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Launch Livestream: "Tales of the Arnor" DLC

Join us as we dig deep into the gameplay and lore of the newest DLC for Galactic Civilizations IV, Tales of the Arnor!


đź“… Thursday, February 27th at 1:00pm EST

📍 Location: Galactic Civilizations IV Steam Page


[h2]What to Expect[/h2]
[h3]New Civilization: The Nyx – The Yor’s Forgotten Ancestors[/h3]

[h3]A Fully Unique Tech Tree[/h3]
  • Over 100 New Technologies
  • 40+ Unique Ship Components
  • 70+ Planetary Improvements

[h3]New Campaign Mission - A Story Written in the Stars: The Yor’s True Origins[/h3]
  • Uncover the secrets of the Yor/Iconian split.
  • Experience history as it unfolds in an all-new single-player narrative.
  • Challenge yourself with new tactical decisions that will shape the galaxy’s destiny.

[h3]Even More Content for Every Player[/h3]
  • 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!

Don't miss out on exclusive gameplay, commentary, and insights into the lore of the Arnor. Set your reminders and join us for an exciting afternoon!

Dev Journal #94 - Sneak Peek: Tales of the Arnor

Tales of the Arnor is Stardock’s latest exciting DLC for Galactic Civilizations IV: Supernova, focusing on events that occurred way back in the history of the Galactic Civilizations universe. Over the past few weeks, Frogboy has posted several developer journals teasing the extensive lore he has written surrounding the birth of the Nyx so I won’t cover that again.

Instead, I’ll be going over a quick gameplay overview to show what content this adds to your Galactic Civilizations games!


The Nyx are the original series of a synthetic species that went on to become known collectively as the Yor. These were designed and built by the Iconians as robotic servants and later given sentience by the Dread Lords during their war with the Arnor.

They start on their own planet of course, the rather modest Nyx Prime. With little space to build the booming industry required to pump out a steady stream of murderous xenophobic death-bots, the Nyx will want to expand out quickly and find a more… suitable target for a homeworld.


This early Yor precursor Civilization is not only available to play in its own unique Mission named Tales of the Arnor but also in the standard Galactic Civilizations IV game mode too, where the Nyx can be made available as a computer controlled Civilization, if you fancy taking them on as a rival.

The Nyx have three Civilization Abilities: Adaptable is shared with subsequent the Yor species and gives them access to some of the most hospitable worlds to be found out in the galaxy, and great strategic flexibility as a result. Adaptable grants access to certain specialized Improvements and other effects as the game progresses too. Finally, it grants access to the incredibly strong Draft Colonist Executive Order, allowing Control to be spent on very rapid expansion efforts.


The new Iron Born Trait fortifies the Armor Rating of all newly built ships by 25%, meaning the Nyx are going to be one tough cookie to crack when engaged in fleet combat.

Efficient further supports these warships by packing in more weapons, armour and other components than their rivals by up to a fifth of the total Ship Capacity. In tandem with the Iron Born Trait, the Nyx could forgo extra armour entirely, relying on that natural toughness, and cram in more offensive components instead. Or, they could go full tank-mode, and stack up on more armour, shielding and Evasion components, making them incredibly difficult to damage and defeat in combat.

The next set of new content added in Tales of the Arnor is tied to a brand new and unique Synthetic tech tree available exclusively for the Nyx alone.

This tech tree adds new nearly 40 new Ship Components to give those super-tanky, densely packed Nyx warships some unique flavor and bite! Here’s a nasty piece of technology to help break enemy lines with.


The Nyx have a unique advantage over their opponents, one that arrives relatively early in the game and helps shape their playstyle in a big way: the Drone Carrier.


This rather fragile ship deploys deadly interceptor drones into combat, and the Nyx get access to this capability long before their rivals get anything remotely similar.


With the Drone Carrier tech available as early as it is, you may well want to make the most of this military advantage and strike before your foes can counter such devastating technology.


There are also some unique advanced Starbase modules to unlock later on in the tech tree, such as the Cyber Infiltration Module here which pumps out a huge amount of Influence compared to the other Civilizations Influence boosting modules, and that isn’t even it’s final form!


The Nyx also have their own set of Planetary Improvements to construct on your Core Worlds. This Social Matrix boosts the Social Skills of your Citizens while simultaneously supporting your Culture push too.


The Nyx weren’t too impressed to be rejected by the Iconians, leaving them with a lasting hatred of all living life. To assist in their plans to quickly spread their own special kind of lovin' across the galaxy, a Core World can assist in the production of a Shipyard’s target with Aid Ship Production.


It’s inevitable that such an unusual species would have their own way of running their affairs, and so you’ll not be surprised to hear that the Nyx not only have their own Civilization Policies, but they even have their own take on a government too, with Leaders being assigned as Primes, not the Ministers you’d see in other Civilizations.

These are the guys who’ll be running the Nyx’s day-to-day business.


The Policies have some features we’ve not seen before, such as the ability to expand your Fleet Logistics!


As you’d expect, Tales of the Arnor comes packed with new Anomaly Events and Artifacts, further boosting the already sizeable library of cool random stuff that you can find floating out there in space!

Finally, we must talk about the titular Mission campaign of the DLC: Tales of the Arnor!


This Mission pits the Nyx against the Iconians, the ancient race that created and then subsequently tried to destroy them, driving them away from Iconia and out into the far depths of the sector. The Nyx are back, and out for revenge! Playing Tales of the Arnor will fill you in on some of the backstory of Galactic Civilizations and flesh out (if that’s the right term) the lore for one of GalCiv’s most iconic villains, the Yor Singularity!

These Missions are fun because they provide a stable map that can be played over and over, allowing you to try different strategies against a fixed set of conditions and improve your game.

So all this new stuff is really cool, but how do the Nyx actually play?

The Nyx are an unusual Civilization in that they have earlier access to some of the better warfare focused technologies, which is balanced out by finding it more difficult to gain access to certain high-tech solutions that come towards the end of the game. The Nyx will likely have to trade for the techs that they can’t naturally access, which requires someone friendly enough to trade with and a situation that often runs contrary to the goals of a militaristic, xenophobic Civilization.


The Nyx aren’t just powerful in conventional military term though: they have one of the most powerful sets of tools for Cultural push in the entire game. Even the Altarians are going to struggle against a well developed Nyx empire if they’re left alone for too long.

This gives the Nyx more options than just focusing solely on warfare, while still fitting their highly aggressive theme. Perusing their tech tree will show a rather unconventional collection of tools to experiment with, and their various strengths and weaknesses should provide a solid challenge to more experienced players who enjoy ramping the difficulty up and trying out weird and wonderful tactics!

Let us know what you think so far! There’ll be more information on Tales of the Arnor coming soon.

Cheers!

Dev Journal #93 - An Essay of the History of the Galactic Civilizations Universe

My office has a lot of printouts in binders regarding the history of the universe (The Mithrilar Cycle) that both Galactic Civilizations and Elemental come from. I once had the opportunity to write a book, Destiny's Embers and that was quite an adventure. My original story was 300 pages but my publisher, Del Rey, wanted it fleshed out and had an editor greatly expand the exposition of it. One of these days, I hope to publish the original manuscript which, I should add, has no references to how charactered dressed or other, in my view, frivolous descriptions.

We have a lot of new content being developed here at Stardock that will be tapping into this lore. To that end, I thought I'd share some of the background today.

[h2]Era 1: Of the Mithrilar[/h2]
Let's start in the past. A past—so distant that “time” scarcely had meaning—the Mithrilar watched over the cosmos from a vantage beyond mortal reckoning. Their charge was the Talananth, an artifact of immeasurable potency. Like a loom weaving threads of destiny, the Talananth gave shape to our three-dimensional universe, lending order to the infinite possibilities of existence.

Among these ancient stewards walked Draginol, a Mithrilar who stood apart from his kin by choice and by temperament. Where others moved serenely through the timeless void, Draginol felt the rhythmic pulse of past, present, and future. Impatient with the slow unfolding of the cosmos, he employed the Talananth to craft a sentient people known collectively as the Arnor. In doing so, he hoped they might hasten the grand design he alone seemed to sense.

Draginol’s vision took two forms. First came the Dred’nir—the “First Ones,” in the Arnorian tongue—endowed with a heightened sense of time and a share of Draginol’s own far-reaching perspective. Second came the Elas’nir—the “Second Ones”—slower to grasp the urgency of fleeting moments. While the Dred’nir varied widely in power—some possessed abilities bordering on godlike, others only marginally beyond that of future humans—the Elas’nir were largely placid, drifting through the ages as though tethered to an eternal present.

[h2]Draginol’s Impatience[/h2]
While many of the Mithrilar seemed content to observe the universe’s natural unfolding, Draginol sensed a storm of trouble on the horizon. He believed the Arnor needed to feel the swift crack of mortality—like the ticking of a clock—to galvanize them into action. Yet most Elas’nir remained detached, drifting across the centuries in tranquil ignorance. Only a rare few, like Tandis and Amandara, developed the keen sense of passing time that Draginol valued. They stood out among their kin, capable of grasping the significance of change.

In time, Draginol’s designs took on a darker edge. He conspired with the more powerful (and often more ambitious) Dred’nir to harness the very essence of the Elas’nir. From their essence he meant to fashion an object—the Orb of Draginol—that would grant him unrivaled dominion over the Talananth. Each harvested Elas’nir increased the Orb’s cosmic potency, bringing Draginol closer to directly shaping reality as he saw fit.

But it was not a quietly kept secret. The culling of their ranks roused the Elas’nir from their habitual placidity, and in their resistance, the seeds of conflict took root.

--------------------------------------------

[h2]Of the Arnor[/h2]
Though wrought in the same primordial forge, the Arnor were anything but homogeneous. The Dred’nir—Talax, in particular—became legends, known for raw might or cunning. Meanwhile, the Elas’nir shaped the culture, philosophy, and broader civilization of the Arnor. Their societies thrived on knowledge gleaned from eons of observation. It was in these societies that figures like Tandis rose to prominence, forging alliances and offering hope to countless new races springing up across the nascent galaxy.

As rumor of Draginol’s designs spread, the Arnor found themselves divided between loyalty to their creator and rebellion against his twisted project. Once revered like a distant but benevolent deity, Draginol now seemed a tyrant holding the fate of an entire universe in his hands.

This was the beginning of the Dred'nir and Elas'nir wars and where the Dred'nir became referred to as the Dread Lords.

--------------------------------------------

[h2]The Shattering of the Talananth[/h2]
Believing the Orb of Draginol had absorbed sufficient cosmic essence, Draginol moved to seize the Talananth for himself, presumably to reorder creation to his vision. Yet the raw forces unleashed could not be contained. The Talananth shattered, unleashing a cataclysm that annihilated all but two of the Mithrilar—Draginol and Mascrinthus. Both vanished from known reality, for a long while, taking with them any guiding hand the Arnor might have had.

In the aftermath, the bulk of the Dred’nir and Elas’nir lay broken. The once-proud Arnor teetered on the brink. Those who survived rose from the ashes to fight anew, and the wars between Arnor and the Dread Lords—were waged in earnest.

[h2]Arnor / Dread Lord Wars[/h2]
From this cosmic upheaval emerged an epoch of conflict. The Dread Lords, shaped by the most relentless Dred’nir, carried out Draginol’s dark legacy—though now seemingly without his direct guidance. Their power and wrath knew no bound, a threat to any world that drew their gaze.

Across the stars, the mortal races rose—Iconia, Altaria, and countless others—and became battlefields or pawns in the Dread Lords’ cosmic game. This is the period in which Tandis the Arnorian took up the cause of these younger species. He fought with a measured patience, marshaling the strength of mortals whose wills could not be so easily subsumed. This era of war and uneasy alliances persisted, shaping the fundamental tapestry of galactic history.

It was also during this time that both Mascrinthus and Draginol had their final showdown. A moment witnessed by Tandis on the world of Altaria. In that final battle, Draginol was defeated by a young mortal who had found the Orb, now known as the Bane. Tandis would take the Bane and place it beyond the reach, or so he thought, of mortal beings believing it safe to do so with Draginol now vanquished beyond ever being a threat again.

At length, the Dread Lords were entrapped in a pocket universe, quarantined from reality. Their reign of terror appeared ended. Or so it was told in half-remembered stories among the surviving Arnor and the nascent star-faring species that would come later.

--------------------------------------------

[h2]Deep Time[/h2]
In the distant future, a human named DL Bradley stumbled across echoes of this primeval conflict. While his full story is yet to be woven in the records available to most, rumors speak of a tragic destiny—how a single mortal life became intertwined with an eternal cosmic loop. The torment of “unlimited time” is said to be both a boon and a curse, an endless burden for any soul truly aware of time’s relentless drumbeat.

Time, after all, is the great predator. It stalks gods and mortals alike, offering no respite to those who can sense its every pulse. Perhaps that is why Draginol feared complacency, or why Tandis and Amandara strove to uphold hope across the stars. Even the mightiest Mithrilar could be undone by the jaws of eternity.

For now, the legacy of the Arnor and Dread Lords stands as a testament to what comes of cosmic ambition and mortal resilience. The tapestry they wove—and tore asunder—enfolds our galaxy still, from the oldest lore of Iconia to the newest ventures of Earth. Indeed, much of that story remains untold, drifting like stardust in the corridors of eternity, awaiting those bold (or foolish) enough to seek it.

...

And that is, my friends, a general outline of the story. Of course, this is condensed beyond all reason. But hopefully it helps provide some semblance of sense to the overall story that Galactic Civilizations and Elemental draw from.

Dev Journal #92 - Of the Nyx

With the benefit of hindsight, Tales of the Arnor should have been handled as a full expansion pack. It just has such a massive scope of changes in it.

For me, personally, it's the first GalCiv IV DLC I've got to work on since Tales of Centauron which I thoroughly enjoyed. But this one...this one is just so much bigger.

This will probably not be the last post I make on Tales of the Arnor so I will probably miss some things here.

[h2]Of the Nyx[/h2]
So as some of you know, I've been writing the lore on Galactic Civilizations since the late 1980s. 4X strategy games don't make very good vessels for getting that lore out obviously.

Some of you probably noticed that the Yor changed the way they looked a lot between GalCiv II and GalCiv III. I mentioned in another post how the first Yor were created by the Iconians and then those Yor creatred more Yor which are the ones depicted in GalCiv III and GalCiv IV. The Nyx that are the subject of Tales of the Arnor look like the Yor from GalCiv II.

[h2]The Campaign[/h2]
So the Nyx will be introduced in the new Mission called Tales of the Arnor. But you will also be able to play them in a normal sandbox game as well.

[h3]The Nyx get their own completely unique tech tree:[/h3]


[h3]This turned out to be a bit of a crazy decision because a unique tech tree means they have their own unique ship components too:[/h3]


[h3]It also means they have to have their own leader types:[/h3]


...and their own leader powers.

The Nyx don't have ministers. They have Primes and they have a very different philosophy how their government should be handled and what traits matter.

[h3]It also means they get their own unique improvements including a new one called Aid Ship Production:[/h3]



And that's just the start.

What you will learn is that the Iconians aren't necessarily blameless.

Dev Journal #91 - The Yor and the Arnor Thoughts

So I'm working on the upcoming DLC called Tales of the Arnor and it's going to go pretty hard into the background on the Yor.

To do that, I really need to explain a bit about the background of this game which, since it's a 30 year old series there's a lot of bits involved. No pun intended.

In the beginning...

So at the start there were the Mithrilar. These were beings that we would consider to exist outside our universe. One of them, called Draginol (which is where I stole of my user handles from) was different from the others in that he could sense time despite existing outside time as we think of it. He was concerned over the linear development of the universe and used the cosmic Talananth, the primary tool that the Mithrilar had, to create in universe beings that came to call themselves the Arnor.

The Arnor themselves were split into two groups. The Ele'nir and the Dre'nir. The short version is that Draginol focused the most effort on the Dre'nir to be most like him in that they could sense time and thus have a sense of urgency. The Ele'nir were less, by his standards, sophisticated and didn't experience the passage of time in a meaningful way.

Now, lots of things happen in between leading to the end of the Mithrilar presence within the universe. However, the Ele'nir and Dre'nir persisted and watched life develop and evolve. By this time, the Arnor's Ele'nir had accepted the branding the Ele'nir had given them "Dread Lords". From the Dread Lords point of view, the rest of the Arnor were basically mindless cattle. The Arnor thought the Dread Lords were vicious and dangerous.

The Dread Lords had uplifted a species called the Iconians and in time, the Iconians developed their own artificial servants called the Yor. (They obviously didn't have Terminator of BSG shows in their stories). The Yor weren't sentient though. They had strong AI but they had no self-motivation. They just did as told.

Eventually, the Dread Lords and Arnor had their massive civil war which ended with both of them disappearing. But in this mix, the Dread Lords gave the Yor self-motivation which made them truly alive. And the rest is history.

However, within the Yor there's a lot of history there. The Yor had many iterations and we have shown these in the GalCiv games over the years with the most famous being the Nyx series:



and there was also the D-deries (Dark Yor):



In Tales of the Arnor, we will be revisiting the Nyx series of Yor who we haven't seen since GalCiv II. They will be a playable civ with their own tech tree (as in, a completely new tech tree).