One of the most exciting moments in any 4X game is that first choice: Which leader do I play? It sets the tone for the entire run. Back in my Civilization V days, I had a few go‑to civilizations — India, Greece, and occasionally the Shoshone. Each had its own personality, its own rhythm, and its own memories attached to it.
But Ara: History Untold is a fresh start.
Why Not India This Time
In Civ V, India made sense for a simple reason: I was the only Indian citizen in our group. (It was also generally a strong Civilization that suited my playstyle). But now that I’m back in India, if Ara takes off, I can already imagine spreading this to new people I’ve met in India. I imagine a lot of them would want to play as India.
So for this first playthrough, I’m stepping aside. India is off the table.
Greece Doesn’t Quite Fit Either
Greece was another favorite of mine in Civ V, mostly because of the city‑state mechanics. I loved the diplomacy, the alliances, the subtle influence game. But Ara doesn’t seem to have an equivalent system — at least not in the same form. None of the leaders appear to be built around city‑state dynamics, and I don’t see references to that mechanic in the game’s structure.
Revisiting an Old Favorite: The Shoshone Spirit
That brings me to the Shoshone. In Civ V, they were associated with another player in our group, so I didn’t pick them often. But I always admired their design — strong early scouting and powerful defensive bonuses.
Crow Nation: The S‑Tier Temptation
Crow Nation has some very Shoshone‑like traits:
– +1 sight for settlers, mounted scouts, and other early units
– A strong early‑game scouting advantage
– +20 strength for forces within your capital
– Ranked S‑Tier by Prima Games
That extra sight is huge. In any 4X game, early information is power. Better city spots, better resource access, better planning. If Ara has anything like ancient ruins or early exploration bonuses, Crow Nation would shine even more.
The defensive bonus is also reminiscent of the Shoshone, though limited to the capital. That’s a meaningful difference — your capital is important, but it’s not your whole empire.
Why I’m Picking Ghana For Now Instead
Ghana gets +15 strength within your territory. Yes, it’s slightly lower than Crow Nation’s +20, but it applies to all your cities, not just the capital.
In Civ V, losing a city was often catastrophic for me. It would often unravel months of progress. So a defensive bonus that protects the entire empire feels far more aligned with how I naturally play.
Ghana also gets +1 wealth per turn from Stone Pits. I don’t know what those are and if they’re geography specific. But I love bonuses that persist across eras. A small, reliable economic edge adds up over a long campaign.

