Fall of an Empire — Patch 2.05
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Released: 7/23/2026, 8:55:47 AM
Source: https://store.steampowered.com/news/app/1830290/view/668371786222535239
Summary (AI)
Patch 2.05 for Fall of an Empire introduces improvements to military management, including clearer roster layouts, the ability to form and manage a Personal Guard, and detailed control over unit recruitment. The food system has been overhauled with new resource types and logistics, while population growth now depends more on building capacity and food availability. Controller support is expanded with new bindings and UI adaptations for gamepads and the Steam Deck. Numerous UI enhancements, bug fixes, and performance optimizations improve overall gameplay stability and clarity. Additional changes address diplomacy, rebel behavior, campaign tutorials, and cultural localization.
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- Military sidebar roster layout is clearer.
- Top bar layout and action overlap fixed.
- Battle action icons restored.
- Form a Personal Guard from the Military screen.
- Imperial courts get a larger guard (double the normal household roster).
- The guard is named after your ruler.
- If the guard is wiped out, you can re-found it.
- Guard composition has its own screen rather than sitting in the general formation template list.
- The tutorial walks you through founding and using the guard. For the Kyrnos war you get a proper field army and fleet instead of relying on the guard alone.
- Food is reworked around Grain, Meat, and Fish.
- Farms, Pastures, and Fisheries can develop into bakeries/mills, fumaria, and fish salteries where the resources allow.
- Granaries and horrea improve storage and blunt seasonal food losses.
- Armies and navies aim for about six months of carried supplies; forced march doubles consumption.
- Gamepad controls for camera, selection, orders, pause, and game speed.
- Faction and settlement screens show monthly population projections, including subjects.
- You can relocate population from subject settlements, not only your own.
- Hold Shift (5x), Ctrl (10x), or Ctrl+Shift (50x) when changing trade amounts and other quantity steppers.
- Subject economies are more stable.
- Settlements next to friendly province territory no longer count as enclaves just for missing roads.
- Sell amounts on the economy resources table are green; buy costs are red.
- Resource stockpile table headers fit without pushing buy/sell off-screen.
- Rebel goals show on the faction sidebar.
- Rebel factions get clearer names (for example "X's Rebels").
- Borrow from the senatorial aristocracy: take a loan, repay it, or repudiate the debt. Interest is 5% of the outstanding principal each month. Offers scale with one to three months of projected recurring revenue.
- Make Promise gives a one-year deadline to address a power bloc grievance (was much shorter).
- Designate Heir no longer blocks people who cannot serve as governor or general.
- Province succession eligibility is enforced more consistently.
- Subject relationships cannot form cycles.
- Foederati Council rebellions free subject tribes: break the subject bond, defect auxiliaries, muster levies, and count tribal strength.
- When a political rebellion ends, its subject provinces go back under the parent instead of becoming free independents.
- Western Rebels keep their scenario display name and start with a much larger treasury (50,000 gold).
- Province play has more local court and settlement events. Choices can affect imperial standing and recall threat the way missions do.
- Provincial event images show correctly again (follow-up events no longer open with blank hero art).
- Tutorial constraints and highlights hold up better after save/load.
- Ask to Lead works on the tutorial patronage bloc as intended.
- Himmelsvolci alliance and fleet spotlights are more reliable.
- Tutorial army selection, fleet highlights, and Personal Guard flow are more reliable.
- Historical ruler records and portraits are richer in places (including more Rephsian history).
- Culture and religion populations show proper names in settlement data.
- Religion adjectives are available for naming and description.
- Foot archers must stand still to shoot. Horse archers can still fire on the move.
- Unit names and descriptions revised across the board.
- Missing unit portraits filled in.
- Right-click embark works reliably, with clearer movement and embark feedback.
- Right-clicking a hostile settlement with embarked armies lands them and continues into a land siege, and starts a blockade when the port allows it.
- Besieging armies stay outside the settlement rather than stacking on top of it.
- River crossings apply movement penalties correctly.
- Subject armies label more clearly.
- After a battle, armies and fleets snap back onto navigable land or sea so retreats and resumed orders can path again.
- Survivors no longer stay combat-locked after a fight; stalled retreat remnants re-engage and embark/retreat goals snap onto the nav graph.
- Coastal armies no longer get stuck on isolated land-navigation pockets that cut them off from the rest of the graph.
- Click the army or fleet mesh itself to select it, not only its world glance. Click a battle to open it.
- Merge targeting works when you click the unit under the cursor.
- Independent realms can no longer be wholly annexed or surrendered outside rebellion total conquest. Only subject factions use full annex.
- Peace screen header is simpler: war name and war score.
- AI peace demands seed from owned land (including subjects), not temporary occupation deep in enemy territory, and only push a couple of road hops inland from that border.
- One-time treaty gold is capped to what the paying faction actually holds.
- Press Ctrl+F (rebindable) to search the campaign for factions, settlements, armies, fleets, and characters. Fuzzy name matching and faction links included.
- PageUp no longer over-tilts the camera when zoomed out.
- Lakes are treated as real water for terrain, routes, and navigation.
- Rivers carve the land, sit wider and lower, and stay visible when zoomed out.
- River beds pick up rock clusters for channel variety.
- Terrain materials, grass, rock, and water presentation refined.
- Fog of war edges feather more cleanly.
- Campaign camera stays above water.
- Ground cover culls at the distances the assets were authored for.
- Difficulty effects show in settings.
- Cinematic notification scrolls have soft drop shadows under the parchment and rollers.
- Open settlement sidebars refresh each day and when modifiers change, not only during sieges.
- Scenario starting policies apply as the established stance at game start, without mid-game reform unrest or opinion hits.
- Realm history and campaign outcome graphs count settlements you fully control (including subjects), not ones held only by occupation.
- Propose Marriage candidates are prioritised, searchable, and the modal stays open while you inspect people.
- Multi-line notification bodies (peace offers, demand lists, and so on) keep their line breaks, and decision offers show the text immediately.
- Settings category headings use proper localised labels.
- Campaign music resumes correctly after loading a save.
- World glances composite more cleanly, scale better with DPI, and large city glances are smaller.
- Army and settlement plates stop vanishing or blanking after battles, zoom, or faded settlement frames, and army plates return as soon as combat ends.
- Sidebars stay clickable when a full-screen overlay is open above them.
- Culture name particles, regnal names, and faction ethnonyms handle articles and links more cleanly.
- Translation catalogues refreshed across supported languages.
- Faster campaign save loading.
- Sea and land route pathfinding is cheaper.
- Simulation finishes cleanly before saving, and resets properly when loading a save.
- Saves reload through a full level travel path more reliably; campaign state persists across reloads more cleanly.
- Tutorial and military post-landing siege/blockade targets survive save/load.
- Stale battle escape and destroyed unit data no longer pollute saves.
- Improved the graphics a lot by increasing the strength of the sun and adding grass meshes and proper rivers that cut into the terrain.
- Historical ruler battle records now appear correctly.
- Character epithets are now localised.
- Culture and religion population groups now have proper names.
- Province succession rules are enforced correctly.
- Army Mutineers demand higher army funding.
- Orthodox Rebels demand lower religious toleration.
- Rural Rebels demand lower taxes.
- Urban Rioters demand enough food to end a local shortage.
- Rebel demands are shown in the faction screen.
- Rebel factions now receive more distinct names.
- Preserved the proper identity of the Kyrnos rebellion in the tutorial.
- You can now borrow one, two or three months of gross revenue from the Senate.
- Senate debt charges 5% interest each month.
- Debt can be repaid or repudiated through the Senate screen.
- Borrowing, repayment and repudiation affect the Senate's opinion of the ruler.
- Senate debt and interest are shown in the economy screen.
- The senatorial families now care about maintaining the realm's revenue.
- Revised farms, fisheries, pastures, bakeries, flour mills, fish salteries, fumaria, granaries and horrea.
- Improved the military command hierarchy and saved command relationships.
- Military command actions are easier to reach.
- Armies can now embark with a right-click order.
- Improved embarkation and movement feedback.
- River crossings now apply their intended penalties.
- Besieging armies remain outside the settlement.
- Restored missing battle actions, icons and battle visuals.
- Destroyed or escaped units no longer leave incorrect data in saves.
- Improved formation-template renaming and assigned-force
