of more rapid territorial development.

Once they bump borders with someone in their way, they’ve got a couple of options to move them. One is to peacefully assimilate them via an aggressive Culture flip strategy, as you can see below. The Torians are no pushover in Influence generation but the Nyx have them under extreme pressure very early in the game.


As we saw in last weeks developer journal, they’ve got some nice starbase modules that come a bit later in the game that can help there, but even without them, the Nyx have a lot of Influence generating Improvements and other abilities to keep them on top of the Culture game early.

Every Core World can build both the Central Hub and Social Matrix, both of which provide large Influence adjacency bonuses when well placed.


Here’s the thing though: you really want those Improvements because they’re very powerful in other ways, but a strong early-game Culture push is one way to really upset your neighbors. If you’re surrounded by militarily strong Civilizations you might want to hold back on those Improvements and instead build your economy and war machine up first, because the diplomatic penalties you’ll get for early Influence warfare might be enough to cause a war you can’t manage.

The second option for dealing with your neighbors is always a fun one. When war comes, the Nyx approach it in typical fashion: head on and (hopefully) before anybody else is ready for them.


Last week we showed off the Drone Carriers, a very early game Carrier that attacks enemy warships with smaller drone fighters.


Not only this, but the Nyx’s Ironborn and Efficient Civilization Abilities ensure Nyx warships are well protected when armored, and can pack in more weaponry and other components too. A typical early game Nyx warship is more powerful and better defended than those fielded by most of the other Civilizations.


The Nyx can pretend to be friendly too: they get some early Diplomacy boosting technologies on a branch of the Engagement tree and easily reached Civilization Policies such as Transparent Handshake here. Their Trade Route improvements and many economic advances are packaged up in the same branch too, meaning that the Nyx can beeline for a generalized “peaceful” route a bit more easily than other Civs, while simultaneously suffering from a lack of choice on exactly what parts of their economy they want to improve.


You may need this: you can’t fight everybody at once in GalCiv, not for the entire game, and making war on neighbors will make everybody else like you a lot less. Sure, the Nyx are well equipped to handle a war or two but that tends to sour relations with your opponents for much of the game going forwards and that can be a strategic disaster, especially if you’re not coming out of those wars with a huge territorial advantage.


These Diplomacy boosting techs can help mitigate the big weakness of the Nyx, the lack of endgame technologies that other Civilizations use to put the nail into the coffin of their rivals. Providing you’ve some friends left at the end of the game, you may be able to trade for that Carriers tech you want but don’t get native access to.

I think that’s enough for this time around. The Nyx have a lot of interesting elements baked into their gameplay for you to find. I think you’ll really enjoy experimenting with their wild tech tree and figure out all kinds of crazy strategies to turn that racing motorcycle into a juggernaut of pain for your rivals!

Cheers!