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Ara: History Untold - V1.2 Modder's Paradise Update

Ara: History Untold 1.2 – Modders Paradise

Welcome to the Ara: History Untold Modders Paradise update! In addition to a new nation leader, features, balance changes, and UI improvements, the Modders Paradise release includes easy access to mod support through integration with Mod.io! We are excited to share the new features in this release with players and look forward to your feedback. Have fun!

[previewyoutube][/previewyoutube]

[h2]New Features[/h2]
  • New Leader Confucius: The spiritual and wise Confucius is now part of the leader roster, offering unique philosophical and governance-based abilities.
  • Integrated Mod Manager (powered by mod.io):
  • Players can now create and customize units, city improvements, technologies, game rules, and more.
  • Easily share mods with the community or explore and download player-created content.
  • Sample Mods include a new unit, new improvement and new graphics.

[h2]Highlights[/h2]
  • Greater Nation Distinction: Starting unit visuals updated based on the geographic location of the world.
  • City Improvement UI Tagging: New tagging system for filtering and managing units, improvements, and amenities based on gameplay objectives.
  • Performance Optimizations: Users with lower-end hardware should notice a significant increase in turn performance as well as visual performance.
  • Visual Fidelity Update: In addition to optimizing the game engine for even better performance, we’ve upgraded the lighting system. Explosions are now twice as visually impressive, adding a new layer of immersion to battles and gameplay.
  • Major AI Update: The AI has been updated to be data driven to help designers and strategy testers shape the way different AI players play like.
  • Accelerated Start: Players can optionally start in the Middle Ages or the Machine Age and be seeded with resources and items to ensure the early game gets moving quickly.
  • UI Improvements: The Trade Screen and Government Management Screen have been updated to be more intuitive to use.
  • Player Requested Features & Changes: Long game setting is now 9,999 turns, cities gain a land claim every level up (though the population requirement has been increased), and new audio notifications help players keep track of what’s happening by sound.
  • Leader Trait Updates: Andean Masonry, Agrarian, Perfectionist, Woodsman and other leader traits updated to be more interesting and balanced.
  • Improved Balance: Fewer nations are culled per act, Coins are more challenging to produce but are now used extensively throughout the game, tech pacing and population growth are much more pleasing.

[h2]Additional Details[/h2]

[h2]Balance Changes[/h2]
  • Accelerated start kits are available to begin games in Act II or Act III.
  • Act II starts grant starting resources: Money 200, Food 200, Wood 200, Stone 200, Concrete 100, Glass 100, Paper 25, Pottery 25, Prestige 33, Metal Ingots 20, Farm Tools 10, Rope 10, Gears 10, Grain Store 5, Books 5, Coins 5, Jewelry 5, Strategy Codex 5, Hourglass 5, Bandages 5, Baskets 5, Flower 5, Herbal Medicine 5, Candles 5, Wheel 5.
  • Act II Great Hearth: +60 Research/turn, +25 Production.
  • Act III starts grant starting resources: Money 250, Food 250, Wood 250, Stone 250, Concrete 200, Glass 200, Paper 50, Prestige 11, Metal Ingots 25, Steel 25, Farm Tools 25, Rope 10, Gears 10, Grain Store 5, Books 5, Coins 5, Jewelry 5, Strategy Codex 5, Clocks 5, Clothes 5, Barrels 5, Dried Food Goods 5, Brewed Coffee 5, Medicine 5, Newspapers 5, Candles 5, Pottery 25, Lamp Posts 5, Gunpowder 25, Wheel 5.
  • Act III Great Hearth: +200 Research/turn, +50 Production.

[h2]Game Mechanics[/h2]
  • Technologies now control when units become obsolete instead of Acts. Players will see obsolete units gradually disappear as they progress through human history.
  • Starting City cap has been reduced by 1, but the Bronze Age now increases it by 1. This helps make fast expand a more interesting choice for players. Note: you may have to make a hard choice on skipping some techs.
  • Armies take 1 extra turn to muster. This helps balance out the ability to reform units and reward players who spend the resources to maintain standing armies. Units in reserve don’t cost Maintenance.
  • Initial Air/Sea formation cap reduced to 1. City-based army cap increases delayed to higher city levels. There will be fewer armies present late game.
  • Prestige balance adjustments: Productivity and Tech Prestige reduced slightly, Military and Economy Prestige increased slightly.
  • Difficulty levels no longer provide free Quality of Life (QoL). This change ensures that players experience the game pacing consistently across all levels as their playstyle improves.
  • QoL penalties above Prince difficulty reduced.
  • Recipes updated to reward having necessary resources. Coins are more valuable as accelerators. Having necessary resources is rewarded over brute forcing high production.

[h2]Buildings and Infrastructure[/h2]
  • Nemrut Dag now requires Pottery and Rope.
  • Topiary Park now requires Pottery.
  • Added Drydocks and Naval Bases as valid sea route connection points for trade routes.
  • General Hospital requires Concrete.
  • Water treatment plant uses Steel and Concrete.
  • Added 3 Expert Slots to City Walls, each Expert increasing the Security bonus provided by City Walls.
  • Library Knowledge buff reduced by 5 per level.
  • Police Station +10 Security per level.
  • Race Tracks now boost Happiness in addition to their economic benefits.
  • SAM Battery +25 Security.
  • Grocer limit increased from 3 to 6 per nation.
  • Tannery max from 3 to 5 and given supply slots.
  • Lamp Posts Security increased to +25.
  • Weaver costs 25 Wealth.
  • Ceramic Shop Craft Production Modifier no longer appears in the Build Production breakdown for all cities.

[h2]Economy and Trade[/h2]
  • Coins are produced faster if you have precious metals/precious stones, but far slower if you do not. Get that Gold!
  • Mint now requires Metal Ingots and Money instead of generic materials.
  • Adjusted Cocoa, Shellfish, Saffron, Sugar harvesting (Cocoa/Sugar yields reduced, Shellfish give Precious Stones, Saffron can get Flowers).
  • Brewed Coffee acts as Amenity for +10% productivity.
  • Perfume Amenity gains +5 Prosperity.
  • Fishing Nets give significant Food.
  • Industrial Fishing Farm boosts food output significantly.
  • Grocers now buff Farm harvest rates instead of Happiness.

[h2]Units and Combat[/h2]
  • Spearman units no longer incur Materials maintenance. Horseman Food maintenance increased from 1 to 2 and animal-based units have +1 Food maintenance.
  • Spearman material costs reduced 25 to 15, Archer 30 to 25, Swordsmen 25 to 20. Higher level units are more expensive (e.g. Tanks 140 to 300 Production).
  • Added back Retreat ability for Scouts, Mounted Scouts, and UAVs.
  • Expanded Auto-Explore to include military units and ships.
  • Increased the Fortify-based tactics buff to +30% Strength.
City Management
  • Adjusted city population changes for pacing. Restored giving Region Claims after each city level up.
  • Tier 5 Cities now provide an Expert.
  • Tier 26 and up Cities provide 2 Claims to make "super cities" a thing.
  • Amenity slots continue beyond Tier 20 to have a new cap of 25.
  • Increased population requirements to level up cities, rewarding good Health management.
  • Low Health in Cities further reduces population growth.
  • Reduced city research output at lower city levels by 1 to improve pacing.
Technology
  • Updated technologies to obsolete various units/improvements at appropriate points.
  • Adjusted late game tech costs to increase gradually (Machine Era, Atomic Age, Future Age, etc.).
  • Flowers are now immediately harvestable.
  • Mosaic tiles/Lampposts/Barrels unlocked by more techs.
  • Unlocked the AI Assistant with Artificial Intelligence tech instead of Post-Humanism, aligning narrative and gameplay progression.
Government and Policies
  • Monarchy now makes the Capital provide more knowledge. Tall nations will benefit from Monarchy.
  • Monarchy Security buff increased from 10 to 25 and Prosperity from 5 to 10.
  • Republic reduces Capital population growth. Wide nations will benefit from Republic.
  • Low tax tier gives fewer taxes, medium/high gives more tax money to make having low and medium tax rates distinct.
Miscellaneous
  • Adjusted Earth map handling to boost yields after Capital moves.
  • Fixes to map for starting locations improvements and regions quality.
  • Reduced the Eyeglasses buff from 2 to 1 per Science building, tempering early Science spikes.
  • Reduced AI relationship decay by a flat 10 per turn.
  • Swapped Chinese starting region from Beijing to Luoyang.
  • Changed the first Russian city to St. Petersburg for historical accuracy.
  • Updated predator behavior and gear references.

[h2]UI Changes[/h2]
  • Fixed Difficulty text so Prince is (Normal) instead of Earl.
  • Updated translated text (multiple places)
  • Updated Leader trait text as appropriate to match traits
  • Added ability to rename regions via City Panel or Region Info.
  • Adding Amenity tags for easier filtering.
  • Closing the City Screen will also close the Consumables UI. Added harvest filters and improvements for Ore resource tiles
  • Added new mechanics text related to how Force quality and quantity affect Predator damage.
  • Implemented a new trade screen UI/UX to improve clarity and consistency.
  • Workshop, Crafting Guild, and Factory tooltips now show all craftable items (no more hidden recipes).

[h2]Leader Changes[/h2]

Updated Pachacuti Leader Trait: The Andean Masonry
  • Boosts Harvest Production at Stone Pits and their upgrades.
  • Increases Paragon Spawn Chance.
  • Increases Engineer pick chance.
  • All Military Improvements boost City Siege Defense.
  • The additional chance to spawn Paragons and more likely to get engineers helps them leverage a focus on city development.
Updated John Macdonald’s Leader Trait: Boreal Forest Leader
  • Boosts the Harvest Production of Hunting Camps.
  • Reduces Hunting Camps' Maintenance Cost.
  • Boosts Housing in all Cities by 3.
  • Minor Leader Traits updated to include Adventurous, Woodsman, and Pacifist.
  • Removed the Disciplined trait.
Updated Askia Muhammad I's Leader Trait: Gold-Salt Trade
  • No longer provides a buff based on Trade Posts.
  • Increased Harvest Production at Stone Pits and their upgrades by 100%.
  • Gains +5 Prosperity and Knowledge for each Trade Agreement in all Cities.
  • Focuses on production and trade, with an early boost to Relationships that can be leveraged for alliances and trade.
Updated Benito Juarez's Leader Trait: Son of the People
  • Gains additional Housing from building Government Buildings.
  • No longer gains an early extra Expert due to balance concerns.
  • Remains a development-focused leader, excelling at maintaining Quality of Life.
Updated George Washington's Leader Trait: Minutemen
  • Provides +1 Speed to Gunpowder Infantry and Modern Infantry instead of specific formations.
  • Provides bonus Force Strength to Forces carrying out the Fortify Order.
  • Combined with changes to Ambitious, makes Washington more expansionist and defense-focused, especially early on.
  • In the late game, enhanced speed improves infantry utility and compensates for reduced Army cap.
Updated Itzcoatl's Leader Trait: Flower Wars
  • Provides +20 Growth to all Cities after engaging in combat instead of buffing Security and Prosperity.
  • Grants +5 Prestige after defeating an enemy Force during a Skirmish War.
  • Includes +100% Force Heal Rates.
  • Rewards early and frequent aggression, making Itzcoatl a strong war-centric leader.
Updated Nefertiti's Leader Trait: Rays of the Aten
  • Farms built on Rivers provide additional Prosperity to their Cities.
  • Replaced the Museum buff with a bonus to Established Relationships per Culture Improvement.
  • Nefertiti focuses on internal development and diplomacy, benefiting culture and trade-focused players.
Agrarian Minor Trait
  • Boosts Harvest Production by +100% to remain more beneficial long term.
Perfectionist Minor Trait
  • Reduces Build Production on Industry Improvements (previous Craft Production penalty was too harmful).
  • Completing Industry Improvements provides additional Prestige as a tradeoff.
Ambitious Minor Trait
  • Adjusted to -1 Land Force Cap and +1 City Cap.
  • A tradeoff for expansion-focused Leaders who must carefully deploy and station their Forces.
Updated Efficient Minor Leader Trait
  • No longer directly boosts Craft Production (previously too powerful).
  • Now provides a 10% boost to Build Production of Industrial Improvements.
Updated Lavish Minor Leader Trait
  • Provides +2 Merchants.
  • Grants +10 Established Relationship with all other Nations, encouraging early Trade.
Updated Mercantile Minor Leader Trait
  • Provides +1 Merchant.
  • Grants +5 Established Relationship with all other Nations, encouraging early Trade.
  • Updated Woodsman Minor Leader Trait
  • Boosts Harvest Production by 50% at Logging Camps and their upgrades to remain beneficial long term.

[h2]Miscellaneous Changes/Fixes[/h2]
  • Improved camera panning smoothness.
  • Fixed incorrect starting improvement for Act 3 AI Prince.
  • Pharmacies retain Craft bonus at all expert tiers.
  • Fixed Fighter Planes so they… fight.
  • Fix for Air Forces not mustering correctly.
  • Fixed flickering on Stealth Bomber and War Elephant.
  • Fixed display of Capitals in War Summaries (after conquests or changes in Capital location).
  • Number of techs to advance Eras increased from 3 to 4 in the Machine Age and beyond.
  • Region Claims are now provided at every city level, but population requirements have increased significantly.
  • City tier QoL penalties increased after level 8 and 15.
  • Cities provide more taxes per nation level until level 27.
  • Additional fixes/improvements/tweaks.
  • There be whales here! Made Whales visible closer to the ocean surface.


Version 1.1.1 Update

The latest update for Ara: History Untold introduces gameplay adjustments to enhance balance and pacing, alongside several bug fixes and improvements. These updates aim to refine the overall player experience, with continued improvements based on player feedback.


[h2]Gameplay Adjustments[/h2]
[h3]Health Impact on Cities: [/h3]
  • Low health in cities now further reduces population growth.
  • Population requirements for leveling up cities have increased, encouraging better health management for advancement.

[h3]Research and Growth Pacing:[/h3]
  • Research output at lower city levels reduced by 1, improving the pacing of scientific progress.
  • City level 3 no longer grants a new claim, slowing geographical expansion and reducing the ease of blocking other cities.

[h3]Eyeglasses Buff Adjustment: [/h3]
  • Science building bonus from eyeglasses reduced from 2 to 1, maintaining their usefulness but with more balance.


[h2]Multiplayer[/h2]
  • Multiple issues with trade agreements have been fixed.


[h2]Resolved Issues[/h2]
[h3]Trading Prompt Fix: [/h3]
  • A "Goodbye" prompt now replaces the "Confirm" prompt when multiple trade items are selected.

[h3]Worker Placement: [/h3]
  • Logging Camp workers will now spread out appropriately rather than clustering in one place.

Ara: History Untold - V1.1 The Invisible Hand Update

The Ara: history Untold team could not be more excited for today's release - our first major feature update. Below are comprehensive release notes detailing the new features as well as the balance changes and updates.

We've also addressed a large number of player reported bugs and issues with this update, and can't wait for you to give it a try!


Ara: History Untold

[h2]Version 1.1 - The Invisible Hand Update[/h2]

[hr][/hr]
[h3]Highlights[/h3]


  • National Economy Screen

    Manage your nation's crafting, supplies, and policies from a single screen, replacing the crafting panel for streamlined management.


  • New Amenities

    Over a dozen new craftable amenities added, offering additional strategic choices:


    • Anvil: Provide a 150% buff to improvements that can be supplied with them.

    • Biscuits: Grant players a +25 to food as an Amenity.

    • Mining Pick: Add +50% harvest rate to improvements.

    • Fuel Cell: Gives 150% craft rate at improvements, or 100% harvest rate to improvements, +3 City Health.

    • Sewing Machines: Sewing Machines add 200% craft rate to improvements.

    • Fresh Produce: Grant +200 food per turn, +5 health per turn as an Amenity.

    • Scrolls: Grant +15 City Knowledge as an Amenity.

    • Baked Goods: Give +50 Food/turn, -5 City Health as an Amenity.

    • ...and more!


  • Unit Upgrades

    Upgrade units within your army directly by issuing the new Upgrade Order, but be mindful of the resource and turn cost to complete the upgrade.


  • Advisors

    • Introduces a Sovereign Advisor.

    • Each advisor provides suggestions to enhance your strategy.

    • This feature will become more intelligent in future releases.


  • John A. MacDonald

    Canada joins the world stage, expanding your diplomatic and strategic options!


  • Earth Map

    Added as a pre-made map focusing on gameplay over strict geographical accuracy:


    • Britain and Ireland share an enlarged island.

    • Features like the Canadian Shield and Gulf Stream are accounted for.

    • Enhanced mountain ranges for natural barriers.


  • Redeployment

    Reform armies with units being sent back to your reserves for better strategic flexibility.

[hr][/hr]
[h3]Changelog[/h3]

[h3]Performance Enhancements[/h3]


  • Memory Optimization

    Improved game performance on lower-end hardware.


  • Rendering Optimizations

    Enhanced framerate stability for lower-end systems.


  • LOD Optimization

    Better visuals and object clarity while maintaining higher framerates.


  • General Performance Improvements

    Several performance enhancements have been made to improve overall game stability and experience.


[h3]UI Updates[/h3]


  • Region Yields

    Added region yields to the title bar in the city panel for better resource tracking.


  • Improvement Renaming

    Players can now rename their improvements for personalized management.


  • Supply Availability

    Improvements with available supplies now glow to indicate their availability.


  • Technology Display

    Items now display the required technology to unlock them.


  • Customization Slider

    Added a slider allowing users to customize when the nation overlay and the Living World Buildings fade in/out.


  • Notification System

    Players receive notifications when they run out of crafting resources.


[h3]AI Updates[/h3]


  • Improved Prioritization

    AI better prioritizes city improvements and optimal dwelling locations.


  • Data-Driven AI

    Supports data driving, allowing designers and modders to enhance AI prioritization.


  • War Declaration Intelligence

    AI becomes more strategic and intelligent in declaring wars.


[h3]Map Generation[/h3]


  • Human Priority

    Humans are prioritized for mild climate locations during map generation.


  • Biome Weighting

    Adjusted to make starting positions more interesting with fewer snowy starts.


[h3]Gameplay Fixes[/h3]


  • Late Game Stability

    Fixed a crash bug occurring in the late game.


  • La Grand Place

    Resolved the issue of La Grand Place not appearing in Act 1.


  • Road Spawning

    Prevented detail roads from spawning underneath improvements.


  • Duplicated Unlocks

    Removed duplicate unlock of animal resources.


[h3]Event System[/h3]


  • Triggers Added

    Added triggers for improvements when they have no items in the queue and when they begin crafting.


[h3]Visual Improvements[/h3]


  • Road Textures

    Enhanced road texture fidelity for a more polished look.


  • Barracks 3D Asset

    Improved the 3D asset of Barracks for better visual appeal.


[h3]Modding Support[/h3]


  • Advisor Data Driving

    Added data driving capabilities for advisors to support modders.

[hr][/hr]
[h3]New Feature Details[/h3]

[h3]Earth Map[/h3]


  • Geographical Features

    Canadian Shield and Gulf Stream are now accurately represented.


  • Gameplay Connections

    - Britain and Ireland connected as a single enlarged island.

    - Italy and Sicily connected for enhanced gameplay dynamics.


  • Natural Barriers

    Tweaked mountain ranges to provide more natural (and slightly exaggerated) barriers for improved gameplay.


  • Real-World Locations

    Added real-world locations for nations, ensuring a balance between accuracy and gameplay.


[h3]National Economy Screen Feature Overview[/h3]


  • Centralized Management

    Replaced the crafting panel with the National Economy Screen for unified management.


  • Automatic Supply Allocation

    Set the game to automatically add supplies to various improvements as they become available.


  • Supply Order Management

    Define the order in which supplies are allocated automatically.


  • Global Harvester Management

    Control resource harvesting globally across all regions.


  • Crafting Management

    Manage crafting from the National Economy Screen without needing to visit each city.


  • Global Improvement Upgrading

    Upgrade improvements on a global scale for efficiency.


[hr][/hr]
[h3]Balance Adjustments[/h3]

[h3]Nation and Building Limits[/h3]


  • Print Shop

    Nation limit increased to 3.


  • Inns

    Limited to 1 per city instead of 1 per nation.


[h3]Building and Production Buffs[/h3]


  • Barracks

    Security set to 15 for level 1 and 25 when an expert is added.


  • Blacksmith

    Can now be supplied with Tools and Anvil Goods.


  • Citadel

    Construction no longer requires Concrete.


  • Docks

    Production buff after adding an expert reduced from 20 to 15.


  • Drydock

    Default production buff increased from 10 to 20.

    Production buff after adding an expert increased from 20 to 30.


  • Naval Base

    Default production buff increased from 10 to 30.

    Production buff after adding an expert remains 30 with additional benefits.


  • Workshops, Factories, Crafting Guilds

    Can build Anvils and Mining Picks.


  • Residences & Skyscrapers

    Residents can now use Soap, improving living standards.


  • Foundry & Forge

    Can use Anvils and Fuel Cells to increase production.


  • Hwaseong Fortress

    Available for construction throughout Act 2 and 3.


  • Library of Celsus

    Available for construction until Act 3, extending its utility.


  • London Eye Buff

    Corrected; Security buff changed to Prosperity.


  • St. Basil's Cathedral

    Now only provides 1 Security per Engineer or Artist Paragon.


  • Forge

    Can now be unlocked by Precision Engineering.


[h3]Metallurgy and Steel[/h3]


  • Metallurgy

    No longer unlocks Steel. Steel crafting is postponed until later ages when Forges are available.


[h3]Fuel Recipe Changes[/h3]


  • Production Cost

    Reduced from 1000u to 500u.

  • Production Bonus for the Second Ingredient

    Reduced from 750u to 500u.


[h3]Resource Adjustments[/h3]


  • Marble

    Now more common.


  • Meteors

    Now provide Metal Ingots instead of precious metals, eliminating the need for smelting.


  • Obsidian

    Now more common.


  • Tobacco

    Yields less money than before.


[h3]Unit and Population Adjustments[/h3]


  • Dragoons & Zamburaks

    Can now be produced in Act 3.


  • Prestige Reward

    Capturing an enemy city now provides a prestige reward.


  • Horses

    Take slightly longer to tame to balance availability.


  • Population Tier Requirements

    Slightly increased.


  • Stat Penalties

    Reduced for low-level cities to gradually introduce urbanization effects.


  • Tax Revenue

    Cities generate slightly more tax revenue to make governments more impactful.


  • City Leveling

    - Levels 7-13: Slower leveling for better pacing.

    - Levels 11-23: Receive an additional amenity slot.


[h3]Manufacturing and Production Changes[/h3]


  • Factories

    Can now manufacture Toys, PDAs, and Sewing Machines.


  • Workshops & Crafting Guilds

    Hourglasses can be produced here.


  • Ceramic Shops

    Can produce Mosaic Tiles, now an ingredient for many Triumphs.


  • Clothing Production

    More involved to produce but provides significantly bigger buffs.


  • Rope Usage

    Added as an accelerator for Barrel and Carriage production, and Festival setups.


  • Plows

    Substantially more expensive to produce without appropriate resources (e.g., horses or oxen).

    Harvest Buff increased from 50% to 100%.


    Furs
    Must be turned into Leather and can no longer substitute for leather directly.


  • Sneakers

    Can use Plastic instead of Leather.


[h3]Technologies[/h3]


  • Hourglass unlocked by Engineering.

  • Mosaic Tiles unlocked by Architecture.

  • Boots unlocked by Horseshoes.

  • Trousers & Sewing Machines unlocked by Industrialization.

  • Mass Food Supply Amenity unlocked by Synthetic Fertilizers.

  • Toys & Sneakers unlocked by Leisure.

  • PDAs unlocked by Internet.

  • Fuel Cells unlocked by Robotics.

  • Embarkation Pass moved to Navigation for better island nation strategies.

  • Ironworking unlocks the Anvil.

  • Precision Engineering unlocks the Forge.

  • Metallurgy no longer unlocks Steel; Steel crafting is delayed until Forges are available.


Additional Technology Adjustments

Haberdashery reclassified from religious to industrial.


[hr][/hr]

[h3]Events and Quests[/h3]


  • Forest Fort:

    Aesthetics debuff decreased from -3 to -2 for consistency.


  • Piercing Request:

    Option 2 now asks for Stone Tools and provides a small capital prosperity buff.


  • Honoring Their Memory:

    First option debuff updated to -1 force strength.

    Third option now imposes a -2 happiness debuff.


  • Political Piety:

    Removed happiness debuff from the first option.

    Wealth is now a required cost.


  • Workers of the World Quest:

    Removed duplicated reward buff.


  • Is It Hot In Here? Event:

    The +10 happiness benefit in all cities no longer appears twice.

[hr][/hr]
[h3]Armies and Combat Enhancements[/h3]


  • Dragoons and Zamburaks can now be produced in Act 3.

  • Capturing an enemy city now provides a prestige reward.

[hr][/hr]
[h3]Miscellaneous Improvements[/h3]


  • Customization Slider:

    Added a slider allowing users to customize when the nation overlay and the Living World Buildings fade in/out.

  • Localization:

    Continued updates to all language localizations for better accessibility and user experience.

  • Other Improvements:

    Several performance enhancements have been made to improve overall game stability and experience.

V1.1 - The Invisible Hand gameplay stream

Join creative director Brad Wardell as he demonstrates our first game feature update - The Invisible Hand.

Ara, the huge strategy game and Civilization 7 rival, is about to get way better

Whether it's Civilization 6, Cities Skylines 2, or even Stellaris, I expect economic management in strategy games to be difficult - I want some level of real-world accuracy, and I can only imagine that organizing the finances of an entire city, star fleet, or planet is pretty tricky. But there's a middle point. Detail is good, but repetitive busy work is not. Until now, Ara History Untold has struggled to find a balance. Too much of your time is taken up with micromanaging individual workshops, farms, and other amenities. But that's all about to change. Alongside a superbly designed new world map, a new leader, an overhauled battle system, and myriad other improvements, the new Ara update makes the entire game way, way better.


Read the rest of the story...


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