The latest update introduces significant balance changes, tooltip improvements, and technical fixes.
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The latest update for Ara: History Untold, version 2.02, has been released, bringing a variety of adjustments aimed at enhancing gameplay and stability.
Culture & Traits Updates
Several Culture Traits have been rebalanced to improve their strategic distinctiveness. Key changes include increased influence for Field Distinction, as well as raised culture bonuses for Victory Parades and Solitary Brilliance. The Celebrated Empire trait has been adjusted, reducing its culture bonus. Other traits, such as Convincing Doctrine and Religious Authority, have seen increases in their Religion Spread Strength. Tooltip improvements have also been made, including fixes for the Celebrated Hardships trait and ensuring that Capital Pride applies correctly.
Gameplay & UI Improvements
The update resolves an issue where starting a crafting project could unintentionally cancel building upgrades, ensuring that upgrades complete as expected. Late-game performance has been optimized, significantly reducing UI lag when adjusting crafters in the Improvement Panel. The Eternal Siege event has also been modified to provide a temporary security boost instead of unlocking City Walls.
Economy & City Management
Filter tags for Cured Meats and Salted Fish have been corrected to ensure proper display under the City Growth filter in the Amenity selection menu.
Technical & Stability Updates
This patch includes improvements to startup performance on high-end NVIDIA GPUs and fixes for a rare startup hang related to texture loading.
Players can look forward to a more balanced and stable experience with the release of this update.
v2.02 Changelog
Rebalanced several Culture Traits to make each feel more rewarding and strategically distinct:
Field Distinction: Influence increased from 2 → 4
Victory Parades: Culture bonus increased from 20 → 25
Solitary Brilliance: Culture bonus increased from 20 → 30
Celebrated Empire: Culture bonus reduced from 20 → 10
Convincing Doctrine: Religion Spread Strength increased from 2 → 5
Religious Authority: Religion Spread Strength increased from 5 → 10
Cultural Exchange: Culture bonus per Trade Agreement increased from 1 → 2
Cultural Diffusion: Culture bonus per Research Agreement increased from 1 → 2
Monument Builders: Prestige bonus reduced from 2 → 1
Artistic Glory & Systemic Inquiry: Updated text to better describe their effects
Capital Pride: Now correctly applies only to Capital Cities
Fixed the Devotional Reach Culture Trait so it properly boosts Influence when your Religion is dominant.
The Celebrated Hardships trait now correctly appears in the Golden Age tooltip.
Ensured Grand Duke starts with a Culture Value in Cities as intended.
Trade Production Balance Changes
Organized Merchants: Trade Production bonus per City Controlled increased from 5% to 10%
Shared Routes: Trade Production bonus per Alliance Maintained increased from 5% to 20%
Respected Caravans: Trade Production bonus increased from 10% to 25%
Confident Traders: Trade Production bonus increased from 20% to 50%
Shared Plunder: Trade Production bonus after conquering a city increased from 50% to 100% (lasts 20 turns)
New Tooltip Improvements
Detailed Trade Route Tooltips:Added comprehensive tooltips showing how trade production is calculated — including base rate, connection type (Land, Sea, Air), modifiers from traits and buffs, and total production per turn.
Nested Tooltip Navigation:Hovering over Production Per Turn now reveals a full breakdown by nation (e.g., “Korea +0.3, Egypt +0.9”), and clicking on a nation opens that nation’s detailed trade production tooltip.
Integrated Across the UI:Tooltips are now available on the Trade Agreement Panel, Diplomacy Screen (Agreements Subpanel), and Diplomatic Relations Panel (Receiving Section).
Accurate Modifier Calculations:Trade bonuses now display exact numerical contributions (e.g., Protective +220), ensuring full accuracy with internal buff calculations.
Improved Readability:Tooltips now feature clear visual spacing, color-coded values (white for base, green for modifiers), and icons for time-based information.
Localized for All Languages:All tooltip text has been externalized for localization, ensuring consistent and translatable presentation across languages
Fixed an issue where starting a crafting project could unintentionally cancel a building upgrade. Upgrades now complete as expected.
Optimized late-game performance when adjusting crafters in the Improvement Panel:
Significantly reduced UI lag (especially in larger empires).
No gameplay logic changes — purely a performance enhancement.
Eternal Siege event updated: the second option no longer unlocks City Walls (which previously caused stalled wars). It now grants +10 Security for 20 Turns, maintaining the defensive narrative without blocking progression.
Corrected filter tags for Cured Meats and Salted Fish, ensuring they properly appear under the City Growth filter in the Amenity selection menu.
Improved startup performance on high-end NVIDIA GPUs.
Fixed a rare debug startup hang related to texture loading.
Hello. First of all, I would like to say a big thank you and sincerely congratulate you for coming up with the idea and having the ambition to create such a great game. Many people, myself included, dreamed of having a truly realistic 4X game with graphics that give us a glimpse of our non-abstract world, and which isn't solely focused on warfare, even though that remains important, of course. Finally, we have a game that offers a substantial economic aspect and, above all, a lot of crafting (we love that!). You have also managed to create an incredible blend of micro/macro management, whereas some games settle for just one or the other. You have created an alternative that is much better designed and, above all, much more complete than a well-known competitor whose name begins with the letter C. And for all that, thank you!
Nevertheless, as a fan, I would like to politely offer some suggestions for improvements to your game to make it even better. These have been carefully thought out and are consistent with the game's universe. Here they are:
1 - Economy and production sites:
- Add more production sites such as: Electronic components and semiconductor production center (to manufacture microcontrollers, satellites, etc.), chemical plant, electric and thermal engine factory (electric motors, piston combustion engines, turbine engines), industrial robot production center, aerospace production center, computer production center, various land vehicle factory (trucks, farm tractors, combine harvesters, excavators, dump trucks, ...), and a cargo ship production center (shipyard) to allow for a wider variety of ship types. All these well-made products can obviously be sold.
- These additional production sites would enable the construction of special projects such as: Space launch sites, which in turn would enable the launch of military satellites with the aim of unlocking gameplay options involving AI (more on this later). The special project to build a supercomputer (this would give us the option to choose the military or economic field in which we want to receive a bonus or a gameplay feature). The special project of a particle accelerator that would serve science and it will enhance prestige. The production of industrial robots will give a production bonus to the production sites where a robot is placed.
- Be able to have an indicator of the amount of labor for each production site and be able to choose two or three predetermined amounts (low/moderate/high) or add more upgrades for certain production sites (a larger version).
- Revise the trade system, especially maritime trade (more elaborate, with more dedicated ships).
- Add the option of exhaustible resources for more challenges.
2 - Artificial Intelligence and possibilities:
- Make AI slightly more rational and understand the reasons why they want to be in conflict with us.
- Add the possibility of economic warfare (with the option of military or industrial espionage).
- Economic warfare could influence trade.
3 - Environmental and social events:
- Add various events such as diseases, bad weather, incidents, and economic crises that will affect the population.
4 - Some technical improvements:
- It is essential that a variety of land vehicles (cars, trucks, tractors, and trains) be present and, above all, graphically represented because this is currently the game's biggest flaw. We are not asking for an ultra-realistic representation, but there should be an adequate number in relation to the city's population. As for trains, it should be possible to establish transport routes when setting up a trade route (whether between our cities or between nations). The same applies to commercial aircraft and ships, as well as to air and sea transport.
- Slightly improve the appearance of certain buildings.
- Improve and vary the animations of people at production sites (For example: for the shipyard, we want to see animations such as gantry cranes picking up pieces of ships and moving them).
- Add some sounds to production sites and the city in general.
- Make goods that accelerate manufacturing production more consistent.
Those are all my suggestions. It's up to you to decide whether you're interested in them or not. In any case, I am still happy to play your game, which deserves to be known by a larger number of players who are passionate about this concept, which does not give in to the unfortunate trend of excessive simplification, seeking the richness and depth of gameplay that only you offer.
Wishing you all the best, and happy holidays.
Sincerely,
Daneyris.
Hello,
I am returning here simply to inform you that I have made a few changes to my initial message, as I had forgotten a few details.
Thank you.
Best regards.
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