Fall of an Empire — Patch 2.07

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Released: 9/3/2026, 10:00:35 AM

Source: https://store.steampowered.com/news/app/1830290/view/693145389614760615


Summary (AI)
Patch 2.07 for Fall of an Empire introduces detailed resource management improvements, including clearer economy screens, customizable auto-buy and auto-sell settings, and visualization of resource flows on the map. Construction queues now reserve required materials to prevent conflicts, and building management features allow easier upgrades and repairs. Military command has been refined with clearer subordinate limits, enhanced intelligence gathering, and battlefield feedback, while diplomacy and provincial governance systems gain new controls and clearer status displays. The update also fixes numerous UI issues, improves localization support, and enhances overall usability with improved tooltips, search functionality, and sound feedback.
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  • The Economy screen now breaks each resource down into producers, stockpiles and consumers, with clearer production and usage flows.
  • Every resource can have its own auto-buy minimum and auto-sell reserve. You can type exact quantities, and changing auto-sell applies immediately while the game is paused.
  • Food auto-buy lets you choose grain, meat or fish and shows the chosen food and minimum directly on the food panel. It covers capital stockpiles and army and navy supply shortfalls.
  • Auto-sell keeps the reserve you set and sells everything above it instead of also holding back goods reserved for future shipments.
  • Resource rows show the current realm stockpile and warehouse capacity without opening the details panel.
  • Resource flows from an overlord now appear when playing a subject, and active convoys stay visible at close zoom.
  • Queued construction reserves the goods it needs, so another order cannot spend them first.
  • Click a port, or order an army to embark for a city, to board a docked fleet. The navy approaches land through open water, the path continues to the beach, and the army lands at the visible marker.
  • Armies can always be attached to a commander. Rank and Authority determine how many direct subordinates receive tactics, morale and speed bonuses; any extras still follow orders without those bonuses.
  • The military sidebar and command screen show how many subordinates a commander can support and clearly mark forces outside the bonus limit.
  • Foreign military sidebars now respect intelligence. Assign a spy to reveal a force's companies, formation, supplies and combat capabilities.
  • Disbanding or standing down a force and deleting a formation template now use confirmation dialogs.
  • The formation-template catalogue stays open after changes, and typed template names no longer revert during a refresh.
  • Interaction sounds now match the action being taken.
  • Province rulers can ask the emperor to recognise an adult relative as their successor. The emperor can designate the next ruler of a province directly.
  • A provincial campaign continues with the approved successor when the ruler dies.
  • The province screen shows monthly Imperial Standing change and explains the causes behind Standing, Threat and the next review.
  • Regional governor screens now present the same information and controls consistently.
  • Barbarian factions begin with more varied relations instead of sharing the same diplomatic outlook.
  • Civil-war opinion penalties apply to the factions involved instead of spreading across unrelated realms.
  • Senate seats count characters in the player's realm, and patronage cannot cross between the loyalist and rebel sides of a civil war.
  • Diplomacy sidebars show whether a faction is independent, a province, a protectorate, foederati or another realm type.
  • Population growth totals combine cultures correctly.
  • Relocate Population waits for a destination and confirmation. The campaign bar names the selected settlement, shows how many people will move and keeps the destination visible while you decide.
  • Water has refraction and a clearer sense of depth.
  • Player action notifications remain for fourteen in-game days, then expire. Instant interactions no longer add a redundant second notification.
  • Positive opinion meters fill from the centre in the correct direction.
  • World glances ignore old details that arrive after a newer selection, notification pointers follow their controls after a redraw, and garrison and battle glances stay inside their frames.
  • Modal close animations no longer leave an invisible overlay blocking clicks.
  • Achievements initialise after the player faction, so campaign-start achievements can be awarded reliably.
  • Repeated terrain refreshes are cheaper because unchanged terrain visuals stay in place.
  • The Economy screen now breaks each resource down into producers, stockpiles and consumers, with clearer production and usage flows. Production chains are explained, and recipe ratios are simpler.
  • Every resource can have its own auto-buy minimum and auto-sell reserve. You can type exact quantities, set the amounts before turning auto-trade on, and changing auto-sell applies immediately while the game is paused.
  • Resource rows show the current realm stockpile and warehouse capacity without opening the details panel. Accumulating goods show as surplus.
  • The game warns when goods, stores or court luxuries run short.
  • A town's own roads count toward its trade.
  • Settlement processing scales to native throughput, and each settlement is counted once when stockpile capacity is enforced.
  • Treasury breakdowns show net settlement tax, food totals match across economy tabs, and gold batches still update the treasury while paused.
  • Named settlement glances show action icons, coloured actions and siege percent.
  • Relocate Population opens a picker for which culture and religion group to move, then waits for a destination and confirmation. The campaign bar names the chosen group, shows how many people will move, and completion notices look at the destination.
  • A settlement only offers temples of the state faith.
  • A provincial palace now affects the governor's opinion of the overlord.
  • Development upgrades stay in the construction queue.
  • Navies can Dock on a friendly harbour from the sidebar, the same way merge targeting works.
  • Fog of war on an embarked army stays with it after the fleet sails.
  • Armies can always be attached to a commander. Rank and Authority determine how many direct subordinates receive tactics, morale and speed bonuses; any extras still follow orders without those bonuses. There is no cap on how many commands a Dux may hold.
  • The military sidebar and command screen show how many subordinates a commander can support and clearly mark forces outside the bonus limit. Commander tactics apply to that commander's own army.
  • Understrength companies can be merged from the army roster.
  • The game warns when an army lacks the siege power to capture a settlement.
  • Ranged formations fight when melee attackers reach them.
  • Armies no longer get stranded at river crossings, and orders against a moving army resolve onto land.
  • Disbanding or standing down a force and deleting a formation template now use confirmation dialogs. Army and fleet merge confirmations use separate copy.
  • Leftover armies return when a power-bloc rebellion is crushed, and newly raised rebels are limited to tier-one troops.
  • AI personal guards stay in their home province.
  • Governor capture missions complete for imperial armies you command.
  • Naval crew losses are applied once, fleets without ships are defeated, and crews and ships are conserved when navy units are consolidated. Siege progress is kept when a blockade is reinforced.
  • Land glances use the land badge, targeted glances use an orange-red state, glance emblems are circular, and convoy markers are smaller.
  • After a town falls, the occupier chooses one treatment per year: Pillage, Sack, Restore the Town, or, for some state religions, Kill the Unbelievers.
  • Kill the Unbelievers kills other-faith people in the town, takes gold from them, and raises Dread. Characters of those faiths take it badly. Repeated purges can mark the ruler as a Fanatic.
  • The tutorial teaches occupation after you capture Siaciorum.
  • Province rulers can ask the emperor to recognise an adult relative as their successor. The emperor can designate the next ruler of a province directly. A provincial campaign continues with the approved successor when the ruler dies.
  • The province screen shows monthly Imperial Standing change and explains the causes behind Standing, Threat and the next review. Regional governor screens now present the same information and controls consistently.
  • Diplomacy sidebars show whether a faction is independent, a province, a protectorate, foederati or another realm type, along with that faction's policies, war score, demographics, and ruler and demographic history.
  • AI makes peace at a decisive war score and after total occupation. Third-party peace demands are blocked, and an occupied enemy can be forced to surrender.
  • Foederati and migration peace are available to levy governments. Tribes are subjugated as foederati.
  • Liberating a friendly town returns it when you defeat its occupier. War victories scale to the defeated force, and a long war with limited occupation leads to a fairer peace.
  • Call to War appears as soon as an alliance is signed.
  • Royal marriage treaties end when the courtier dies. Diplomat and spy assignments clear on death.
  • Ransom costs respect what you can actually pay.
  • Dead faction leaders succeed on the monthly tick, including AI rulers. Dynastic succession can proceed without an appointed player heir.
  • Succession crises can fire every 30 years. AI governors and commanders can form full civil wars, and provincial rebels can enforce demands through the overlord's capitals.
  • The warning medallion keeps campaign-ending alerts, and you are told when the next failure will end the campaign. Loading a save no longer queues a second campaign-ending event.
  • Revolts are named after the ruler you see, and authored rebels keep their name if their parent falls. Only subjects of the parent can join that rebellion.
  • Imprisoned characters show as imprisoned.
  • Landless faction rulers can be found and zoomed to.
  • Preach the Faith and Denounce Heresy convert toward the player's religion. Religious propagation and toleration policy apply as advertised.
  • Infant ages use completed calendar months. Disease deaths are recorded in the monthly population.
  • Saves are grouped into named playthrough folders. Loading a save warns if mods or assets have changed, and you can still try to continue.
  • Simultaneous court arrivals are grouped into one notice.
  • Water has refraction, a clearer sense of depth, and shoreline surf.
  • Fog of war fades in with zoom.
  • Hired courtiers appear in the court appointment picker.
  • Character pronouns localise in translated text, and event pronoun placeholders keep the case they were written in.
  • In-progress person interactions restore after load, and tracked faction interactions refresh each month.
  • Bishop vestments sit on the shoulders.
  • The selected governor assignment candidate is highlighted, and candidates wrap onto complete rows.
  • The settlement military tab stays open while units train.
  • Ledger-linked sidebars open above the screen. Event text stays inside its scroll viewport.
  • The loading picture shows before the campaign start is covered, and the loading screen holds until terrain meshes exist. Resource store and analysis charts no longer stretch the panel.
  • Lookalike gameplay icons are easier to tell apart. Settlement glance types, construction category tabs, and exclusive-upgrade wording are localised.
  • Found the Guard completes after the Personal Guard is raised. The founding button explains the gold, Military stays on Land while that tab is highlighted, and the barracks spotlight does not repeat after a reload.
  • Call to War is offered as soon as the alliance is signed. Power Blocs is highlighted, and the rebellion tick still runs.
  • Marcellus must govern a Kyrnos island region. Governor Overview opens from F1 and F4 when you are a governor, and appoint labels no longer clip.
  • Army, navy, traveler and battle lists stay stable during ticks. Destroyed factions are dropped from the monthly person snapshot, and rebellion resolve no longer reads a swapped-out record.
  • Autosaves serialise off the game thread, local model events complete, game speed is kept across pause and resume, and scheduled autosaves still fire with the campaign seasons.
  • Saved battles, events, garrisons, person interactions and missing references restore more cleanly. You can still try to load a save after mods or assets have changed.