Ara: History Untold

Ara: History Untold

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Tandis  [dév.] 24 sept. 2024 à 7h31
2
The Wishlist Thread
We're so excited! We hope you are too!

We hope you find v1.0 enjoyable, challenging, and compelling.

We want to hear from you on what sorts of additions, tweaks, and other changes you'd like to see. Post them here, and we will begin highlighting the ones that seem to be the most popular.

Then, with any luck, your suggestions and feedback become available in future free updates and/or expansions.

Below is a list of some of the more popular suggestions we're currently evaluating. Watch this post as we will be updating it:

We will be reviewing these wishlists and seeing which things can be incorporated into future updates. We can't make any promises but want to make sure you know we are discussing these things internally:

Automation
* Centralized way to automate placement of supplies in improvements [ADDED in V1.1]
* Centralized way to set inventory targets
* All units should be able to autoexplore, not just scouts

UI / UX
* Categorize city improvements
* Option to hide city improvements that are no longer state of the art (or put them at the bottom of the list)
* Tooltip work to make sure they pop up in places to not obscure things
* Make it more obvious when a new resource has been discovered, especially if it's discovered under an improvement or triumph
* Minimap
* More on-screen detail on combat mechanics, stats, etc. [ADDED in V1.1]

Gameplay
* Unit upgrading [ADDED in V1.1]
* Army retreating options (not just for scouts)
* Predator success based on firepower, not hunting skill alone
* Allow players to adjust the culling % (including reducing to 0)
* Pacing Slider to adjust the rate at which tech is researched [ADDED in V1.1]
* Turn limit elimination option

Diplomacy
* More diplomacy options (lots of suggestions)
* More diplomacy information (more details on what makes mad or not mad)

Performance / Optimization
* More graphics settings
* Support GeForce Now

Content
* Earth Map [ADDED in V1.1]
* Map Editor
* More Leaders
* More amenities, especially late-game food ones [ADDED in V1.1]
* Nukes!

Mod Support
* Mod Manager
* Make it easy to share mods with other players

Customization
* Allow renaming of regions in the city screen
* Allow renaming of city improvements [ADDED in V1.1]
* Allow changing of unit icons
Dernière modification de Tandis; 15 nov. 2024 à 7h28
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Affichage des commentaires 376 à 390 sur 513
could you make sure that the AI gets the very same food debuffs the player gets when fielding units?
Some feedback after playing quite a lot since release. The event Join the league should be removed, In multiplayer it can break the balance but even in solo play it breaks immersion and it feels like cheesing to get a very advanced science for free while in chiefdom ( it happens a lot) . The event system is nice but some tribe events should change with eras, it's strange to unlock fishing when in machine age. Governments need improvement, right now I find myself staying in feudalism all the game due to the strong policy to get insane gold by turn. The gold rush buy system is so strong it makes gold generation the most important thing in the game. Also, because of this abilities that improve building of triumphs are weird, since you usually rush buy triumphs with just few hundred gold. In my understanding the biggest price we pay for a triumph is losing an entire region to build it. This is nice, it adds to strategic complexity. But then you need to change the mechanics if you want to keep the triumph building abilities. For example, make them impossible to rush buy with gold, or much more expensive. Trade is very nice but there are games when no one wants to trade and we have no way to work towards it. I like to play Poland and the trade is super important because of the two extra merchants. AI always refuse open borders and most of the time refuse gifts, so the only way to setup a trade is to wait for them to propose. It's also strange that we cannot propose trade without open borders but the AI can. Otherwise I really enjoy the game and I think it has great potential, keep up the good work!
I wish there were more details on how growth works exactly. What does excess food do?

Speaking of that, it feels strange to have so much food, wood and stone just build up later in game and nothing to spend it on fast enough.

I also wish way more detailed tooltips on how exactly I've gained prestige, what prestige I gain per turn for what amount of standing army I have for example. Too many things are obscure and not explained.
So the security QOL of a city dictates whether a force deployed from there gets a buff/debuff. Based on this I think it might be nice to have some indication on a force telling you what city they were deployed from.
some potential nations along with suggested leaders for those nations will appear in brackets by the nation along with what they’re known for underneath the nation.

Sultanate of Rum( Ala ad-Din Kayqubad ibn Keykhusraw( Kayqubad I), Muhammad Alp Arslan Bin Dawud Chaghri(Alp Arslan).
Kayqubad I: known for expansion into parts of Armenian kingdoms and into parts of Iraq and Syria and fostering relationships with Turkish tribes fleeing the Mongols with large scale building campaigns of Mosques, caravanserai’s, madrasas, hospitals and bridges.
Alp Arslan: Known for rapid expansion into Byzantine territory and settling parts of Anatolia along with his skills in the military realm.
Ottoman Empire: Mehmed II, Suleiman the Magnificent(the Lawgiver)
Mehmed II: known for conquering Constantinople effectively ending the Byzantine Empire(was still around) and many other conquests into Europe along with introducing politics into the empire along with centralizing and the establishment of a millet system with patronage to renaissance arts.
Suleiman I: known for making vast changes and reforms in the empire consisting of Judicial, Societal, Education, Taxation and criminal law. Along with conquests into Europe and battles against the Safavids and Portuguese with the Arts flourishing under his rule and was also known for making Jewelry.

other empires that could be added are:
Mamluk Empire(Baybars I)
Ayyubid Empire( Saladin)
Malian Empire(Mansa Musa)
Mughal Empire (Babur(Babur given name Firdaws Makani posthumously)
The Sultanate of Rum also went by the name of the Seljuk Empire at various times in its history but was formed by the fracturing of the Greater Seljuk Empire.
The empires and names of leaders for the empires I provided are suggestions to the developers for new potential leaders and nations for the game some leaders i have provided information on what they were known for and some i just listed the empire with a single leader in brackets.
The information that was provided for the leaders is from widely available sites (wikipedia, encyclopedia etc…) so i could provide somewhat reliable information instead of relying on memory.
Im providing this information via the forum because enrolling into insider program is currently unfeasible for me right now.
A English Male, all the civ games ive ever played have always only uses Victoria, lets have someone different like Henry the eight, the man who Changed England for all time with the introduction of parliment
Cities could merge with other cities. In such a case, the city center could become a district house, which would increase the limit of special buildings in the city by +1. There could also be a limit of two district houses per city in the final era (research: territorial reform). This way, each player has the opportunity to integrate a smaller city or expand their own city with a district house. As a result, metropolises could be created, and the patchwork of numerous city spawns on a continent at the start of the game could be reduced.

Additionally, I would like to suggest that when clicking on an item in the inventory, a list should open showing all the upgrades in which the item can be placed.
Samuja23 a écrit :
some potential nations along with suggested leaders for those nations will appear in brackets by the nation along with what they’re known for underneath the nation.

Sultanate of Rum( Ala ad-Din Kayqubad ibn Keykhusraw( Kayqubad I), Muhammad Alp Arslan Bin Dawud Chaghri(Alp Arslan).
Kayqubad I: known for expansion into parts of Armenian kingdoms and into parts of Iraq and Syria and fostering relationships with Turkish tribes fleeing the Mongols with large scale building campaigns of Mosques, caravanserai’s, madrasas, hospitals and bridges.
Alp Arslan: Known for rapid expansion into Byzantine territory and settling parts of Anatolia along with his skills in the military realm.
Ottoman Empire: Mehmed II, Suleiman the Magnificent(the Lawgiver)
Mehmed II: known for conquering Constantinople effectively ending the Byzantine Empire(was still around) and many other conquests into Europe along with introducing politics into the empire along with centralizing and the establishment of a millet system with patronage to renaissance arts.
Suleiman I: known for making vast changes and reforms in the empire consisting of Judicial, Societal, Education, Taxation and criminal law. Along with conquests into Europe and battles against the Safavids and Portuguese with the Arts flourishing under his rule and was also known for making Jewelry.

other empires that could be added are:
Mamluk Empire(Baybars I)
Ayyubid Empire( Saladin)
Malian Empire(Mansa Musa)
Mughal Empire (Babur(Babur given name Firdaws Makani posthumously)
The Sultanate of Rum also went by the name of the Seljuk Empire at various times in its history but was formed by the fracturing of the Greater Seljuk Empire.
Well here's an idea for a nation and with a female leader to boot ;)

Sassanian/Third Persian Empire (since that's the naming convention they seem to be going with) - Purandokht

Now she wasn't among the greatest and most memorable of leaders and was one of those who got the raw deal of coming during bad times that were caused by her predecessors and being blamed for them, and while there would be better leaders to pick for the Sassanians like Shapur but she is a woman and was a queens was a full on monarch and not just the wife of the king if the devs are looking for that.
Dernière modification de SBA77; 12 oct. 2024 à 16h27
How many zones a region contains ought to always be visible. It's not a secret, after all, you can always see that information using a settler. But when you want that information for planning, it's not available. (I'd suggest that it be visible when using the Regions tab.)
Finally played through a single player game after the first era it felt like a slog to get through.

The balancing doesn't seem that great for resources swinging wildly from having plenty to not having enough. The stockpiling doesn't really seem like it has much purpose.

I had a weird bug happening where it was saying my income was negative a turn but if I rushed projects then it would be positive gold.

As for my wishlist there are four main things i'd like to see

teams on multiplayer. Me and my friends sometimes like a coop match against AI on civ.

Natural wonders, the map is relatively boring and all of the map modes feel exactly the same. I even went on the island map and it was all connected.

Better religion currently don't have to focus on it and become the most dominant religion also the balancing for boosts isn't great 6 resources or 10% happiness i know what i'm taking.

The slider for tech also needs to affect building rates. I would rather play a 300 turn game than a 500 turn game
minor thing, but it would be nice if the military unit in the formations are fully shown on the map when moving, right now you just see one of the units in the formation....
Dernière modification de Filo90; 14 oct. 2024 à 13h29
without endless mode, the game is not complete for me.
The replay value is zero.
The typical “just one more round” is missing here in a decisive way
Mr Troutsdale a écrit :
Finally played through a single player game after the first era it felt like a slog to get through.

The balancing doesn't seem that great for resources swinging wildly from having plenty to not having enough. The stockpiling doesn't really seem like it has much purpose.

I had a weird bug happening where it was saying my income was negative a turn but if I rushed projects then it would be positive gold.

As for my wishlist there are four main things i'd like to see

teams on multiplayer. Me and my friends sometimes like a coop match against AI on civ.

Natural wonders, the map is relatively boring and all of the map modes feel exactly the same. I even went on the island map and it was all connected.

Better religion currently don't have to focus on it and become the most dominant religion also the balancing for boosts isn't great 6 resources or 10% happiness i know what i'm taking.

The slider for tech also needs to affect building rates. I would rather play a 300 turn game than a 500 turn game

The tech slider affecting building rates would destroy the purpose. The whole point of playing a long game is so each era feels like a whole game, where rushing a tech really is a gamechanger; instead of havimg your units be obsolete by the time you field them
Hello! I've been really enjoying your game, it's quite addicting and I am having a lot of fun figuring out the crafting mechanics :). A few things don't really make sense to me though?

1. For example the gold cost on some items are pretty great! Usually I'm surprised how cheap it is and then other things are ludicrous. Pianos feel really good to craft as even though their production value is high, the crafting recipe is straight forward and doesn't cost too much if you don't have the required ingredients by spending gold. However a strategy codex which is already in of itself a rather weak item, the crafting recipe is skewed way over the top? 51 gold and 100 gold for a bonus 50% and 100% production respectively. Seems like it was an afterthought. There are more of these across the board and way more examples this post will be far too long if I tried to list them all. A sweeping gold cost balance of the crafting recipes in the game is urgent. As a B-side to this request a balance of the bonus craft production value of some late game items needs to be adjusted. For example, plastic containers and barrels provide the same value (even though I understand it's easier to mass manufacture plastic containers), still by the time I have unlocked Plastic Containers I have thousands of Barrels and they are used interchangeably as supply for buildings.

2. My second request has to do with Research and the way you unlock certain technologies. By the time I've built all of my science buildings and installed my supplies, (by the way books are pretty OP and probably need a balance, maybe another item to provide value elsewhere for science Nations) speeds up far too much. Science becomes trivial as every other turn my nation is advancing. I am playing on Normal difficulty however so I'm not sure if this is an AI issue or what but the progress is far too exponential. I want to add as well, having the same tech and the same things progressing over time is a take I enjoy I like what you've done, it can be strategic in what you pick and choose. But because I have SO much research and I am basically unchallenged I can just get each and every one and still have trouble keeping up with building everything.

3. The way you recruit soldiers is awesome just tweak one thing right now it's Recruit Reserves > Deploy Formation > Muster Units > War/Battle this is great, very realistic. But then please let me disband my Battalions but keep the Reserves. That way in the Reserves menu I can upgrade the units that made up the Battalions and redeploy them or retire them entirely. This is desperately needed because spending the time levelling units up just for them to get left behind technologically and eventually thrashed in combat and dying is pretty unrealistic.

4. I like the way the game feels in the way that in the industrial era your industry grows exponentially. It's realistic and fun, it allows you to create strategies and not stress too much about crafting everything early on. Act 2 for most AI in my games has gone on for faaaar too long, or Act 1 is far too short. I understand if you need to give extra time in Act 3 for players to try to catch up but it's still just such a slog for so long. Until you hit Act 3 and it ramps back up again.

(Edit) 5. The most important thing is planned obsolescence. I would like options to hide certain buildings especially once I've reached Act 3. I think just having Tabs where you can filter it by what buildings you learned to build from which act. Why aren't Shopping Malls upgraded Bazaars? Take some crafting stuff out of the Workshop and put it into Ceramic Shops, Cobblers, Weavers, Tanners, these industry buildings just become stagnant buildings spewing clay pots for coffee (where are mugs?) also porcelain? Windows should build Skyscrapers not Glass? Also while you're at it just remove the build limits so I can actually plan out my districts strategically because right now it's 5 ceramic shops in one region because that is just the most efficient strat. My point is there are too many dead ends and useless items and buildings by the time you get to Act 3. And you are getting like 123 coffee beans a turn for 3 coffee shops maybe 4? What can I use coffee for, supply and amenities? Either make it so it needs more coffee to craft so I can sink the resource into something or make crafted coffee useful! There are a lot of items in the game yes, but do you think the balance will be thrown out the window if you add 1 or 2 dozen more? I think it'll help to be honest.

That's it for now, I really like your game I look forward to see what you put in it :)
Dernière modification de lost; 14 oct. 2024 à 8h32
Defenders should be able to extend war turns, so they can retaliate immediately.
Should be able to declare a war to get a select number of regions rather than a whole city.
Should be able to trade cities/regions
We need more ways to change established relationship, like for example every 3 acts of gaining temporary relationship should increase established relationship by 5 or 10.
Turn based alarm - be able to set a message I would receive after x amount of turns.
Search tool on the map to look for resources and such like civ 6 has
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