Fall of an Empire — Patch 2.06

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Released: 8/30/2026, 9:42:17 AM

Source: https://store.steampowered.com/news/app/1830290/view/693144755752665623


Summary (AI)
Patch 2.06 for Fall of an Empire introduces a 3D tabletop start for new games with interactive map zoom features and improvements to army and navy management, including splitting forces and renaming units. AI behavior in sieges and war declarations has been refined, while population growth now depends on food production rather than reserves. Numerous UI enhancements improve tooltip clarity, interface responsiveness, and display of faction and military information. Several bug fixes address crashes, event handling, save/loading stability, and performance optimizations across various game systems. The update also adjusts peace treaty durations, building and policy effects, and mod support for a more consistent gameplay experience.
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  • Scenarios stay hidden until their content packs are actually loaded this session, so turning a pack on mid-session no longer offers a campaign you cannot play.
  • Merging armies or navies now asks for confirmation first, and live supplies move with the merge instead of being left behind.
  • Player armies and navies can be renamed from the sidebar, the same way settlements can.
  • The military sidebar header now shows the force's identity, current order, supplies and commands as labelled rows instead of unmarked icons.
  • Forced march says why it is locked, including while garrisoned, and unlocks again once the army leaves the settlement.
  • Armies next to a friendly settlement refill immediately from its stockpile, including after a capture. Armies further out in the province still take field supply gradually.
  • Navies consume supplies each month, and army and navy food use scales with remaining strength.
  • Amphibious landings come ashore at the port's land connection instead of in the water.
  • AI formations compose and cancel correctly.
  • Army glances show the icon of the faction.
  • If the Personal Guard is wiped out, you can re-establish it with the previous roster. Companies can be removed from the draft, forming and standing roster instead of only replaced.
  • Unused levy strength stays in the pool when a raid ends, and levies can still be called from depleted reserves.
  • Siege defence uses edible food stores, not the whole stockpile.
  • You can Convert a courtier, prisoner or bishop of another faith, then convert the realm to it without needing 5% of the population to follow it already.
  • Foreign factions declare war again. Hostile opinion makes war more likely, friendly opinion makes it less likely, and neighbours now count occupied and subject land on both sides.
  • Population growth follows food production, not just stored reserves. Matching what people eat stops growth; a real surplus is needed for it to climb; and growth tapers off as a settlement fills up.
  • Limitanei officers are now all men.
  • Faction food totals update when occupation changes.
  • Loot and returned goods come from the capital store.
  • Daily production and bankruptcy morale scale with the length of the month.
  • Temporary economy modifiers refresh income and derived effects instead of sitting stale.
  • Peace treaties after a war last one year rather than forever.
  • Replace Ruler in peace talks opens a character selector, and succession candidates are no longer capped at eight.
  • AI peace demands, occupation and concessions are corrected: levy AI demands migration instead of annexation, border pockets can be taken, and losing AI treats enemy subject land as the frontier.
  • Cheap annexation costs are no longer overwritten in peace offers.
  • Autonomy rebels no longer annex the parent realm.
  • The correct allies are called into offensive and defensive wars.
  • Eligible rebellion wars now conclude instead of lingering.
  • Aborting a migration no longer breaks subjects.
  • Population Conversion only applies to subjects.
  • Relocating foederati returns all of their old land.
  • Governor loyalty from policies applies as advertised, and the Ecumenical Council unrest cut survives a policy refresh.
  • Newborns keep their father's family name instead of overwriting it with a generated surname.
  • Double-click a character portrait to jump to their faction capital. Single-click still opens the character. Commanders in the field still zoom to the army.
  • Event options now do what they say: imprison, exile, strip office, create foederati, open granaries, cut taxes, lower unrest, and so on, instead of only moving gold.
  • Event unrest uses the same 0-1 scale as the rest of the game.
  • Characters who died before year 0 keep their age at death instead of ageing in the grave.
  • Self-study opinion applies to courtiers.
  • Mod campaigns can show their own effect icons on event options.
  • First Blood and The Walls Hold unlock when you actually earn them.
  • Armies and navies no longer get stuck at water boundaries. Landing approaches use the navy's connected sea, and a failed path ends the order instead of retrying forever. Tutorial fleets use the same fix.
  • Clicking province territory at close zoom opens the settlement. Clicking the city itself still selects the settlement mesh.
  • Overlapping armies pick the one whose marker is closest to the cursor, not whichever is furthest back in camera depth.
  • Province labels sit above the water instead of clipping into it.
  • Hostile world glances glow, army type shows on the roundel, and glance text uses the same relation colours as the faction sidebar.
  • Settlement siege progress is readable on world glances.
  • Faction roundels use diplomatic frames, and clicking one opens the faction sidebar.
  • War notifications use the right have/has for tribal names, and flavour quotes sit on their own line.
  • Victory conditions collapse into expandable tier lists with n/n progress.
  • Assign Heir is a draggable floating panel.
  • Settlement sidebar tabs, diplomacy office titles, top-bar season icons and shortcut glyphs fit instead of collapsing or overflowing.
  • Character lists use the faction name without extra wrapping, and character-sidebar compliance matches the faction row.
  • Loading-screen tips follow the current language.
  • War titles use Join, not Joins, for plural factions.
  • World Editor campaign rasters now use PNG.
  • Content-pack event effects can carry their own icons.
  • Workshop installs show under Installed without restarting.
  • Loading a save no longer advances extra startup days, so the campaign date stays where you left it.
  • Saved battles restore their formations properly, and destroyed formations are cleaned up without leaving stale attacks behind.
  • Campaigns hitch less while the AI is reviewing its armies, and character/calendar lookups are cheaper.
  • Personal Guards, levies, rebels, foederati, embarked armies, and fleets in port, on blockade, or carrying troops cannot be split.
  • Limitanei officers are all male.
  • If you have a local event model installed, the game picks a working one instead of leaving events on scripted with models sitting unused.
  • Armies and navies no longer get stuck at water boundaries. Landing approaches use the navy's connected sea, and a failed movement path ends the order instead of retrying forever. Tutorial fleets use the same fix.