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
Version 1.1 - The Invisible Hand Update
Highlights
- 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: [list]
- 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!
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.
- Introduces a Sovereign Advisor.
- Each advisor provides suggestions to enhance your strategy.
- This feature will become more intelligent in future releases.
Canada joins the world stage, expanding your diplomatic and strategic options!
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.
Reform armies with units being sent back to your reserves for better strategic flexibility.
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Changelog
Performance Enhancements
- 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.
UI Updates
- 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.
AI Updates
- 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.
Map Generation
- 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.
Gameplay Fixes
- 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.
Event System
- Triggers Added Added triggers for improvements when they have no items in the queue and when they begin crafting.
Visual Improvements
- Road Textures Enhanced road texture fidelity for a more polished look.
- Barracks 3D Asset Improved the 3D asset of Barracks for better visual appeal.
Modding Support
- Advisor Data Driving Added data driving capabilities for advisors to support modders.
New Feature Details
Earth Map
- 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.
National Economy Screen Feature Overview
- 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.
Balance Adjustments
Nation and Building Limits
- Print Shop Nation limit increased to 3.
- Inns Limited to 1 per city instead of 1 per nation.
Building and Production Buffs
- 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.
Metallurgy and Steel
- Metallurgy No longer unlocks Steel. Steel crafting is postponed until later ages when Forges are available.
Fuel Recipe Changes
- Production Cost Reduced from 1000u to 500u.
- Production Bonus for the Second Ingredient Reduced from 750u to 500u.
Resource Adjustments
- 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.
Unit and Population Adjustments
- 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.
Manufacturing and Production Changes
- 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.
Technologies
- 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.
Haberdashery reclassified from religious to industrial.
Events and Quests
- 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.
Armies and Combat Enhancements
- Dragoons and Zamburaks can now be produced in Act 3.
- Capturing an enemy city now provides a prestige reward.
Miscellaneous Improvements
- 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.