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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!
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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.
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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.
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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.
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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.
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Meanwhile they can research Engagement to instantly reveal a large area around your homeworld, so you’ll have some colonization targets.
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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.
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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.
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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.
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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.
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Last week we showed off the Drone Carriers, a very early game Carrier that attacks enemy warships with smaller drone fighters.
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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.
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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.
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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.
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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!