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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]
[p]
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.


Read the rest of the story...


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If Civilization 7 let you down, underrated 4X game Ara is getting a big overhaul

New Ara History Untold update brings bribery and nukes to the 4X game

4X game Ara History Untold now has a 9,999-turn "super long" campaign

Untold Scenarios DLC Release Date Announcement

Launching June 18
New DLC pack includes unique Scenario play that features both historical and alternative history settings for more event-driven strategic challenges

[h2]Wishlist Now:[/h2]
https://store.steampowered.com/app/3495280


Stardock Entertainment and Oxide Games, in partnership with Xbox Game Studios, will be releasing Untold Scenarios, the first DLC for the historical strategy game Ara: History Untold, on June 18, 2025!

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.

[h2]Key Features of Untold Scenarios:[/h2] [h3]Historical Scenarios[/h3]
Players will experience detailed recreations of significant historical periods, such as the Bronze Age Collapse, the Clash of Hemispheres, and Europe at the Crossroads.

[h3]Hypothetical Scenarios
[/h3]
The DLC introduces "what-if" scenarios designed to explore alternate histories.

[h3]Custom Gameplay
[/h3]
Each scenario features uniquely crafted maps, distinct national characteristics, and event-driven gameplay designed to provide varied strategic challenges with every playthrough.

Untold Scenarios will be available for SRP $9.99. For the latest information on updates, community initiatives, and future content, follow us here on Steam.









Dev Journal #1: Preview of the "Living Strategy" v1.4 Update

Preview of the "Living Strategy" v1.4 Update

[h2]Coming June 18, 2025[/h2]
[h3]Players Can Access the First Preview Build Now[/h3]

View the full preview 1 changelog

Since the release of Ara: History Untold, there has been a tremendous amount of feedback on the game. While most people appear to enjoy the game, I believe my views align with those of others who see its great potential, yet recognize that it requires further development in these areas:

  1. UI (User Interface)
  2. AI (Computer Opponents)
  3. Pacing (How fast things happen)
  4. Map Generation (Where things are placed)
  5. War & Peace (How combat works and how diplomacy between wars works)
  6. Performance (How responsive the game is on your PC).


These are pretty broad categories and there’s a journey to be had between where we are right now and where we think we need to get and it involves improvements in all 6 categories.

Today we want to talk about some of the user interface changes coming to 1.4.

[h2]User Interface: Living Strategy View[/h2]
Being able to see information and act on it with minimal effort is critical to the game being an enjoyable experience. We are dividing our efforts between what we can do quickly (version 1.4) and what is going to take more time (version 2.0). The first part of this is the new Living Strategy view of the world.

The Living Strategy view is a sort of a hybrid camera view between the Living World, where all things are visible and the strategic zoom layer where everything is abstracted to icons.

[h3]Living Strategy View Concept:[/h3]
  1. The player should be able to engage with the game almost entirely from the main map screen.
  2. As much city information should be visible on the main map screen as we can.
  3. All interactions that can be done on the city screen should be able to be done right from the main map.
  4. The map itself should provide more information by looking at it (sub-regions, what they do, etc.). This is particularly important for dealing with choosing what to build which can be overwhelming right now.
  5. The main UI should be updated to make the various actions a player can take be front and center.


How much and how soon?
Version 1.4 will begin by showing more information on the main screen and make interacting with cities easier. Critically, the living world armies will scale up as you zoom out allowing players to get a lot more information about the units not to mention it’s looks better.

[h2]Living Strategy View in v1.4:[/h2]


Modern container ship under attack by a nation that is…a little bit behind in tech.



Detailed 3D armies are now displayed on the map. The units from different nations look different even if they’re technically the same unit. First step on the path to per nation unique units.



Scout unit north of London which now shows the quality of life stats along with how many turns are left on the current project. And yes, we plan to jam even more into that banner based on player feedback if we can.



These Aztech units are visually distinct – those are feathers in outfits. This is the first phase of “Per nation units” which will have a dev journal all of its own.



More access to the improvements from the map is another change in 1.4. We want players to also be able to change crafting, add equipment, and do anything they want right from here (and see the status of these improvements more). But that will be a post 1.4 thing.

[h2]How do you get Preview Builds?[/h2]
To execute on this rapid development cycle we are going to have 3 branches on Steam:
  • Default (the current released version)
  • Preview (a “buggy” version of what we’re working on)
  • Previous (The previous version just in case a saved game gets wonky)


[h2]Next up: AI[/h2]
Preview 1 of v1.4 is a pretty massive improvement to the AI. We’ll be talking about that next.


[h2]Some addl. screenshots of 1.4[/h2]