Ara: History Untold

Ara: History Untold

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Finished the game with v1.1
Prince, all default settings.

This is the first version of the game I decided to play till the end. Need to say that I like many things in the game, but there are (still) some very weird issues with it here and there.

I don't like playing for High Score, even though it works. Unfortunately the game doesn't propose better ending conditions.

This is the Civilization game which is the most not like SM Civilization. And it's its strongest point. I like the research options with choices, production chains, problems growing your cities through the game (even though they don't rebel). I like regions and the map generation. But the military side requires the improvements.

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- Regarding UI, the most problematic at this point is assigning Experts on the city screen. It's ok in the beginning. But when your cities reach level 20+ and you have like 50+ experts in the city... it's a real mess. The second would be Amenities list in a city which becomes long and hard to navigate.

- There was only single rather random crash. There are visual bugs with borders disapappering, but nothing critical.

- But there are still some really weird gameplay bugs. Drydocks do not work for Sea Trade. Lvl2 fishing nets (industrial era) produce 4 times less than lvl1 (from ancient era). Plow and Hard Plow are no different. Though Loom is now working, so there is a chance for improvements...

- There are enough cases where production accelerators make no sense (either too high cost for little benefit or simply so low benefit that it's pointless for any cost). (There is a case where you can get +10 production bonus for something which costs 1000). And this is the obvious part, harder to answer how much it's all properly balanced.

- Regarding technologies there are interesting stories, like one around coffee, but there are some clear missing pieces. The most noticeable is lack of Nuclear Weapons. There is uranium and you can use it for creating Nuclear Submarines which are... good for chasing Battleships. Another example: Internet tech opens handheld computers and Temple of Lotos Wonder. But the last few Eras went pretty quick to notice much.

- I didn't get what triggered the game end. Notification came on turn 378, when I was finishing research of my 1st Singularity Era tech. May be I've got 3 times larger Score than 3rd player on the list. In the remaining 25 turns I've researched 7 techs including Singularity one, but that probably didn't finish the game and merely awarded me with 500 score.

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On Prince I had only 1 war declared on me in the Act 1. Later Acts I was highest nation in all areas and it was peaceful for me. Here is final stats:

Final Turn: 402
Score: 38K (2 and 3 times more than 2nd and 3rd AI)
Population: 30 millions, 10 cities (up to 30 size) including 3 on another continent
Religion: all planet is mine, and I found it the last
Research: 1000 from cities (3 cities had 200+) and +1000 more from producing RP
Money: +500, Wood +1K, Materials +1.5K

Most noticeable difference vs AI nations: my 63K production points vs their 4.5K at best. This advantage was high even within Act 1.

Only 1 AI nation reached Industrial Era, and it happened in the very few last turns.

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The most arguable seems to be the final Act 3.

I've mentioned that my cities reached size of 30. The problem is that is without ever using lvl3 farms or tractors. My Capital only had 2 farming regions (7 farms in total) and still reached size of 29 (also maximum 1 expert per farm).

Is there a room or need to grow cities larger? I don't know. Growing cities larger makes little sense but causes problems easily, especially my cities normally have no land to expand by this point. So what is place of the lvl3 farms? I didn't use lvl3 Mines or Logging Camps either.

The most unused resource was Grain. Stockpiled 11K of it with +160 surplus per turn. There are certainly other resources which I had no idea how to use for their abundance.

Beside the food there are some questions on how long are the last few Eras. I have mentioned that I passed the whole Singularity Era in 25 turns, with my ~2K Research. By this point I didn't try to use what I researched and mostly pressed End Turn button.

If production to research conversion rate (1:1) is a bug, then the Era would become longer.

The whole Act 3 still sounds pretty quick. Primarily because you only need to research 3(4) out of 10 techs available per era. I like that future Eras are quicker, that improves the game tempo near the end. With harder oponents it would be very tense, probably. But 4 out of 10 seems to be too low margin.

May be that needs to be counted for all players, not just one. Like you need to research minimum 3, but all players still need to research 6 (different).
Last edited by VDmitry; 22 Nov @ 1:46pm
Originally posted by Tandis:
This is amazing feedback! Thank you so much!

We'll take a look at the things you mention.

We have v1.2 (the next major update) in QA now. It's even bigger than 1.1 was.

There are some pacing changes coming up such as level 30 cities being much bigger, having a longer game option, general balance updates, and a big AI update. The main features I can't talk about but I wanted to make sure you guys know that the things you mention here are on our radar.

The biggest change on the AI is the data driving it which essentially means we can put in strategies per nation and look at the way other people are playing the game and implement some of the strategies they're employing.
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Showing 1-15 of 21 comments
My issue with the UI has been with identifying the types of buildings. Apparently there are commerce, military and cultural. But the little icons that ID these buildings can't be found on the build list. As I cursor over each building when selecting my next build, you really can't tell if they add commerce or culture.
Thanks for taking the time to provide this detailed feedback. Keep the ideas coming!
A developer of this app has indicated that this post answers the original topic.
Tandis  [developer] 22 Nov @ 5:21pm 
This is amazing feedback! Thank you so much!

We'll take a look at the things you mention.

We have v1.2 (the next major update) in QA now. It's even bigger than 1.1 was.

There are some pacing changes coming up such as level 30 cities being much bigger, having a longer game option, general balance updates, and a big AI update. The main features I can't talk about but I wanted to make sure you guys know that the things you mention here are on our radar.

The biggest change on the AI is the data driving it which essentially means we can put in strategies per nation and look at the way other people are playing the game and implement some of the strategies they're employing.
VDmitry 22 Nov @ 11:02pm 
Originally posted by SSG Henson USA ret.:
My issue with the UI has been with identifying the types of buildings. Apparently there are commerce, military and cultural. But the little icons that ID these buildings can't be found on the build list. As I cursor over each building when selecting my next build, you really can't tell if they add commerce or culture.

Building list becomes very long as well. It's still probably not as hard to navigate as Amenities. But both lists require filters.

For example Amenities list would need a filter for: happiness, health, wealth, science, security, other, applicable.

May be the same is fine for the building list, as you said for their types.
VDmitry 23 Nov @ 1:42am 
Hm... Checked Ara Wiki... It seems that Prince is the actual Average level, with both player and AI having the same bonuses/penalties. I was thinking it's above Average.

The Deault Viscount needs to be considered as Easy, as player has significant advantage in bonuses.

Not sure why Viscount is the Default then.
Takfloyd 24 Nov @ 12:55pm 
All your points are very valid, but I'll give you a tip you may have missed: Instead of assigning Experts via the dedicated overlay for it, it's much better to switch the city UI from "Zones" mode to "Improvements" mode, which lets you slot Experts from a much better overview screen. It's not perfect and still requires a lot of scrolling in the late game, but it's something.

The ease of snowballing in Act 2 and Act 3 is indeed a huge problem. By turn 300 I had over 8000 Research per turn across my 12 cities and could research Technological Singularity in 1 turn.

Most late-game improvements don't work correctly or are designed for a different game than the one we have. Why build Oil Wells for example, when you get dozens of Crude Oil per turn just from the base Harvest Production of a late-game city even without a building for it? Why build Masterpiece Set buildings when only the first 5 Masterpieces in your nation give you Prestige per turn, since the gain is capped at 50 per turn and they give 10 each? The examples are endless.
VDmitry 24 Nov @ 1:18pm 
Dependence of resource harvest on city production is questionable. That's the reason why a city can grow large with a few farms, but having high production. Harvest of resources like Oil significantly depend if they are found near your largest cities or instead you need to build a new city to harvest them. In the first case you immediately get like +20 Oil per turn, in the latter: only +2.

Then productivity depends on Hapeniness making it a single absolutely critical attribute. You cannot afford it less than 100 simply because your city starts to starve immediately otherwise.

The simplest approach might be to limit how much you harvest of something. Once you reach that level you cannot get more, no matter if you increase the production further. Similarly to any building, like a factory.

However, there is reason also why the current approach isn't bad. Productivity is exactly a factor in the real world, one which makes a difference between rich and poor country.
Last edited by VDmitry; 24 Nov @ 1:21pm
Filo90 24 Nov @ 2:17pm 
Originally posted by Tandis:
This is amazing feedback! Thank you so much!

We'll take a look at the things you mention.

We have v1.2 (the next major update) in QA now. It's even bigger than 1.1 was.

There are some pacing changes coming up such as level 30 cities being much bigger, having a longer game option, general balance updates, and a big AI update. The main features I can't talk about but I wanted to make sure you guys know that the things you mention here are on our radar.

The biggest change on the AI is the data driving it which essentially means we can put in strategies per nation and look at the way other people are playing the game and implement some of the strategies they're employing.

the basic thing we need for AI is making them able to build cities in a logic way, placing improvements in the proper regions based on yields and using proximity bonuses and experts to buff production....

looking at this dev diary put an ironic smile on my face....but I trust your genuine goodwill to continue improving the game for years based on feedback 👍🏻

https://youtu.be/8FpXkDrwarY?feature=shared
Tandis  [developer] 25 Nov @ 8:34am 
I am slowly coming to the opinion that Experts should be global and not per city.
VDmitry 25 Nov @ 9:36am 
Originally posted by Tandis:
I am slowly coming to the opinion that Experts should be global and not per city.

Something like a religion bonuses, but per industry? Or Paragons? There are already lots of bonuses in the game, adding more might be not that great.
Last edited by VDmitry; 25 Nov @ 9:37am
Tandis  [developer] 25 Nov @ 12:33pm 
Originally posted by VDmitry:
Originally posted by Tandis:
I am slowly coming to the opinion that Experts should be global and not per city.

Something like a religion bonuses, but per industry? Or Paragons? There are already lots of bonuses in the game, adding more might be not that great.

I mean more like they're a global resource you can assign out rather than have to keep track of them by city.
frog_gamer 25 Nov @ 12:36pm 
In the late game when you have to find the rare minerals (oil, gas, uranium) and create a city to do this, you have to wait a long time before you get experts. If you could pool them nation wide this would be very interesting mechanism.
Please consider this as necessary.
Thanks
Tandis  [developer] 25 Nov @ 12:41pm 
Originally posted by frog_gamer:
In the late game when you have to find the rare minerals (oil, gas, uranium) and create a city to do this, you have to wait a long time before you get experts. If you could pool them nation wide this would be very interesting mechanism.
Please consider this as necessary.
Thanks

Exactly. That's a good example of why they should be global.
VDmitry 25 Nov @ 12:43pm 
Originally posted by frog_gamer:
In the late game when you have to find the rare minerals (oil, gas, uranium) and create a city to do this, you have to wait a long time before you get experts. If you could pool them nation wide this would be very interesting mechanism.
Please consider this as necessary.
Thanks

Experts help in that case, but it's limited. Something like +150% for as little as 5 production is not really that much.
frog_gamer 25 Nov @ 12:47pm 
It is when you only need a few for your power plants
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