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Ara: History Untold News

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.


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RELATED LINKS:

Ara History Untold review - Microsoft's grand strategy game is a hit

Ara History Untold is a 4X game that's "optimistic about history"

Ara History Untold is the Civilization 7 rival to watch

Patch 1.0.6 is now available!

General
  • Additional localization updates across most languages.
  • Sappho’s tenth Muse buff description updated to more clearly explain the regions it affects. The update states now that Coastal Land Regions are where the buff will impact.
  • Catherine the Great's Siberian Expanse trait is reduced from +2 moves to +1 move per turn.
Improvements/Triumphs
  • Farm textures that were not appearing in Act 2, now show up correctly.
  • Barracks security buff increased from 15 to 25.
  • Mines of Rammelsberg buff now affects both workshops and their upgrades.


Techs/Research/Items
  • Beer recipe only requires 1 Pottery to accelerate.
  • Herbal medicine wealth acceleration brought in line with production.
  • Wine recipe only requires 1 Pottery to accelerate.
  • Trade Goods now provide +10 security, +5 happiness, +10 knowledge.


City Management
  • The Population growth from buffs cap is increased from 100 to 1000.
  • The cap has been removed on Happiness, Health, Knowledge, Security, Prosperity City buffs.
  • The Feast recipe has been updated to have money(wealth) for all three accelerator slots by default.


UI
  • The build Queue now correctly expands to show all items rather than just one.


Units/Combat
  • Siege units’ strength is now substantially reduced. Their benefit is in bringing down walls and bombardment in general, not as an all-purpose attacker.
  • Chariots are now changed from Melee Cavalry to Projectile as they have ranged weapons.


Modding
  • A crash that was found to affect the AI after modding the game has been fixed.


Multiplayer
  • After creating a multiplayer game, players are no longer locked into that difficulty setting on subsequent new games.

October 25th Developer Live Stream

Stay tuned for info on the next Live Stream! We're going to work to get our previous streams uploaded and archived in the near future.

Ara: History Untold Patch 1.0.5 is now available!

1.0.5 continues our focus on responding to audience feedback and reported bugs, resolving several isolated stability issues, as well as providing additional updates on pacing, balance, and performance.

Additionally, this patch features many additional improvements to all non-English languages, with more still to come based on continued player feedback.

General
  • Medium game length changed from 750 to 800 turns.
  • Long game length changed from 1250 to 1500 turns.


City Management
  • Many types of resources are visible at the start of the game to provide players with more strategic options.
  • Smaller cities provide less tax income to encourage taller gameplay.
  • Smaller cities provide less production to encourage taller gameplay.
  • Larger cities consume slightly more food to compensate for lower food maintenance on improvements.
  • Starting cities are more likely to start in a fertile area.
  • Starting areas are more likely to spawn an interesting resource nearby.
  • Map generation adjusted to start players in more fertile areas.



Improvements/Triumphs
  • General increase in maintenance costs to tighten the late game economy.
  • Factory wealth maintenance increased from 5 to 10.
  • Foundry now has 1 material, 5 wealth maintenance cost.
  • Crafting Guild materials maintenance is reduced from 5 to 1.
  • Trading Post provides +10 prosperity to the city.
  • Forge wealth maintenance increased from 1 to 3, now has 1 material, 1 wood maintenance cost as well.
  • Refinery wealth maintenance increased from 1 to 5, now has 1 material maintenance cost.
  • Bazaar provides +10 Prosperity to city.
  • Grocer district happiness buff reduced from 5 to 1. Grocers are great but not generally a source of joy.
  • School knowledge buff reduced from 15 to 10 to make the supplies of them more impactful.
  • Pub wealth production per improvement reduced from 5 to 1 to emphasize the quality of life benefits.
  • Stonehenge Knowledge buff reduced from 25 to 20.
  • Foundry craft rate buff increased from 5 to 10.
  • Docks maintenance increased from 1 to 5 wealth.
  • Drydocks maintenance increased from 2 to 10 wealth.
  • Naval base maintenance increased from 3 to 15 wealth.
  • Dwellings line now has 1 wood, 1 material maintenance cost.
  • Industrial and Irrigated farms cost 1 material to maintenance.
  • Reduced flat wealth bonus from certain improvements: Inns now require an expert to provide money, and Mint now provides a 15% buff to city Prosperity rather than 5 wealth.


Amenities/Items/Resources
  • Shoes amenity Happiness bonus reduced from 15 to 5 to bring happiness more in line with other QoL stats.
  • Shoes amenity Prosperity bonus reduced from 15 to 5.
  • Gourmet meal Health Amenity buff reduced from 15 to 5 to balance it with other amenities.
  • Meteors now provide Metal Ingots without the need for smelting.
  • Obsidian is more common.
  • Tobacco does not provide as much money as before.
  • Treasury Bonds and Law Books are correctly consumed 1 every 10 turns.
  • Looms now correctly provide 100% Craft Production as an Amenity.



Techs/Research
  • Based on community feedback with a preference to slower default pacing, we have increased the tech costs slightly.
  • Antiquities research cost increased from 400 to 500.
  • Early Middle Ages research cost increased from 600 to 700.
  • High medieval age research cost increased from 800 to 1000.
  • Renaissance era research cost increased from 1200 to 1500.
  • Enlightenment era research cost increased from 1500 to 1750.
  • Machine age research cost increased from 1800 to 2250.
  • Atomic age research cost increased from 2100 to 3000.
  • Information age research cost increased from 2500 to 4000.
  • Singularity age research cost increased from 3000 to 5000.


City Management
  • Many types of resources are visible at the start of the game to provide players with more strategic options.
  • Smaller cities provide less tax income.
  • Smaller cities provide less production.
  • Larger cities consume slightly more food.
  • Starting cities are more likely to start in a fertile area.
  • Starting areas are more likely to spawn an interesting resource nearby.
  • Map generation adjusted to start players in more fertile areas.



Events
  • "Decor & Devotion" now triggers correctly for Askia Muhammad.


Localization
  • We are continuing to update all localized languages.


Units/Combat
  • Most first Act units have 1 material maintenance cost in addition to food cost.