My view (fwiw) of Ara: History Untold

Kyriakos

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I played the game (version 1.1) for roughly 10 hours. I did manage to become familiar with what is happening - regularly winning at higher difficulty settings. Here are my thoughts on the game - of course, my own view is just that; not meant to encourage or discourage anyone from playing.

I will start with the positives:

1)The game does look nice. Graphics are believable and not cartoony. Spacing, while not realistic, isn't just symbolic (eg like what it is in Civ games, at least up to Civ6).
2)Learning curve is not hard. Probably this was highly intentional - to lure people into the game. You can understand what you are doing and what it leads to, with only a few hours played.

The negatives:

1)This felt quite empty. After I became aware of what was happening, there simply wasn't anything else to achieve. Maybe in later ages (only reached medieval) things change and you have to adapt; but that would only mean that the previous part of the game was empty.
2)War is virtually in your mind, with very little representation or control. This is almost at Victoria III level of bad. Moreover, due to non-open war goals, you can - and will - manage to have the war automatically end when you were 20 times more powerful than the enemy but the enemy had some minor force sneak through and take one of your cities; then when you take your war goal the enemy ridiculously keeps the conquered city and the conflict ends...
3)There doesn't seem to be any factor of moving your resources to the factories/other points where they are fed to. It appears that they instantly get there - again this has those bad Victoria III vibes. In effect, it becomes a tabletop game where cards mean you have stuff, instead of an actual in-game world that is in flux.

Overall - and I can be very wrong - to me this felt like a strange transformation of the Settlers games to a turn-based tabletop-like analogue.

Conclusion: the game has its merits, and there is a lot of room for serious improvement. Maybe in the future this will happen. Either way, not a bad game, but a bit soulless.
 
Pretty much my assessment too. I played two games and managed to get ahead easily. Once you figure out how the military works and what to produce, you are prety much settled. They need to change the war system, diplomacy and how you distribute resources. Another thing that needs to be done is too scale the city and building limits to ajust to the ages and map sizes. If I´m playing in a huge map, it makes no sense to be restricted to 8 cities, or if I manage the penalties, it makes no sense to have 13 or 14 cities and be able to build 8 of one type of building.
 
From playing the world map, I also couldn't help but notice that there is no way to set borders in a way you want to - it's a world map, so naturally some people want specific borders or roughly that. Instead you have to take over every land a city was controlling when it was run by another civ, and even if you destroy the city you end up with granted new territories.
In something like Civ, this isn't so bad because a city doesn't balloon to quite that massive borders. But here it breaks any immersion and naturally they can't have colossal maps to alleviate that - computers wouldn't run them.
 
Hello,
I must be terrible !
Several abandoned games arrived in the advanced eras: at one point, if the cities are developing well, the quantity of materials inexorably drops to zero and it’s impossible for me to bring it back up, no more constructions possible, more troops to mobilize, etc.
What am I doing wrong ?
Thanks for your advice
 
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