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Fall of an Empire News

New Release Date - Tuesday 3/3 10am PDT

[p]Hi all,[/p][p]Good news! Everything is now sorted and the game is clear to release on Steam. [/p][p]Fall of an Empire will be live Tuesday the third of March at 10am PDT.[/p][p]That is also:[/p]
  • [p]Wednesday 5am AEDT[/p]
  • [p]Tuesday 1pm US Eastern[/p]
  • [p]Tuesday 7pm Central European time[/p]
[p]Thank you,[/p][p]Joe[/p]

Steam Release Delay

[p]Unfortunately, due to circumstances beyond my control, it appears that Fall of an Empire's Steam release may be delayed from the expected 26/2/26 at 12pm AEST. [/p][p][/p][p]I am hoping to provide you with more details in regard to a new release date on Steam as soon as possible.[/p][p][/p][p]For more information please see the game's website.[/p][p][/p][p]Thank you,[/p][p]Joe Gibbs[/p]

Dev Diary: Events and Modding

[p]Hello all! This week we're going to look at two of the systems that have been the most interesting to develop: the dynamic event system, and the modding framework that lets you create your own content for Fall of an Empire.[/p][p]You'll be familiar with event pop-ups if you've played a grand strategy game before: a bit of flavour text, a scenario, and a set of options for the player to choose between. Fall of an Empire has these too but rather than being entirely hand-written, many of the game's events are generated dynamically by a local langauge model that runs alongside the game. This is, of course, optional: the models that generate these events are quite large (2, 4 and 8GB - the 8GB model will be an optional separate download).[/p][p]How it works: The game keeps a library of event topics - high-level scenarios like "a governor is skimming taxes", "an allied faction requests military aid", or "your heir's education needs guidance". Every month or so, the system picks a topic that fits the current state of your empire. It then gathers context from the game world: which characters are involved, what settlements are relevant, what factions are at war, and so on. All of this gets fed to the model, which writes the actual event text and options.[/p][p]An example of one of the generated events.[/p][p]The result is that events feel specific to your playthrough. If you're at war with the Himmelsvolci and your treasury is running out, you might get an event about a desperate general requesting funds for a siege - naming real characters, real settlements and real armies from your game. If your heir is being educated by a clever courtier, the events about their upbringing will reflect both that courtier's personality and your heir's developing traits.[/p][p]Events can also chain together. If you choose to investigate a corrupt governor rather than punish them immediately, a follow-up event will appear weeks later with the results of that investigation, written with full knowledge of what happened before. The AI keeps summaries of previous events in the chain so that continuity is maintained across the whole story.[/p][p]Each option in an event has consequences: gold gained or lost, changes to character stats and traits, shifts in loyalty, unrest in settlements, character deaths. Options are decided by traits, so a merciful emperor will see different choices than a cruel one. To keep the model from going off the rails, the system uses a grammar that constrains the model's output. It can only reference characters, factions and settlements that actually exist in your game, and it can only apply effects from a defined set. So you'll never get an event that mentions a character who doesn't exist or gives you a million gold by accident.[/p][p]Alongside all of this, there are also hand-written scripted events for the most important moments: great famines, barbarian hordes, plagues, crises of succession. These follow the same presentation and effect system.[/p][p]I've also wanted to make Fall of an Empire moddable as it can be. The game's content is built on a system of auto-discovery: rather than registering each trait, building, unit or interaction in some central list, the game simply searches for all classes that extend a base type and makes them available. This means that adding new content is as simple as dropping a script file into the right folder.[/p][p]Mods live in a Mods/ directory. Each mod is a folder with a mod.json file describing it, and then whatever content the modder wants to add: AngelScript files for gameplay logic, DataTables for icons and data, and optionally a PAK file for packaged assets like textures and sounds.[/p][p]Here's what you can create:[/p][p]Traits - new character modifiers with stat effects, inheritance chances, gain/loss conditions and conflicts with other traits. Want to add a "Paranoid" trait that boosts cunning but tanks loyalty? A few lines of AngelScript will do it.[/p][p]Buildings - new settlement structures with resource costs, economic effects, and level-up progression. Each building can have custom logic for what happens when it's built or destroyed.[/p][p]Units - new military unit types with their own damage profiles, recruitment costs, and special abilities. These can be tied to specific cultures, so a Tarhanic steppe mod could add new cavalry types that only Tarhanic factions can recruit.[/p][p]Interactions - new diplomatic actions, spy operations, personal schemes, and political manoeuvres. Each interaction has its own success chance calculation, cost, requirements, and effects.[/p][p]Policies and Edicts - new governance options for factions. Policies are sliders that the player can adjust over time; edicts are one-off decrees.[/p][p]Cultures and Religions - entirely new cultural and religious groups, complete with their own naming conventions, stat bonuses, and gameplay modifiers.[/p][p]Scripted Events - hand-authored event chains with branching narratives, context requirements, and mechanical consequences. These use the same system as the base game's events.[/p][p]Event Topics - new scenarios for the event system. Modders can add their own topic prompts to the DataTable, and the model will generate events from them using whatever context the topic requires.[/p][p]The icon system is also fully moddable. Icons are stored in DataTables that get merged at runtime - the base game loads its tables first, then each mod's tables are layered on top in load order. Later mods can override earlier ones, so compatibility patches are straightforward.[/p][p]In addition to these I'm also working on improving it some more so that you'll be able to use an Unreal plugin that includes all the game's systems and tools, so you'll be able to produce entirely new campaigns and scenarios and edit the UI as much as you want. This should be ready to go a couple of weeks after release.[/p][p]All user-facing text goes through the localisation system, so mods can be translated into any of the game's nineteen supported languages.[/p][p]I've included an example mod in the game's files that demonstrates a custom trait, building, diplomacy interaction, and scripted event. It should serve as a good starting point for anyone who wants to get their hands dirty.[/p][p]The modding documentation - covering content types, interactions, events, assets and packaging - will be available on the game's website.[/p][p]Thank you for reading! Next up is the game's launch which is coming up quickly![/p][p][/p]

Dev Diary: Settlements & Economy

[p]Hello all! Welcome back for the next dev diary, in which we'll be looking at settlements, buildings, and the economic engine that keeps your empire running (or, if you're not careful, brings it to its knees).[/p][p]Settlements are the beating heart of the Empire. Every province on the map has at least one, and each one is a living place with its own population, culture, religion, and economy. Settlements range from tiny villages to sprawling cities - as the population grows, so does the settlement's output and importance.[/p][p]Each settlement has a mixed population. Each settlement tracks the cultural makeup of its people as a set of shares - so you might have a city that's 60% Rephsian and 40% Hervati. The same applies to religion: a settlement might be half Borgutian (the state faith of the Rephsian Empire) and half pagan. This matters a great deal, because a population that doesn't share your culture or religion is harder to govern. Foreign populations reduce your tax income by up to half and cut resource production significantly. They also generate unrest, which if left unchecked can spiral into rebellion. Over time, culture and religion will shift towards the ruling faction's own, but this is a slow process.[/p][p]Buildings are where the player exerts the most direct control over their settlements. Each settlement has a build queue, and the player can construct buildings that provide economic bonuses, unlock military recruitment, improve defences, or help manage the population.[/p][p]What makes the building system interesting is the development chains. Buildings upgrade and branch. A Church can be developed into either a Basilica or a Monastery, but not both: this is a permanent choice unless the player wants to demolish it and start again. A Blacksmith can become an Armoury, a Metal Foundry. A Palisade can be upgraded into Stone Walls, which can then become a Fortress - but converting a settlement into a Fortress removes all other buildings, turning it into a purely military installation. These choices matter and can't be easily undone.The full building browser for Rephsians[/p][p]Many advanced buildings are gated behind population thresholds. You need at least a thousand people for a Church, two and a half thousand for a Market, and fifteen thousand for a Cathedral. The great Rephsian Walls - the highest tier of fortification in the game - require a population of a hundred thousand and can only be built in the capital.[/p][p]Each of the game's culture groups also has its own set of unique buildings. The Neutarnic peoples can build Ringforts and Mead Halls. The Shabarim have their Cothon and Sacred Band Barracks, and so on for each group.[/p][p]The economy in Fall of an Empire is built on resources. There are over two dozen resource types, divided into three categories: food (grain, fish, meat), strategic goods (iron, wood, stone, horses, weapons, armour), and luxuries (wine, silk, precious metals, fine clothes). Each settlement produces resources based on its geography (a coastal settlement might produce fish and salt, while a mountain settlement produces iron and stone).[/p][p]Production isn't static. It varies by season, scales with population, and is affected by the governor's competence, buildings, and the cultural makeup of the settlement. A settlement with a large foreign population will produce less, and one under naval blockade will see its output halved.The Economy screen, that shows the full overview of the Empire's resource production.[/p][p]Some resources are processed from others. A Metal Foundry takes in iron and produces fittings, for instance. These processing chains add a layer of planning: you need to ensure that settlements producing raw materials can get to settlements that can process them.Various resources produced throughout the Empire[/p][p]Gold is the lifeblood of the empire. Each settlement generates tax income based on its population, modified by the governor's skill, the local culture and religion, corruption, and various building effects. A well-governed, culturally integrated city with a Market and a Forum will generate far more gold than a recently conquered, corrupt frontier town full of unhappy foreigners.[/p][p]On the other side of the ledger, settlements have expenses. Building upkeep, charity for the poor, and garrison maintenance all eat into your income. Charity is particularly important - cutting it saves gold, but dramatically increases unrest among the common people.[/p][p]Unrest is the threat that can undo even a most successful military campaign. It's driven by a long list of factors: overcrowding, corruption, absent governors, foreign culture, wrong religion, recent sieges, war weariness, and more. Buildings like Churches and Basilicas help keep unrest down, as does appointing a governor with high Authority. But if unrest climbs too high, the settlement risks rebellion, which can tear entire provinces away from your control if they become too powerful.Breaking out of a besieged capital[/p][p]When war comes to a settlement, the siege system comes into play. An attacking army first establishes a blockade, cutting trade and reducing income. Then the siege proper begins - the attacker's siege power is pitted against the settlement's fortifications (walls, garrison, and defensive buildings). The settlement's food stockpile determines how long it can hold out. The attacker can wait for starvation, or attempt a costly assault once they've made enough progress. The defender, meanwhile, can attempt a breakout if they think they have the strength. A navy can also blockade a settlement, capturing convoys going to it and weakening it before an army can capture.[/p][p]If a settlement falls, the attacker can choose to pillage it for immediate resources, or sack it for even greater plunder at the cost of devastating the population. Either way, a captured settlement will take a long time to recover.[/p][p]That's all for this week. Next time we'll be looking at the dynamic event system and modding. Thank you for reading![/p]

Dev Diary: Diplomacy & Wars

[p]Hello again and welcome to this week’s diary, where we’re taking a look at diplomacy, wars, and espionage.[/p][p]As emperor, you're dealing with a world full of factions that all have their own agendas. Some want to trade with you. Some want to settle on your land. And some want to burn it all down.[/p][p]Relations and treaties[/p][p]Every faction in the game has an opinion of you, ranging from -100 to +100. This opinion is made up of a stack of individual modifiers - things like shared religion, cultural similarity, trade agreements, and whether you broke your last treaty with them. These modifiers decay over time, so old grudges do eventually fade, though some take longer than others.[/p][p]Relations between factions fall into a few broad categories: war, hostile, neutral, friendly, allied, and subject. Where you stand with another faction determines what diplomatic options are available to you. You can propose military alliances, defensive pacts, non-aggression treaties, trade agreements, royal marriages, and tribute arrangements. Each of these creates a formal treaty that lasts for a set duration, breaking one comes with serious consequences to your reputation.[/p][p]The foederatiThe Himmelsvolci, a foederati of the Empire.[/p][p]One of the most distinctive diplomatic tools available to the emperor is the ability to invite barbarian tribes to settle within the Empire as foederati - allied peoples who live on imperial land in exchange for military service.[/p][p]To invite a tribe, you need to select up to five settlements near their territory where they'll be allowed to settle. The local governors won't be thrilled about this (you'll take a relations hit with them) - and the culture of those settlements will begin to shift towards the newcomers. But in exchange, you gain a protectorate that can provide troops and serve as a buffer against other barbarian threats.[/p][p]You can also relocate foederati to new settlements if their current position is no longer strategically useful. And if you're feeling ambitious, you can attempt to culturally integrate them into Rephsian society or convert them to the state religion - though these are long, expensive, and difficult processes that can badly damage relations if they fail.[/p][p]Wars[/p][p]Surrendering territory to a barbarian faction.[/p][p]When diplomacy fails, there's always war! Declaring war drags in allies on both sides. Your military allies join your offensive, the defender's allies rally to their side, and all subjects fight alongside their overlord. Wars can quickly become sprawling multi-faction conflicts.[/p][p]Wars are tracked through a war score system that ranges from -100 to +100. You earn war score by winning battles, capturing prisoners, occupying enemy settlements, and maintaining naval blockades. Occupation is particularly important: holding enemy territory generates a steady trickle of war score over time, and if you manage to fully occupy an enemy faction, the war score snaps to maximum in your favour.The aftermath of surrendering territory.[/p][p]When you've built up enough war score, you can start making demands through peace negotiations. There are several types of war goals you can pursue: one-time tribute payments, ongoing tribute, annexing specific settlements, replacing the enemy's ruler, imposing a non-aggression pact, releasing their subjects, or demanding they become your subject. Each goal costs a certain amount of war score to enforce, and you can combine multiple goals in a single peace offer - as long as you've earned enough score to back them up.A rebellion in progress.[/p][p]Sieges[/p][p]To actually take enemy territory, your armies need to besiege settlements. Siege power comes from your units - each has a siege value that's reduced if the unit is damaged. If your total siege power is enough to overcome the settlement's fortifications, you'll establish a full siege. Otherwise, you'll only manage a blockade, which is slower but still drains the settlement's food and morale over time.[/p][p]Sieges take time. Fortified settlements can hold out for a long while, so you'll need to plan your campaigns carefully. A friendly army arriving to relieve the siege will break it, and you'll have lost time and possibly soldiers for nothing.[/p][p]Espionage[/p][p]Beyond open diplomacy and outright war, there's a third option: espionage. You can assign a spy to any foreign faction, and over time they'll build up a spy network. Network strength grows based on your spy's Cunning stat, and the stronger the network, the more powerful operations you can attempt. By embedding the spy you’ll also get access to the faction’s fog of war, so you can see what army movements they’re planning in their territory.[/p][p]There are four espionage operations available. Spreading disinformation is the easiest - you pick a third faction and your spy damages the relationship between your target and that faction. It's a useful way to break up alliances or prevent two enemies from cooperating against you. Sabotaging the economy lets you drain a portion of the target's gold reserves. Sabotaging defences weakens the fortifications in several of their settlements - very useful as a prelude to invasion.[/p][p]Every operation carries risk. Failure damages your spy network and can hurt your diplomatic relations. And your spy has a monthly chance of being discovered (that incraeses with every operation they attempt). A skilled spy with high Cunning can operate for years undetected, but a clumsy one will be caught quickly. When a spy is discovered, your network is destroyed, relations take a serious hit, and you'll need to start over from scratch with a new agent.[/p][p]That’s about it for these systems, thanks for giving it a read! Next week will be buildings, settlements, and the economy - and in other news I got some good optimisations done so that the game is currently running at a pretty smooth 60fps on 4K, which will be good when playing with the event model enabled.[/p]