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Dev Journal #7: Culture & Influence

Culture & Influence in History
[p]Soft Power. Strategy games favor focusing on warfare, but culture and influence have mattered far more in shaping the world. While this may seem, to some, to be a change in the post-World War II era, it has been true going all the way back to the Bronze Age: culture and influence matter.[/p][p]Civilization IV lead designer Soren Johnson made cultural influence a major focus of Civ IV, forever changing 4X strategy games. In fact, when we teamed up to make Offworld Trading Company, we wanted to make a game in which you had to achieve your ends using what amounts to culture and influence.[/p][p]Now, when Ara: History Untold shipped, it included a religion feature. The goal, successfully achieved or not, was to use it as a means to get more prestige. As a player, I want multiple game mechanics to choose from to achieve my strategic objectives. When they put me in charge of Ara, I was adamant that we find a way to get culture and influence in the game. Moreover, it could not be a DLC or expansion. As a premium, first-party Xbox Games Studio title, the new features involved deserved to be a part of the base complete experience, no matter how large.[/p][p]So here they are in Ara v2.0![/p][p][/p][p][/p][h2]Adding Culture and Influence without Redesigning the Game[/h2][p]To do it right, we needed to implement it so that it feels like it was always part of the game design. So, how do you do that? Well, we already have the concept of religion allowing you to pick verses that give your nation various buffs and abilities; we already have the idea of obtaining "claims" when cities level up; and we already have a 'Quality of Life' system: Happiness, Health, Security, Education, and Prosperity. I'd argue that this game was ready-made for culture and influence.[/p][p]Therefore:[/p]
  1. [p]Cities should generate Influence points just like they generate Research. The bigger the city, the more Influence it generates.[/p]
  2. [p]You add a new quality of life stat: Culture. High Culture greatly increases Influence generation; low Culture reduces it.[/p]
  3. [p]Influence becomes a currency that you use to buy and sell claims and new traits. I feel dirty writing that, but it's true![/p]
[p]As part of this, we were also able to address two long-time requests from players:[/p][p]First request: Cities shouldn't be stuck unable to expand simply because they don't have enough local food. Las Vegas is a thing.[/p][p]Second request: Slow down the city leveling up speed as you end up with a massive city before the end of the Iron Age![/p][p]Before Culture and Influence, we didn't really have any game mechanics to solve those two requests. Now we did. Nations focusing on culture can buy claims and expand cities out in the middle of the desert if they want and we could also make it so that city size (in terms of regions) was a balance between food availability and culture.[/p][p][/p][p][/p][h3]Cost of Claims and Traits[/h3][p]Each time you buy a claim or trait, the cost goes up. As your nation grows and generates more influence, the cost of enhancing it will also go up. Additionally, 10% of the cost of a claim or a culture trait is based on how many other nations have done the same. So, while not overpowering, there is a slight inflation in cost based on how much other players are doing it.[/p][p][/p][h2]But what about Cultural Conquest?[/h2][p]But what about using influence as a tool of conquest? This was a lot trickier. Because Improvements are built per region and are not simply part of the city, we couldn't implement this like Civilization IV did. We needed a way to nibble away the edges of someone's nation where the two of you are bumping up against each other, but we needed this to be a pretty big deal. After all, you might have the Pyramids in one of these regions, and having it get taken over by cultural influence would be extremely frustrating.[/p][p]Therefore, we needed cultural conquest to be a deliberate act rather than a passive expansion of cultural influence. This dilemma led to the creation of a new unit. . .[/p][p][/p][h3]The Agitator[/h3][p]We struggled a lot with what to name this unit. We liked Agent Provocateur, but no one can spell that word. It's like restaurant. No one can spell it right. Well, I can't anyway. So, we eventually settled on Agitator.[/p][p]The Agitator can be sent into a region and then spend a claim's worth of Influence. The Agitator shows up with the new tech called Revolutions. This comes at the end of the Renaissance era when normal region claims start to matter less because most of the regions that matter are claimed.[/p][p]Now, using the Agitator will make computer players very, very angry. In fact, it makes them angry enough that they will potentially declare war on you even if you're stronger and they're busy with other wars. Like I said, it makes them really mad and they will tell you, but they won't necessarily go to war with you either. It depends on your relationship history.[/p][p][/p][p][/p][h3]Not so fun when it’s done to you[/h3][p]Initially, we had it set up so that you would put the Agitator in a region, press the incite rebellion button, and if the region was adjacent to your territory, it would flip. However, we then had the AI utilize it. Well, obviously, then we learned this is a stupid game for jerks. After a few minutes of insisting that I was taking the game "back to the store," we came up with the idea of it taking 10 turns and sending notifications to let you know it was being done to you, so that you could react.[/p][p][/p][h2]Fleshing out gameplay[/h2][p]Having Culture & Influence gives players an additional set of tools to execute their strategy. It also helps us with our long-term goal of ensuring that each Act of the game plays differently. You don't want Turn 500 to play the same as Turn 50. You want the gameplay in a game like this to evolve and grow over time.[/p][p]Hopefully, you find this mechanic as fun and interesting as we do. We will, undoubtedly, have to tweak some values over time as someone, probably you, figures out some way to exploit it in an interesting way. I say to you: Bravo. Good job! Because soft power is the most exploitable power.[/p]

Ara History Untold gets massive 2.0 overhaul, and it's exactly what it needed

Last year, Ara: History Untold came out, providing a new entry to the historical strategy genre. In the time since, similar projects have also launched, Civilization 7 most noteworthy among them, and Ara has seemed to come and go without garnering much fanfare. With Civilization 7 a bit of a disappointment and games like Europa Universalis 5 still a little way off, Ara looks to be in a good position to capture new attention with the announcement of its massive, wide-ranging 2.0 update, Revolutions.


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v2.0 Revolutions Update Coming September 24th

[h2]Ara: History Untold v2.0 Revolutions Update Expands Historical Strategy Through Culture and Influence[/h2][h3]Ambitious historical strategy game prepares for first anniversary by adding nation specific units, unique leader traits, cultural conquest, AI updates and much more[/h3][p][/p][p][/p][p]Stardock Entertainment and Oxide Games, in partnership with Xbox Game Studios, announced Ara: History Untold – Version 2.0 today. Dubbed the Revolutions Update, version 2.0 is a massive expansion of new features and content.[/p][p]Informed by community feedback, the Revolutions Update adds a new Culture and Influence System, gives each nation its own unique unit, gives greater player control while simultaneously reducing micromanagement, improves performance, includes a major AI revamp and much more.[/p][p][/p][h3]Key Features:[/h3]
  • [p]Culture & Influence Systems: Cities gain a new quality of life category called Culture. Culture generates Influence, a new currency used to acquire cultural traits and expand territory through claims. This creates meaningful alternatives to military expansion.[/p]
  • [p]Agitator Unit: Introduced with the Revolutions technology at the end of the Renaissance, Agitators can be sent into adjacent foreign regions to stir rebellion and, through Influence, bring those territories into your nation. This unlocks a second form of conquest in Act II: ideological subversion.[/p]
  • [p]Per-Nation Units: Every civilization now commands unique historical forces, from Mongol Horse Archers to Japanese Samurai, adding tactical depth and flavor.[/p]
  • [p]Leader Redesigns: Every leader has been reimagined with unique mechanics, traits, and abilities, ensuring more replayability and personality-driven diplomacy.[/p]
  • [p]Priority & Quota Crafting System: Micromanaged production queues are replaced with smarter stockpile and priority controls, freeing players to focus on high-level strategy.[/p]
  • [p]Adaptive AI: A more dynamic and personality-driven AI responds to player performance, making diplomacy, warfare, and resource management more challenging and believable.[/p]
  • [p]Map Generation Overhaul: Realistic natural resource clustering plus new exclusivity rules modeling historical trade and competition.[/p]
  • [p]High DPI UI & Visual Update: A sharper, scalable UI built for modern displays, with new accessibility and customization options.[/p]
  • [p]Performance Boosts: Major engine optimizations deliver faster turns, smoother framerates, and reduced CPU usage.[/p]
[p]Ara: History Untold offers a fresh take on historical turn-based strategy where players can build a nation that spans all of human history. Heavily inspired by player feedback, the v2.0 update delivers new and refined features that make the game more approachable for new and existing players.[/p][p][/p][p]“We’re really excited to bring Culture as a game mechanic into Ara,” said Brad Wardell, Chief Executive Officer for Stardock and Oxide. “The role of ‘soft power’ cannot be overstated.  While military conquest remains the most direct way of expanding one's territory, we really wanted to give players other means of expanding their control of the world. This is especially true in the late game when the explore and expand parts of the game have reached their maximum.”[/p][p][/p][p]Ara: History Untold v2.0 – "The Revolutions Update" is currently available as a preview right now.  It is scheduled for final release on September 24, 2025.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p]

Dev Journal #6: The Great AI Awakening

The Truth about AI in PC Strategy Games
[p]Multiplayer will not save your game.[/p][p]Strategy games must have computer opponents as a first-class game mode. They aren’t there to be “practice bots”. Even in games that are allegedly “multiplayer-centric”, fewer than 20% of players will press the multiplayer button, let alone actually play it.[/p][p]Yet many strategy games just handwave, putting in interesting computer opponents. You, reading this, know the folly of that, and yet they still do it. Why?[/p][p]There are two main reasons why computer strategy games tend to have bad computer opponents:[/p]
  1. [p]The game design kept changing until the 11th hour, making it impossible for the engineers to have the time to write a competent computer opponent.[/p]
  2. [p]The engineers making the computer opponents are not necessarily great strategy game players.[/p]
[p]Ara: History Untold shipped with pretty decent computer opponents, for the first act anyway, but if you survived the first act, it was kind of a cake walk. Today, we’re going to discuss how 2.0 revolutionizes the AI in this game.[/p][p][/p]
The Great AI Awakening
[p]The development of Ara: History Untold was a long, winding road. Throughout the years it was in development, many ideas were tried and discarded. At one point, there was a playing card system. Needless to say, it meant that the AI team was constantly having to rewrite the way the computer players played the game based on design changes.[/p][p]The attacking and conquest system in the game was pretty stable for a long time, and it shows. The AI is actually pretty good at picking targets to attack. Although as the game progresses and the supply chains become more sophisticated and the number of different items, recipes, and units grows, the AI really begins to struggle.[/p][p]Let me walk you through what the AI had to figure out in this game to be competitive in Act 2:[/p]
  1. [p]Cannons and Riflemen need gunpowder.[/p]
  2. [p]Gunpowder needs to be produced in an Armory.[/p]
  3. [p]An Armory can’t be built unless you have concrete and steel.[/p]
  4. [p]Concrete requires a cement plant OR, in a pinch, a Ceramics shop (which is busy producing lots of other things).[/p]
  5. [p]To get concrete fast, you need a resource that is currently called “sculpting material” (we need a better name, please suggest some in the comments, I will make sure it gets localized!).[/p]
  6. [p]Steel really needs a forge, and the forge needs metal ingots.[/p]
  7. [p]Metal ingots have to be produced by taking copper or iron and smelting it.[/p]
[p]If you made it this far, you have probably figured out that the AI struggled with this, and this is what we focused on for version 2.0.[/p][p]We also had to deal with problems where the AI recalculated what its strategy was and abandoned things in favor of its new strategy. Not a terrible idea, but in a game where it can take quite a few turns to build something, it really messed with the AI’s ability to get anything done.[/p][p][/p][hr][/hr][h2]Section 1: The Improvement Hunger System - Breaking the Goldfish Memory Syndrome[/h2][h3]The Problem: AI suffered from "Goldfish Memory Syndrome" - each turn evaluated improvements as if seeing them for the first time, leading to:[/h3]
  • [p]Abandoned construction projects (average: 47% completion rate)[/p]
  • [p]Strategic flip-flopping (changing priorities every 2.3 turns on average)[/p]
  • [p]Ignored beneficial improvements (some waiting 100+ turns)[/p]
  • [p]Unpredictable behavior patterns frustrating players[/p]
[p][/p][p]I would argue this is analysis paralysis, but the result was the same: the AI struggled to finish things. Kind of like humans, actually.[/p][p]The solution: Hunger.[/p][p]The game already had an AI alignment system that could calculate how important something was; it simply lacked a concept of time. That is, over time, even something not that important starts to bubble up to being pretty important. So, we implemented a starvation system similar to what you’d have in a preemptive multi-tasking task scheduler.[/p][p][/p][h3]Example:[/h3][p][/p][p]So even though “on the ground” realities might adjust the bias of something being built, over time, it would accumulate a “hunger”.[/p][p]In the example above, a city improvement with a bias of only 6 has waited 93 turns to be built. That’s a very long time. Despite short-term priority being much less than the others, it has waited a lot longer and has bubbled to the top. This ensures that the AI actually builds things and doesn’t easily get distracted by a short-term change in strategy (within reason, we have a Crisis system too).[/p][p][/p][hr][/hr][h2]Section 2: Dynamic Crisis Response System - Intelligent Emergency Management[/h2][p]Sometimes, you run into an emergency and just have to put off that Bakery that’s been waiting a long time. How do you do that?[/p][p][/p][h3]Architecture Overview[/h3][p]The Crisis Response System operates on a three-tier escalation model with dynamic bias adjustment:[/p][p][/p][p]This is where having AI developers with an understanding of strategy games comes into play because it’s subjective. You essentially come up with a list of things that are a crisis, rate them, and let the game respond.[/p][p][/p][p]Examples:[/p]
  • [p]Enemy at the gates: That’s an emergency![/p]
  • [p]Critical units can’t be built because you lack gunpowder: That’s a crisis![/p]
  • [p]Quality of life in Happiness has dipped below 30. That’s a warning.[/p]
[p][/p][hr][/hr][h2]Section 3: AI Priority/Quota Crafting System - Strategic Resource Management[/h2][p]There is also the challenge of figuring out how much of something you need to have in storage.[/p][p]For example, in v1.4, the AI frequently ran out of wood, food, or materials because it was using them up on crafting things faster, so you’d end up with cities not able to grow because they were running out of resources. This is where the 2.0 AI really shines. It can intelligently monitor your stockpiles and adjust, every turn, how much it is willing to accelerate crafting by providing it with an ingredient.[/p][p]Something requires 10 food to accelerate? Should you use it? Well, maybe, maybe not. In 1.4: YES. In 2.0: IT DEPENDS. How much food do we have? Are we running a surplus?[/p][p][/p][hr][/hr][h2]Section 4: Sophisticated Amenity Selection System - Contextual City Intelligence[/h2][p]Choosing the right amenities is hard, and once again, the challenge here is being reasonably good at strategy games so that you can give some guidance to the AI on what to pick under what circumstances. There are times when Health, which speeds up city growth, is really important, and there are times when having high security matters for training units.[/p][p][/p][h3]Special Case Handling[/h3][p]It was also important that each leader played differently. So when deciding what matters, the AI looks at the traits of the nation and/or the leader to bias what it actually picks. This goes through the entire game.[/p][p][/p][hr][/hr][h2]Section 5: Adaptive AI[/h2][p]Even with all these changes, we want players to feel challenged regardless of what difficulty they play (well, except the beginner ones, go get 'em!).[/p][p]This game has a lot of difficulty levels. It is also a game that takes many hours to play. So, picture this: You choose Duke level. Is Duke hard? It depends. It’s slightly above the “Normal” one, but what if I get in, I’ve put in 5 hours, and I’m now just running away with it? That’s not great. The solution: Adaptive AI. The AI figures out if it’s losing to the human player, and if the OPTION is enabled (and it can be turned on and off in the Options menu), then it will start playing smarter and harder to keep up with the player. I have no doubt we will be having to tweak and balance this system further. We’ve started it pretty conservatively to be safe, but we can definitely let it put its foot on the gas if necessary.[/p][p][/p][hr][/hr][h2]Section 6: Personalized AI Players[/h2][p]Another area we wanted to explore with 2.0 was having AI players play differently from each other and act differently towards each other. In 1.4, I would get pretty frustrated with my “friend” of centuries suddenly declaring war. Why is a nun trying to murder me after hundreds of years of agreements?! So, we put in a lot of work that we hope is noticeable in having the computer players feel more…well, human in how they interact.[/p][p][/p]
Where to go from here?
[p]The consensus with v1.4 is that the computer opponents play a decent game in the first act, but if you survive the first act, it’s a cakewalk after. With version 2.0, having played all the way through it is substantially better.[/p][p]My 20+ hour play-through at Duke level (not highest, but above normal) had me barely survive Act I. Act II was pretty challenging still. Act III stayed challenging, but I was starting to pull to the top. This is in contrast with 1.4, where by the time I got the Renaissance age, I had multiples of what the other players had. When I did my playthrough, Agitators weren’t really finished yet, and that could really result in some interesting dynamics (Agitators are a new unit that can convert a region you have adjacent to them to their side).[/p][p]Now, at the lower difficulties, we made the AI make more mistakes. The 1.4 and earlier AI had a fantastic system for “making mistakes”. The AI would, in effect, roll dice, and if it failed its dice roll, it would do something non-optimal. This only takes effect at lower levels, but makes the game feel more like you’re playing a less skilled human. In version 2.0, we expanded on that for picking improvements to build, as well as turning a blind eye to threats from other players, so that it’s less aggressive.[/p]

Dev Journal #5: The Great Differentiation

How do you make nations more unique?
[p]When we began discussing Ara: History Untold 2.0, we asked: how do you make 40 different civilizations feel genuinely unique while maintaining strategic balance?[/p][p]The answer went deeper than a few superficial differences. We discovered that giving players ways to leverage systems and explore new tactics yielded the most rewarding experiences. Distinctive traits and unique units give Nations personality and don’t just challenge the player to find new routes to victory, but to be on the lookout for their opponents' approaches.[/p][p]This journal documents our journey through the systematic overhaul that transformed Ara from a game where Nations were largely cosmetic variants into a rich tapestry of truly distinct playstyles and historical authenticity. This effort became the single largest content expansion in Ara’s development history, and it’s part of a FREE update.[/p][p]The result:[/p]
  • [p]40 new units, unique per nation[/p]
  • [p]Leader overhaul[/p]
  • [p]AI personalities[/p]
[p]Let’s take a look![/p][p][/p][h2]Chapter 1: Unique Units[/h2][h3]The Historical Imperative[/h3][p]Throughout history, civilizations have left their mark through military innovations. From the Roman Legionnaire who was more than a “better spearman”, to the Minutemen who earned their name as more than just an effective militia. While tactics, armament, and army composition often followed trends, distinctive and capable units could sway the course of a battle.[/p][p]The challenge was to capture this essence with a game system that rewarded strategic depth while remaining authentic to history.[/p][p][/p][h3]40 New Units![/h3][p]Each nation featured in Ara: History Untold received a unique military unit, carefully researched and designed to be both historically accurate and offer compelling gameplay. While distinctive units are often only relevant for a tech era or two, properly leveraging them and taking advantage of their strengths can go a long way to securing a foothold in a game of Ara.[/p][p]That’s enough preamble. Let’s dig into the new units![/p][p][/p][h3]Ancient Era: Foundation Builders[/h3][p]Ancient Era units come from some of humanity’s first notable organized military forces. Each reflects the distinctive geographical, cultural realities, and tactics utilized by their civilizations.[/p][p][/p]
[p]Civilization[/p]
[p]Unit[/p]
[p]Unlocked By[/p]
[p]Design[/p]
[p]The Aztec Empire[/p]
[p]Jaguar Warriors[/p]
[p]Bronze Working[/p]
[p]Brutal infantry that are expensive, but only require essential resources, making them reasonably accessible for some early-game rush strategies.[/p]
[p]Greece[/p]
[p]Hoplites[/p]
[p]Bronze Working[/p]
[p]Effective anti-cavalry units that can easily raise the combat effectiveness of any early-game military, allowing Greece to make resilient armies.[/p]
[p]The Incan Empire[/p]
[p]Andes Slingers[/p]
[p]Archery[/p]
[p]Fast ranged units that can support friendly forces and reposition quickly, granting them flexibility and the capability of surprise.[/p]
[p]Kush[/p]
[p]Kandake Guards[/p]
[p]Bronze Working[/p]
[p]Strong anti-cavalry units that are expensive, but boast an individual unit strength virtually unrivaled in the early game.[/p]
[p]Zulu[/p]
[p]Impi Warriors[/p]
[p]Bronze Working[/p]
[p]Quick-moving anti-cavalry units, that when leveraged properly, can easily negate the advantage of cavalry.[/p]
[p]The First Persian Empire[/p]
[p]Immortals[/p]
[p]Bronze Working[/p]
[p]Elite early game infantry units that are expensive to deploy, but seldom rivaled by other early game infantry.[/p]
[p][/p][h3]Bronze Age: Early Technological Pioneers[/h3][p]Bronze Age units feature some of recorded history’s first complex roles, where many disparate parts come together to create intimidating and efficient soldiers. Each reflects a pivotal moment for their nation when their military prowess was not easily opposed.[/p][p][/p]
[p]Civilization[/p]
[p]Unit[/p]
[p]Unlocked By[/p]
[p]Design[/p]
[p]Egypt[/p]
[p]Royal Charioteers[/p]
[p]The Wheel[/p]
[p]Elite units that mix the advantages of cavalry and range, fast-moving and capable of damaging enemies at a distance, they punish poorly positioned armies.[/p]
[p]Ghana[/p]
[p]Asante Spearman[/p]
[p]Iron Working[/p]
[p]An affordable but tough anti-cavalry unit that, once unlocked, can be quickly recruited and deployed to bolster military strength.[/p]
[p]The Crow Nation[/p]
[p]Plains Horse Archers[/p]
[p]The Wheel[/p]
[p]While not historically supported until a much later era, the Plains Horse Archers represent the deadly capability of the Crow Nation's archers when mounted, and lean into the way Ara: History Untold can explore the ‘what if’ scenarios of human history.[/p]
[p]The Assyrian Empire[/p]
[p]Levy Spearmen[/p]
[p]Code of Laws[/p]
[p]Cheap and disposable, the Levy Spearmen can be utilized early to overwhelm and tie down enemies, making the early expansion of the Assyrian Empire difficult to resist.[/p]
[p][/p][h3]Iron Age: Classical Powers[/h3][p]Iron Age units come from a time when a nations turned into world-spanning empires on the back of military conquest. Units here are some of the most recognizable from human history.[/p][p][/p]
[p]Civilization[/p]
[p]Unit[/p]
[p]Unlocked By[/p]
[p]Design[/p]
[p]The Roman Empire[/p]
[p]Legionnaires[/p]
[p]Bureaucracy[/p]
[p]A simply strong infantry unit. The Legionnaire, when used as the backbone of Rome’s military prowess, can wear down any Nation’s defenses.[/p]
[p]The Abbasid Caliphate[/p]
[p]Camel Archers[/p]
[p]Bureaucracy[/p]
[p]Another instance where cavalry and range meld to create a fast-moving unit capable of supporting armies, on and off the frontline.[/p]
[p]The Byzantine Empire[/p]
[p]Cataphracts[/p]
[p]Bureaucracy[/p]
[p]An early instance of heavily armored cavalry whose speed and might make them utterly devastating against the unprepared.[/p]
[p]Ethiopia[/p]
[p]Shotel Warriors[/p]
[p]Bureaucracy[/p]
[p]A reliable infantry unit. The Shotel Warrior can be expensive to recruit, but easy to maintain, making for the perfect unit to fill out armies.[/p]
[p]The Celts[/p]
[p]Woad Raiders[/p]
[p]Bureaucracy[/p]
[p]An intimidatingly tough infantry, their demanding maintenance cost is well worth meeting to keep one of the strongest infantry units of Act 1 deployed.[/p]
[p]The Cherokee[/p]
[p]Tomahawk Warriors[/p]
[p]Bureaucracy[/p]
[p]Fast-moving infantry whose flexibility and responsiveness make up for their average unit strength. If underestimated, groups of Tomahawk Warriors can quickly overwhelm enemy armies and take them by surprise.[/p]
[p][/p][h3]Medieval Ages: Specialized Advantages[/h3][p]Units from the Medieval Ages are characterized by their increasing specialization and the ubiquity of common armament and tactics. Units here often represent simply the best of a type, units that are unrivaled even by units with the same arms.[/p][p][/p]
[p]Civilization[/p]
[p]Unit[/p]
[p]Unlocked By[/p]
[p]Design[/p]
[p]England[/p]
[p]English Longbowmen[/p]
[p]Siege Craft[/p]
[p]A devastating ranged unit capable of firing at ranges mostly unachievable by others in their time, fielding these longbowmen effectively can drastically change the balance of power.[/p]
[p]The Mongol Empire[/p]
[p]Mangudai[/p]
[p]Feudalism[/p]
[p]The best of the horse archers, these ranged cavalry units move fast and strike far. The Mangudai are a great reason to seek peace with the Mongol Empire.[/p]
[p]Japan[/p]
[p]Samurai[/p]
[p]Feudalism[/p]
[p]While expensive to keep fielded, these infantry units are some of the most formidable units pre-gunpowder. A few Samurai can easily change the outcome of a battle.[/p]
[p]Poland[/p]
[p]Winged Hussars[/p]
[p]Feudalism[/p]
[p]Elite cavalry, simple and worth their weight in maintenance cost. Like other elite units, it doesn’t take many to turn an average military power into a force to be reckoned with.[/p]
[p]France[/p]
[p]Gendarme Knights[/p]
[p]Feudalism[/p]
[p]Perhaps the most powerful pre-gunpowder cavalry with a steep cost.[/p]
[p]India[/p]
[p]Royal War Elephants[/p]
[p]Feudalism[/p]
[p]A powerful but slow-moving cavalry unit that works best when deployed with diverse units.[/p]
[p]China[/p]
[p]Chu Ko Nu[/p]
[p]Guilds[/p]
[p]A ranged unit wielding a unique crossbow, this unit makes competent ranged units more affordable for China.[/p]
[p]The Songhai Empire[/p]
[p]Sahel Cavalry[/p]
[p]Feudalism[/p]
[p]This cavalry unit has a strength matched by its cost, providing an option for a powerful and reasonably affordable military force.[/p]
[p]Argentina[/p]
[p]Gaucho Cavalry[/p]
[p]Feudalism[/p]
[p]Loyal and demanding only food as maintenance, this Cavalry unit is loyal to their nation and capable of serving through multiple ages.[/p]
[p]Georgia[/p]
[p]Khevsur Warriors[/p]
[p]Feudalism[/p]
[p]An affordable, but formidable, infantry unit that can help remain competitive in warfare.[/p]
[p]Germany[/p]
[p]Landsknecht[/p]
[p]Feudalism[/p]
[p]An expensive but powerful anti-cavalry unit, its high wealth cost representing the unit's mercantile history.[/p]
[p]The Holy Roman Empire[/p]
[p]Teutonic Knights[/p]
[p]Feudalism[/p]
[p]Some of the most powerful melee infantry units with a drastic maintenance cost; they can be deployed as the defining feature of robust armies.[/p]
[p]Italy[/p]
[p]Condottiero[/p]
[p]Feudalism[/p]
[p]Capable but demanding a steep price, this mercenary infantry unit can help raise an army’s readiness.[/p]
[p]The Palmyrene Empire[/p]
[p]Cataphract Archers[/p]
[p]Feudalism[/p]
[p]Resilient mounted archers, when deployed, are formidable on the battlefield and can use their average range and fast speed to rush to the aid of friendly armies.[/p]
[p]Thailand[/p]
[p]Elephant Archers[/p]
[p]Feudalism[/p]
[p]A powerful but slow-moving mounted cavalry, their imposing presence can be enough to dissuade the unprepared from pursuing war.[/p]
[p][/p][h3]The Renaissance and Beyond[/h3][p]As history progresses, armament and military roles have become more homogenized -but there are still some standouts. These nations may have to wait for their distinct advantage on the battlefield, but they say patience is a virtue.[/p][p][/p]
[p]Civilization[/p]
[p]Unit[/p]
[p]Unlocked By[/p]
[p]Design[/p]
[p]Korea[/p]
[p]Hwacha Rocket Carts[/p]
[p]Gunpowder[/p]
[p]A terrifying ranged unit with a formidable range; fielding just two or three can grant the commander complete control of a vast swath of territory.[/p]
[p]Spain[/p]
[p]Conquistadors[/p]
[p]Gunpowder[/p]
[p]Some of the earliest gunpowder infantry that complement the widely available gunpowder range units, granting Spain a head start as the shape of warfare starts to change with the introduction of gunpowder.[/p]
[p]Russia[/p]
[p]Cossack Cavalry[/p]
[p]Firearms[/p]
[p]Powerful gunpowder cavalry, the Cossack Cavalry provides a strong bridge between traditional cavalry and modern arms development.[/p]
[p]United States[/p]
[p]Minutemen[/p]
[p]Rifling[/p]
[p]Reliable gunpowder infantry with an achievable maintenance cost, the Minutemen can become the bedrock of a late-game army.[/p]
[p]Belgium[/p]
[p]Redoubt Infantry[/p]
[p]Assembly Lines[/p]
[p]A gunpowder infantry unit that bridges the period between early rifles and modern machine guns.[/p]
[p]Australia[/p]
[p]Digger Infantry[/p]
[p]Rifling[/p]
[p]The Digger Infantry is a unique ranged unit with higher strength than similar units, making them a good way to get ahead and can be relied on for longer than their contemporary units.[/p]
[p]Canada[/p]
[p]Mounties[/p]
[p]Firearms[/p]
[p]Skilled gunpowder cavalry intended for the battlefield. With their increased strength and achievable costs, the Mounties can quickly become the hallmark of Canada’s mid-game armies.[/p]
[p]Mexico[/p]
[p]Rurales Cavalry[/p]
[p]Firearms[/p]
[p]Another distinctive gunpowder cavalry unit with a moderate maintenance cost, but a steeper recruitment cost. Their increased strength lets them remain relevant even as armaments rapidly improve.[/p]
[p]Venezuela[/p]
[p]Llanero Cavalry[/p]
[p]Firearms[/p]
[p]The llanero cavalry relies on traditional melee weapons in an age of gunpowder, but their mastery gives them a strength that can be difficult to contend with. Utilizing their speed and careful positioning is key to making sure they aren’t weakened by enemy volleys before they reach the battlefield.[/p]
[p][/p][h3]History vs. Gameplay[/h3][p]Creating 40 unique units presented quite a challenge. Minor statistical variations could have achieved the base goal of providing unique units to every Nation, but that wouldn’t feel authentic or be particularly engaging. So when designing these new units, we favored:[/p][p]✓ Historical Authenticity: Every unit was designed to reflect the genuine historical military innovations, equipment, and tactics that went into the unit.[/p][p]✓ Strategic Differentiation: We sought to understand what made each unit distinctive and translated that into gameplay. Some units, like Samurai and Conquistadors, are slightly more powerful than similar units but at a higher recruitment and maintenance cost. Other units like the Hwacha Rocket Carts and the Tomahawk Warriors have advantages of greater speed or range, but are usually at some cost.[/p][p]✓ Considering the Leaders: Units don’t exist in isolation; they’re a tool deployed by Leaders. So while working on this major content update, we also considered the leaders, their abilities, and their playstyles, and how the unit would fit into that leader’s plans. Legionnaires start as a slightly more reliable melee infantry, but when deployed by Julius Caesar, that minor bump in strength quickly benefits from the bonus Strength they get on leveling up. The Levy Spearmen become a key part of Sennacherib’s early expansion strategy to wage successive early wars without them becoming too costly to get an early start on empire development and accelerate the Golden Ages.[/p][p][/p][hr][/hr][h2]Chapter 2: The Leader Overhaul[/h2][h3]Rethinking The Leaders of Ara: History Untold[/h3][p]The first clear choice any player of Ara: History Untold makes is who they play as. With 40 Unique Leaders, there are plenty of options that span ages and geography. Perhaps someone wants to emulate Alexander the Great and conquer the known world, or maybe they’d prefer to build up an empire of gold through trade with Askia Muhammad I.[/p][p]Yet, there was a consensus that the Leaders failed to deliver on this promise.[/p][p][/p][h2]Leaders Reforged[/h2][p]Since Ara: History Untold released, it has seen new leaders and a few Leader Feature and Leader Trait updates, but nothing on the scale of the 2.0 update. Every single leader was reevaluated and updated to capture the unique strategic doctrines and cultural philosophies that defined their roles in history. We wanted to avoid simple numerical differences or passive rewards. Focus was put on making Leader Features that rewarded and encouraged unique playstyles. Leader Traits were reassessed as a way to complement and reinforce similar playstyles.[/p][p]Now to unveil our new leaders![/p][p][/p][h3]Harun al-Rashid[/h3][p]House of Wisdom
+3% Paragon Spawn Chance for each active Research Agreement
+50% Research in your Capital for 30 Turns after gaining a new Paragon[/p][p]Harun al Rashid further enhances his chances of gaining a Paragon with the Traditional and Innovative traits, while Lavish and Charismatic further reward diplomatic play. Harun al-Rashid is a unique Leader who can utilize friendly relations to pull ahead technologically and build up a thriving society.[/p][p][/p][h3]Eva Peron[/h3][p]Share my Glory
+100% Growth in all Cities during the Golden Ages
+10 to all Quality of Life Stats in non-Capital Cities for 20 Turns after completing a Masterpiece[/p][p]Eva Peron can play wide while focusing on generating prestige through Masterpiece creation. Charitable further incentivizes a wide playstyle by increasing the chances of gaining a Paragon with each city controlled. Persuasive enhances Golden Age buffs by extending their duration, and Independent adds a bit more housing to the non-capital cities. Eva Peron plays best by focusing on keeping her people happy and reaping the benefits of a productive and happy nation.[/p][p][/p][h3]Sennacherib[/h3][p]Wolf on the Fold
+50 Golden Age Points after winning a war
+100% Build Production for 10 Turns in non-Capital Cities after winning a War[/p][p]Sennacherib relies on a fast-paced and aggressive playstyle. Overwhelming foes for a few easy victories can accelerate achieving a Golden Age, and if timed properly, the bonus Build Production Wolf on the Fold, along with the buff from Productive and Rash, can let Sennacherib funnel victory right into rapid development. The Aggressive trait, giving a short but powerful boost to declaring wars, encourages Sennacherib to stay on the offensive.[/p][p][/p][h3]Howard Florey[/h3][p]Medical Genius
+10% Production in Cities with Health 70 or higher
+5 Culture in your Capital for each Research Agreement[/p][p]Howard Florey, as a historical figure, provided a unique challenge to capture. He became a flexible leader who favors building tall with multiple ways to boost his Capital, including through Collaborative that now boosts Production for each Alliance maintained.[/p][p][/p][h3]Itzcoatl[/h3][p]Flower Wars
+5 Prestige each Turn a Force is in combat
+100 Growth in all Cities each Turn a Force is in combat[/p][p]Itzcoatl thrives on violence. With the Aggressive trait and rewards for being in combat, Itzcoatl can pursue a lucrative strategy of cycling through skirmishes to keep forces occupied and cities growing. Don’t underestimate his ability to build influence with Disciplined and Spiritual, boosting the culture of his cities with Military and Religion improvements, respectively.[/p][p][/p][h3]Leopold I[/h3][p]Nestor of Europe
+5 to all Quality of Life Stats in the Capital for each Alliance maintained
+2 Prestige per Turn for each Alliance Maintained[/p][p]Leopold I is a strong pick to build tall and manipulate global politics. Charismatic and Mercantile provide further benefits from strong bonds with other Nations. Adventurous allows Leopold I to rush his armies to vital positions before joining allies' wars, or can be leveraged to monitor aggressive states.[/p][p][/p][h3]Irene Sarantapechaina[/h3][p]Iconophile
+0.01 Influence for ever Religion Convert a Turn during Golden Ages
+0.01 Wealth for every Religion Convert a Turn during Golden Ages[/p][p]Don’t let the decimals fool you, when talking about Religion Converts, you’re talking about hundreds, if not thousands, a turn. While not equipped with a strong method to produce easy Golden Ages, creating one, along with establishing your Religion as dominant in every reachable territory, is a solid way to create a lucrative pipeline. Irene’s unique mix of traits lets her remain flexible, especially as she searches for methods to earn Golden Age Points. Spiritual and Resolute continue to reward religion-focused gameplay, while Lavish and Aggressive give options for dealing with neighbors.[/p][p][/p][h3]John A. Macdonald[/h3][p]Boreal Forest
+10 Harvest Production while not at War
+5 Established Relationship with all other Nations for each Turn since last Combat while at war[/p][p]John A. Macdonald is a peacemaker on the world stage. Even at war, playing tactically and showing restraint can let him build up even stronger relations or sway his enemies just enough that they become open to peace talks. Pacifist reinforces Macdonald’s peaceful tendencies, while Adventurous lets him make sure troops are consistently positioned for rapid response.[/p][p][/p][h3]Boudicca[/h3][p]Lady of Vengeance
+2% Force Strength for each turn since last entering a Defensive War
+1 Prestige per Turn at War while War Weariness is under 50[/p][p]Boudicca is not a leader you want to get stuck at war against. She’s encouraged to keep relations strong enough with other nations that no one else is inclined to declare war on her, allowing her troops to get tougher and tougher as the war drags on. Collaborative further incentivizes some diplomacy, while Formidable and Unyielding make her difficult to rush.[/p][p][/p][h3]Wilma Mankiller[/h3][p]The Word for Water
+10 Health in each City for each active Alliance
+2 Culture per Paragon in all Cities when all Paragons are tasked[/p][p]Wilma Mankiller favors diplomacy and focusing on the health and happiness of her people. Sage, Traditional, and Charitable all encourage careful city development. Alliances help keep cities healthy and growing. Wilma Mankiller charts her own path and can subtly pull ahead through Influence.[/p][p][/p][h3]Confucius[/h3][p]Five Constant Virtues
+10 Golden Age Points after unlocking any new Technology
Quality of Life Stats can not go below 25[/p][p]Confucius’s strongest elements remain largely unchanged. His traits now better complement his playstyle, with Sage and Innovative providing additional bonuses for pursuing Science and Learned helping keep Research boosted through golden ages. Confucius focuses on some of the core aspects of nation development, making him a good choice for a more relaxed experience.[/p][p][/p][h3]Wu Zetian[/h3][p]Imperial Examinations
+20 Prestige after gaining a Paragon
+30 Established Relationship with other Nations with Nations who aren’t at War while a Force is in Combat[/p][p]Wu Zetian can make the most out of any situation. While in combat, between boosting relationships with her Leader Feature and boosting Paragon Spawn Chance with the Cunning Trait, she can leverage dragging out conflicts to her own advantage domestically and abroad. Innovative gives her another avenue for gaining additional paragons and Charismatic lets her use her relationships to boost Golden Age progress.[/p][p][/p][h3]Osh-Tisch[/h3][p]Bade Warrior
+100% Force Heal Rate in owned Regions
+2 Health in each City for each Force you command while at War[/p][p]Osh-Tisch serves as healer and warrior. Their ability to keep units' health up makes them intimidating to invade, along with Formidable, boosting their strength at the start of any war declared on them. They aren’t just warriors, though. Traditional, Sage, and Efficient give them unique ways to build up cities and become surprisingly competitive in ways other than war.[/p][p] [/p]
Chapter 3: AI Personalities
[p]Getting the players to play differently from one another can be a double-edged sword. In the world of Reddit and Steam, you will see posts saying “AI is broken” because one of the AI players did something they didn’t like. But we’ve decided to plow ahead because we know, or at least hope, that most players will appreciate it if different AI leaders/nations play differently. Thus, you may make nice with Genghis Khan, but sooner or later, he will want to destroy you.[/p][p]Let’s take a look at what we did:[/p][p][/p][h3]Personality-Driven Diplomacy[/h3][p]The new AI system abandons simple scripted behaviors in favor of complex personality-based decision making:[/p][p][/p][p]Relationship Dynamics by Leader Type[/p]
[p]Leader Personality[/p]
[p]Relationship Threshold[/p]
[p]Diplomatic Behavior[/p]
[p]Aggressive (Genghis Khan)[/p]
[p]700+ required for friendship immunity[/p]
[p]30% reduction in positive standings, struggle to maintain high relationships[/p]
[p]Peaceful (Tokugawa)[/p]
[p]400+ sufficient for friendship immunity[/p]
[p]Enhanced trade considerations, diplomatic stability[/p]
[p]Balanced[/p]
[p]500+ standard threshold[/p]
[p]Moderate diplomatic approaches[/p]
[p][/p][p]Advanced War Logic[/p]
[p]Factor[/p]
[p]Weight[/p]
[p]Impact[/p]
[p]Relationship Weight[/p]
[p]2x increase[/p]
[p]Diplomacy genuinely meaningful[/p]
[p]Trade Partner Protection[/p]
[p]Non-aggressive civs won't attack[/p]
[p]Emergent trade-based peace[/p]
[p]Territorial Proximity[/p]
[p]+30 very close, +15 nearby[/p]
[p]Realistic geographical pressure[/p]
[p]Human Targeting[/p]
[p]Reduced from +10 to +3[/p]
[p]Less "pick on human" behavior[/p]
[p][/p][h3]Cultural Development AI[/h3][p]AI civilizations now make strategic cultural investments:[/p]
  • [p]Purchase Culture Traits based on the overall strategic situation[/p]
  • [p]Invest in Regional Claims when territorial opportunities arise[/p]
  • [p]Balance cultural and military development based on difficulty and personality[/p]
[p][/p][h2]Difficulty Scaling[/h2][p]We implemented a new feature called Adaptive AI, which we’ll be talking more about. But we have tried to make sure that it adheres to this system.[/p][p][/p]
Bringing it together
[p]There’s so much more we’d like to do. History is just such an amazing canvas to work with. But we are pretty confident that players will notice, very quickly, the changes we’ve made to make the players feel more distinct.[/p]