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Ara: History Untold News

Ara: History Untold gets a beefy update that promises "significant micromanagement reduction" and more competent AI not-Civs

Ara: History Untold is a game I briefly gave a go last year, back when Civ 7 was still a game we were all yet to play and have a vast slew of different opinions about. I thought the little I played was alright, but didn't stick with it that long, slipping back into the pair of comfy slippers that were Civ 6.


Now, though, Ara's just gotten a big update, and it looks like it should solve some of the issues that folks flagged with the base game.


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Major v1.4 Living Strategy Update Now Available

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Version 1.4 "The Living Strategy Update" Adds a new Living Strategy game view, improves AI, reduces micromanagement
[p]View the Full Changelog Now
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[/p][h3]Get Ara: History Untold for 50% Off![/h3][p]
Stardock Entertainment and Oxide Games, in partnership with Xbox Game Studios, today announced the release of a major update to their ambitious new turn-based strategy game, Ara: History Untold today. This update marks the first significant content release for the title since Stardock assumed direct oversight of the game's ongoing production last month. Titled the "Living Strategy Update," version 1.4 has been developed based directly upon months of extensive community feedback and introduces a substantial array of new features, gameplay enhancements, and quality-of-life improvements.

Key new features of Ara: History Untold version 1.4 include:
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  • [p]Living Strategy View: Now the primary default gameplay viewpoint, this feature blends elements of the detailed Living World close-up perspective with the broader strategic overview. The design enables players to seamlessly manage cities, armies, and resources with greater ease while remaining immersed in the game's detailed environments.
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  • [p]Advanced Map Generator: Version 1.4 introduces a significant upgrade to the map generation algorithm, now featuring twice as many strategically distinct regions per map size. These enhancements deliver more intelligent resource distribution and improved player starting positions, offering expanded strategic depth and greater replayability. A newly updated Earth map makes full use of these improved generation mechanics.
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  • [p]Strategy AI Player v2.0: The computer opponent’s artificial intelligence systems have been extensively overhauled to provide players with more meaningful strategic competition, especially during the late-game period. AI opponents will now make more nuanced decisions, better optimize their resources and challenge players with deeper strategic considerations.
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  • [p]Significant Micromanagement Reduction: Leveraging the new AI systems and the citizen simulation system, the game's citizens can now automatically select items from the player's inventory to self-supply their dwellings, shops, factories, and other buildings based on their needs. Players can easily toggle this automated feature or guide citizen behaviors directly using in-game Policies, maintaining full control over their gameplay experience.
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  • [p]Battle System Improvements: Combat mechanics have become deeper, longer-lasting, and more transparent, supported by a new Battle Viewer panel. This panel clearly explains battle outcomes and provides improved tactical clarity, helping players better understand and manage military encounters.
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  • [p]Graphics Engine Optimization: Extensive updates have significantly improved game optimization, reducing GPU usage and significantly increasing framerate stability, particularly in later-game scenarios.
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  • [p]Simulation Speed Enhancements: Optimizations to the game's simulation engine deliver faster turn times and improved UI responsiveness, contributing to a smoother playing experience.
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  • [p]Gameplay and Balance Enhancements: Version 1.4 features numerous gameplay improvements, including pacing adjustment, recipe tuning, and extensive balance revisions. Additionally, dozens of community-reported bugs have been addressed, further refining the overall experience.
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[p]Ara: History Untold is developed as a historical 4X strategy title, carefully designed from first principles. Stardock, partnered closely with Microsoft and Oxide, has worked rapidly and collaboratively to make this update comprehensive and attractive.

"It has been a real pleasure working with our colleagues at Microsoft for this update. The teams at Stardock, Oxide, and Microsoft have so much energy going into these updates. Version 1.4 is just a taste of what we have in store," said Brad Wardell, Chief Executive Officer for Stardock and Oxide. “In an industry where true 1.0 products are rare, especially ones in established genres, this has been a wonderful opportunity to try out new ideas and concepts that we in the strategy community have been thinking about for decades.”[/p][p] [/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]In addition to the major v1.4 Living Strategy Update, Ara: History Untold released Untold Scenarios DLC today, check it out here. [/p]

Untold Scenarios DLC Now Available

[h2]New DLC pack includes unique Scenario play that features both historical and alternative history settings for more event-driven strategic challenges[/h2][p]
https://store.steampowered.com/app/3495280/Ara_History_Untold__Untold_Scenarios/[/p][p][/p][previewyoutube][/previewyoutube][p]Stardock Entertainment and Oxide Games, in partnership with Xbox Game Studios, today announced the release of the Untold Scenarios DLC for the historical strategy game Ara: History Untold. Untold Scenarios includes several different situations to choose from, which place you right in the center of critical moments in human history as well as some hypothetical “what-if” scenarios that explore interesting alternative historical settings! [/p][h3]Key features of Ara: History Untold - Untold Scenarios include:[/h3]
  • [p]Historical Scenarios: Players will experience detailed recreations of significant historical periods, such as the Bronze Age Collapse, the Clash of Hemispheres, and Europe at the Crossroads. [/p]
  • [p]Hypothetical Scenarios: The DLC introduces "what-if" scenarios designed to explore alternate histories. [/p]
  • [p]Custom Gameplay: Each scenario features uniquely crafted maps, distinct national characteristics, and event-driven gameplay designed to provide varied strategic challenges with every playthrough. [/p]
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Untold Scenarios content requires the Ara: History Untold base game product.

In addition to the Untold Scenarios DLC, Ara: History Untold released the major 1.4 Living Strategy Update today. Check it out here.

Each Scenario includes new technologies and units that are custom to that scenario. For example, the Mongol Invasion scenario takes the player back to the ancient Steppes of Mongolia and lets the Mongols develop their unique Horse Archery and Horse Breeding technologies that are only available to the Mongols.

Other scenarios put the player at critical moments in human history. How might the American western expansion gone if just a few things were different?

Europe at the Crossroads takes 18th century Europe and replaces some of the key leaders of their name with the leaders from Ara: History Untold. How might events have gone differently with different leaders at this pivotal moment?

Untold Scenarios even includes imaginary scenarios such as Islands, where each island has its own unique resources. Do players trade with each other to obtain these resources or build a mighty navy to control the seas and seize the resources for themselves?[/p]

Dev Journal #2: A Preview of the v1.4 "Living Strategy" Update

[p]Hey everyone,[/p][p]It’s been about a month since we took on the responsibility of overseeing the design and production of this ambitious new historical 4X strategy game. Stardock has been making turn-based 4X strategy games since the 1990s and we have really loved the opportunity of working with our friends and colleagues at Oxide Games and Microsoft.[/p][p]For the first week, we dug deep into player feedback to identify the core areas of the game that needed meaningful improvement. With the upcoming release of version 1.4, we're delivering substantial changes that address gameplay depth, quality of life, and technical performance. Here's what you can expect from what we're calling the "Living Strategy Update."[/p][p][/p][h2]Finding a Voice[/h2][p]Now to be candid, we look at version 1.4 as just the first step. Ara: History Untold needs to stand out from other historical strategy games. I love all the games in the genre, from Civilization to Humankind to Millennia. The most successful games in the genre always find a way to scratch a certain itch. Even if a game is pretty good, if it’s not the best at what it’s trying to do, then I might as well just play the best one. Being 95% as good as the best game in a particular genre doesn’t cut it. So Ara: History Untold must have its own unique take that is compelling and wanted by enough players to do that and version 1.4 is the first step in that direction.[/p][p][/p][h2]Improved Map Generation[/h2][p]One of the first areas we tackled was the map generation. A strategic game can only be as good as its map allows, and we felt the existing map generation didn't offer enough distinct strategic choices. If every player has all the resources they could possibly want, then what’s the conflict about?[/p][p]Now, in the first Premium DLC, Untold Scenarios, we got to hand place the resources. North America is terrible of course (no bacon, no pork chops, and no ham!). But for random map generation, we need to be more fair and this is our first revision of the map generation to make area of the world more distinct.[/p][p]The maps also have about twice as many regions in them as before so effectively, each map size is twice as big as before without using more screen space (or RAM).[/p][p][/p][h2]Introducing the "Living Strategy" View[/h2][p]Ara has a wonderful “Living World” view where you can zoom in and see the actual people living their lives. And it has a really useful strategic view where you zoom out and everything is iconized. But there was nothing in-between. As a result, all games are just played with icons. And static icons have real limitations. 128x128 stylized icons can’t convey as much as a fully 3D rendered, animated unit. This is doubly true if an army contains say Samauri and cannons. So we made the Living Strategy View. As you zoom out, the living world units that matter scale up as well. And they are glorious.[/p][p]And players gave us a lot of additional things to add. For example, the city banners now display quality of life. Armies now show the types of units in them (like melee and artillery) to make it clearer..[/p][p][/p][p][/p][h2]Smarter AI Opponents[/h2][p]Why is AI so terrible in 4X games typically? I see this posted all the time. I have been making strategy game AI for 30 years so I feel comfortable telling you exactly why: Good AI comes from being good at the game and knowing how to program your strategies into the game. If you think it’s just a simple matter of “Attack nearest unit” or it’s a lot more than that, especially if you don’t want your AI to cheat (which Ara’s AI basically doesn’t).[/p][p]And being good at a game like this means time. A lot of time. I have just in the Steam version of the game 843 hours in staged builds. That’s not counting dev builds. That means I am ready to leave a negative review of the game as is the custom but also I’ve played it enough to be able to know what strategies work and don’t work. Version 1.4’s AI isn’t just a little better, it’s fantastically, ridiculously better. This was only possible because Oxide’s engineering is pretty fantastic. The AI worker functions were all there. It just required utilizing it to have the AI build good strategies.[/p][p][/p][p][/p][h2]Reducing Micromanagement[/h2][p]Micromanagement should never overshadow strategic decision-making. One person’s depth is another person’s slog. For version 1.4 we were able to take advantage of the underlying simulation of the game. The little people in the Living World are not just eye candy. They all have names, stats, wants, needs. It’s kind of insane really. But we were able to tap into this to have the citizens use their needs to pick items from inventory to supply their own homes, farms, shops, factories. You can turn this off or even override what they do but by default, you don’t have to. They’ll do it themselves and they’re pretty good at it.[/p][p][/p][h2]Battle System Improvements & Retreats[/h2][p]Combat in Ara needed clarity and depth, so we've revamped the Battle Panel to clearly display critical information like army composition, damage types, and combat advantages. Battles now last slightly longer, allowing for more strategic input. Importantly, we've added the highly requested ability for armies to retreat from battle, giving players new tactical options and strategic flexibility.[/p][p]This isn’t the last word on combat or war in general for Ara. But we felt that it was important to quickly move to explain how combat works, what mechanics are in play and make it so that engaging more armies to a battle was possible and that retreating from a losing battle was possible. This came with a host of UI updates to fasciculate this.[/p][p][/p][h2]Performance and Visual Enhancements[/h2][p]Performance matters—a lot. But we want the game to be pretty too. So for v1.4 we focused on both. The game, both early and especially late game should be dramatically faster. Especially in terms of framerate. Now, it’s only been a month so our optimization focused on “low hanging fruit”. But Oxide was able to make a lot of engine and shader improvements that you will likely notice. At the same time, the visual clarity of things should look a lot better across the board. Enough that you should notice it within seconds of starting a new game.[/p][p]One area we did lose performance: We disabled some “maximum effort” algorithms that led to a 1% performance improvement in framerate but generated 50% of the GPU use. I don’t know about you but I hate loud fans and going from 64fps to 65fps (especially when our other optimizations already took us from 19fps to 64fps on the same system) wasn’t worth having the fans go crazy.[/p][p][/p][p][/p][h2]Balance and Quality of Life[/h2][p]Version 1.4 also includes extensive balance adjustments and quality-of-life improvements. Taxes, growth rates, city caps, and crafting recipes have been rebalanced to ensure a more enjoyable and strategic progression throughout the eras. There's far too much to list here, but rest assured we've carefully considered your feedback in every tweak.[/p][p]Really a lot of the overwhelming feelings that players had came from cities just becoming really big really fast.[/p][p][/p][p][/p][h2]Just Getting Warmed Up[/h2][p]The litmus test for Version 1.4 is for players to load it up, play it and either go “Okay, I really like the direction this game is evolving. I want to play this and see what comes next” or, of course “Oh this is just another game in the genre that does things better done in game A, B and C.”. You let us know.[/p][p] [/p][p]Cheers![/p]

Underrated 4X game Ara History Untold has a new DLC, perfect for Civ 7 players

Civilization 7 is caught between two warring sensibilities. Since 1991, it's been a historical 4X game, and players naturally expect that it not only honors but attempts to capture and recreate real events - or at least the essence of certain periods. It's also Civilization 7. Firaxis has nailed the formula, but after 34 years, I'd imagine even the most cast-iron fans are ready for a major reinvention. This, surely, is why we have the controversial Ages system, which slashes micromanagement and allows for a more playful mixing of leaders, abilities, and civs. But given the response to Civilization 7 so far, it's perhaps an overcorrection. Enter Ara History Untold. With a new DLC on the way, it could be the 4X game to balance historical accuracy with more inventive, fantastical alternative modes.


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