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Fall of an Empire News

Dev Diary: History and the World

[p]Hello all! Today it’s time for the second dev diary, in which we’ll be looking at the world and of the game and its cultures.An overview of the game's factions[/p][p]The world of Fall of an Empire is divided chiefly into two parts: the northern continent Cassa, and the southern continent Sattaria. These lands and the central sea are dominated by the ancient Rephsian Empire, founded a thousand years before the game’s start. Centred on the eternal city of Rephsis, the Empire expanded over the centuries to become the greatest civilisation the world has ever known. The imperial language and culture has dominated the two continents.[/p][p]The cultures of the game[/p][p]In the beginning, the tribes around the capital banded together and began to slowly conquer territory. The first kings of Rephsis and the royal Senate (originally the chiefs of each tribe, now a rubber-stamp assembly made up of nobles from the provinces) worked in tandem, and the Rephsian legions with their military commanders took territory after territory. When Rephsis had conquered the plains and peninsula of Sarmachia, it looked over the mountains and sea and looked for more territory to claim. The title of King became merged with the title of Emperor, originally the word of for the commander of an army.[/p][p]Three hundred years into Rephsian rule, a man from the steppe, Borgutius, came to the Empire. With his followers he preached a new, martial religion of the one true God against the pagan deities of Rephsis. Borgutius and his disciples were mocked by the people - until his band grew, and marched on the capital. After conquering it, he ruled for a month - until he was betrayed by a sect of his followers, who handed him over to the force that had come to relieve the city.[/p][p]Hypocritically it was this more pacifist sect that took over Borgutius’s legacy: with him and his followers dead a new religion came into being, one that believed in submission before God and a natural order ruled by the nobility, with a strict and regimented social system. Naturally this appealed to the patrician class, most of whom converted over the next three hundred years. It took longer for this religion to reach the commoners - even in 784 only half the Empire’s population is made up of followers of Apsodenian Borgutianism.Religions of the Empire[/p][p]However, over the last few centuries the Empire has become weak - constant rebellion, soft emperors unfit for campaign and religious strife have meant that barbarian tribes have found it easy pickings for looting and plundering. The last emperor, Lucius XI - called Vetus for his long reign - ruled more than fifty years, and in this time seeing three tribes take up residence within the Empire.[/p][p]At the start of Fall of an Empire, you, Theodosius V, have finally overthrown Lucius Vetus. It’s finally time for you to end these humiliating centuries that the Empire has endured.The game's Domains[/p][p]The world is split into these various Domains - high-level abstract regions. Of these there are ones that make up the Empire: Rephsia (the empire’s core), Septentria (the northeastern frontier), the peninsula of Oretania, Carnovia - a large and fertile, mostly flat land, and the mountainous, semi-arid Tamarsia and riverine Sarghania in the southern continent of Sattaria.[/p][p]Beyond the Empire: in Sattaria there is the desert domain Amarghan, but in Cassa there are the steppes of Tarhania to the east, and the forests of Neutarnia and Svarania to the north: home to three groups of foederati in the Empire. West of Neutarnia is the peninsula of Neutarnia Ultima - home to raiders who have recently become more active. And in the frozen north is mysterious Boralia. Not much is known of this land.Core territory of the Himmelsvolci[/p][p]Within the empire, these three foederati are Himmelsvolci, who make their home in the land of Savania. Here they rule over a mostly Rephsian population. [/p][p]The territory of the Hervati[/p][p]Near the capital are the Hervati - the most recent arrivals - and who are traitorously rebelling against your rule. [/p][p][/p][p]In Tamarsia the Angharati rule over the Rephsianised Cavalite people and are threatened by the Tamasheq desert-dwellers.[/p][p]The Western Rebels in Oretania[/p][p]In Oretania the Western Rebels have risen up against you under the upstart rule of Aulus Tiberian, a general and loyalist of Lucius Vetus who now has named himself Emperor. To crush them is your destiny![/p][p]There are a lot more factions in the game - both within and outside the Empire - but to go through them all will take a book, so I will have to leave you with them here. Next week we’ll be looking at the resource and economy system.[/p]

Dev Diary: About Fall of an Empire

[p]Hi all! It’s been quite a while since the last dev diary - and in that time the game has changed significantly. So from here on out until release, I’ll be writing a new dev diary each week explaining how the various systems in Fall of an Empire interact, and how the game actually works.[/p][p][/p][p][/p][p]First off: an explanation of what the game is and what it aims to accomplish.[/p][p]Fall of an Empire is a character-focused grand strategy game, not unlike Crusader Kings or some entries in the Total War series. The player rules as Flavius Theodosius Histrius, emperor of Rephsis, a large and ancient realm that has been weakened by strife and mismanagement (it’s totally legally distinct and has no relation to any historical civilisations whatsoever). The ability to play as other characters will be something that I’ll look at introducing in the future, but for now the gameplay systems are tuned for an emperor.[/p][p]The gameplay is focused around managing internal and external threats: characters control provinces, barbarian tribes, armies or navies. In a bureaucratic imperial system like in the game, the main thing that matters is holding military and political offices - but at any point the balance could shift entirely as one faction falls out of favour and another rises. The game involves a lot of scheming, politicking and treachery, and models a kind of network of patronage where most political characters are either the patron or client of another character.[/p][p][/p][p]You’ll need to build up your armies from a diverse roster of units (including foederati from barbarian factions), and send them to fight against your enemies. Battles in the game take place in a kind of simulated 2D space, where units join up into formations and then move around the battlefield to outmaneuver each other - the player also has some input here, and can choose where formations are going to attack.[/p][p]The resource system is also very important. Settlements within the game produce and consume resources: the common people eat food, the upper class use up luxury goods such as silks and spices, and the army uses swords and clothes. Rather than having these resources move abstractly to your coffers, they’re carried by convoys that move across the map and that can be captured by rebels and barbarians: therefore you need to ensure that your supply lines are protected if you want to keep your troops fed.[/p][p]The game doesn’t have a defined win condition. Instead, it’s about surviving as long as possible against the threats to your reign. As the game continues these threats will increase: more wars, plagues, invasions and so on will continue to grow and become more pronounced. To lose, the player will either lose control of the Empire or die heirless.[/p][p][/p][p]Finally, a big feature that I’ve been working on is a system of creating dynamic event chains with a language model. This will make it so that all events that occur will be tailored to the character's age, relations, stats and traits: they can be accurate and mention things that aren't closely related to the event and still avoid vagueness at the same time,[/p][p]Thank you for reading! Next week we’ll be looking at the world map and factions.[/p]

Demo Hotfix: 11/05/25

I've pushed a small update that should solve some of the issues in the demo, most specifically around not being able to attack Vituria.

The save issue still remains, I'm in the progress of replacing the entire system with a custom one - currently it's just automated and regardless of whether it's buggy it still won't work in the full game due to being too slow and causing hitches every time that the game is autosaved - very annoying.

The next update is going to have a revamped diplomacy screen (removing the dialogue system and making everything more of a sandbox-type experience where the player makes dynamic choices and actions to defeat the emperor, rather than following a railroaded path), 20-40 more unit types, more buildings and proper spying.

- Joe

Demo Update: Characters and Navies

Hi all, I've released a pretty big new update which is the culmination of the last few months of work on the game. The two biggest features are a naval system and characters.

Now instead of being a faceless ruler abstractly managing a faction, you're the Duke of Histria, a character with traits and statistics who can be assigned to lead armies and navies and govern settlements. Your faction, and other factions, now also have their own characters who can perform actions. They can also have families and age realistically. Instead of being a purely army-focused game, FOAE now lets you construct ports and navies, move your armies over the oceans and blockade your enemies.

The new update might be a bit buggy due to all the new stuff in it, so please let me know via either the Steam Community or Discord, or any other method because I monitor them all.

Here's a list of the new changes. There are a variety of other little changes as well that I didn't add to the list.

Update Notes

[h2]Gameplay Improvements[/h2]

Added Markets to towns
Added farms as building type
Added soft limit on max gold
Locked battle tactics behind higher commander tactics levels (with tooltips)
Improved battle balance for outnumbered armies
Added "Continue Game" button
Added map modes, like culture and religion

[h2]Character System[/h2]

Added character system
Added regnal names system
Added age progression for character portraits
Added functions for gaining and losing traits
Added characters and character portraits to:

- Diplomacy screen
- Battle screen (commanders)
- Dialogue events


Added special trait to prevent scripted characters from dying

[h2]Military Improvements[/h2]

Added navies and port system
Fixed armies strafing while moving
Made armies face correct direction when moving to target
Added standards for idle armies
Added selection indicator for armies
Fixed double right-click being needed for military movement
Fixed new armies not having correct faction
Added stat bonuses/penalties based on general's tactics
Added naval battles
Added special events for battlefield deaths and ship sinking

[h2]Visual & UI Updates[/h2]

Added new main menu scene
Added new islands to south of the map
Added tutorial for navy selection
Added FPS counter
Added DOF to graphics settings
Improved graphics:

Better lighting
Enhanced vegetation
Fixed wall materials


Replaced building destruction icon
Fixed unit selection display issues
Press ESC to close all panels

[h2]AI & Navigation[/h2]

Made AI build army buildings during wartime
Made AI factions limited by their actual building capabilities
Improved navigation to prevent military units from colliding
Fixed attack functions

[h2]Other Bug Fixes[/h2]

Fixed "Bribe" button in battle not deducting money
Fixed production queue progress not clearing properly
Fixed various military and faction-related bugs

Demo Update: 7/11/24 (Patch 1.43)

Patch Notes
[h2]Dynamic Settlement Generation[/h2]
  • Settlements are procedurally generated on the world map
  • When you construct new buildings, they appear in real-time on the overworld map
  • Settlement walls and fortifications are now visually represented when built
[h2]UI Improvements[/h2]
  • Added target indicators when settlements are targeted by armies
  • Added expected population increase display to population center glance
  • Moved resources widget to prevent production amount from covering icons
  • Building income tooltip now displays in green when settlement produces gold from buildings
  • Press 'R' to reset camera rotation
  • Fixed stutter when mousing over minimap
[h2]Gameplay Features[/h2]
  • Disbanded soldiers now move to the nearest settlement
  • Building restrictions:
    • Markets can only be built in settlements producing secondary goods
  • Military Visualization Updates:
    • Siege towers are now displayed during sieges
    • Catapults in world map are now displayed and now correspond to artillery numbers
[h2]Population & Settlement Features[/h2]
  • Added culture system
  • Added religion system
  • Added health display in population center screen
  • Added culture display in population center screen
[h2]Bug Fixes[/h2]
  • Fixed issue where AI armies could spawn outside the game world
  • Fixed inability to disband, split, or merge units more than once
  • Fixed statue incorrectly increasing training time
  • Fixed buildings that reduce garrisoned costs of armies
  • Fixed mismatch in population numbers
  • Fixed issue preventing clicks on armies after initial selection
  • Fixed issue allowing phase advancement by depleting action points
  • Fixed issue with region control not updating when game is loaded
[h2]Balance Changes[/h2]
  • Slightly rebalanced Vituria's forces
[h2]Known Issues[/h2]

Bridges are too big. I will have to redo the road system anyway, so this will be fixed in an update soon.