
Civilization VII is right around the corner. For the first time in the Civilization series' history, it will actually have competition in its specific niche. One of those competitors is Microsoft's Ara: History Untold. Of the various games in the "historic 4x grand strategy" genre, Ara might very well be the most unique -- both to its benefit, and also to its own detriment.
Part Civilization, part city-builder
In addition to the obvious comparisons to Civilization, Ara: History Untold feels almost as much like a medieval survival-village-crafting game along the lines of Banished, Settlement Survival, or Manor Lords. The bulk of the game is spent building resource harvesters, building crafting buildings, and then trying to set up an efficient and self-sufficient economic engine that converts those harvested resources into manufactured goods. As you research new technologies and advance through the eras, you'll unlock new resources and recipes for new things you can craft with those resources. In fact, most of the tech tree is dedicated to unlocking new resources and craft recipes.
There is a huge variety of resources and manufactured goods.
The limited space available to each city will prevent you from ever really feeling like you've built a perfectly efficient machine. There's enough different crafting buildings, enough different resources, and enough different crafting recipes that you won't have enough room to build all the collectors and crafters for everything. So you'll be switching what crafting building is crafting what goods periodically, as certain infrastructure or units may require specific goods. Goods can also be assigned to buildings in order to "accelerate" their crafting efficiency, or to the cities directly in order to satisfy the needs of the population or to provide passive buffs.
For example, if you build a butcher shop in one of your cities, you can assign it to craft either salted fish or salted meat. If you choose salted meat, then you can assign a cow, pig, or venison, as well as optional salt or spices in order to speed up the production of that meat. You can then take that crafted meat and assign it to a city to provide extra food for the population.
Similarly, you can harvest raw iron ore from mines, process them into ingots in a forge, then combine the iron ingots with coal in a foundry to produce steel. That steel can then be used to create everything from skyscrapers to house more population, to luxuries like consumer automobiles and refrigerators, to tanks and battleships.
Candles can be equipped into housing to improve the knowledge rating of the residents.
And there are so many things that you can craft. There's candles, furniture, pottery, linen, medicinal herbs, pastries, coffee, microchips, and so forth. These sorts of items can be assigned to other buildings to provide certain passive benefits. A candle, for instance, can be assign to a residential dwelling to increase the "knowledge" rating of the city, which speeds up your technology research rate. Presumably, the people living in that dwelling are using the candle light to study books and learn things through the night. Similarly, metals, glass, and fuels can be used to craft lampposts, which can be installed in cities to reduce crime and improve the city's security rating.
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