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Empire Eleven 2026EventsInvestments Update - v1.0.13
In-game event

Investments Update - v1.0.13

Empire Eleven 2026 · published 3 Sep 2026, 03:17 UTC · build 25093665

All eventsPlayers around this dateRead on Steam

Empire Eleven — Update v1.0.13


The largest set of fixes so far, almost all coming directly from your reports: season freezes, incomplete cup draws, red card bugs, updated real-world squads across 626 clubs — and rest control in training, with the fitness coach now able to handle it for you.Existing saves will continue to work. Interface and UI fixes take effect immediately; season and competition fixes take full effect in a new career.


📈 Investments: new risk-profile options & youth football academies

  • You can now invest club funds across three distinct risk tiers, allowing managers to strategically grow reserves based on financial appetite.
  • Low, Medium, and High Risk options offer varied yield potential and volatility, providing tailored financial management for conservative or aggressive strategies.
  • Specialized Youth Football Academy investments are now available, enabling direct funding toward youth development to generate new home-grown prospects for your academy pipeline over time.


🔋 Energy: your squad now recovers just like your opponents

  • Your squad was going into matches visibly more fatigued than the opposition — and during congested fixture lists, this resulted in heavy second-half collapses and blowouts.

  • It was not the match engine: in-match fatigue has always been calculated player by player, equally for both teams, and bench players do not lose energy. The difference was in the RECOVERY between matches.

  • There were two different rules for the same thing. A starter in YOUR club who had played the day before recovered about 2.5 times less energy per day than an AI starter in the exact same situation. Since accumulated energy determines how much stamina a player brings into a match, this disadvantage kept compounding round after round.

  • Now there is a single rule for the entire game world, always measured by who actually took the pitch — including AI clubs, which previously penalized bench players while sparing starters. The values adopted are the ones other clubs were already using, keeping the overall game balance intact: the only difference is that your squad is no longer the exception.

  • And opening another club's profile no longer affects your team's recovery: the calculation no longer depends on which team is currently displayed on screen.


💾 Loading saves: crash or failure immediately after clicking "Load"

  • In some cases, saves failed to open — either throwing an error or stating that no save file was found, even though the file was present in the folder.

  • This was tied to the background loading improvement introduced in the previous update: a validation check was running off the main game thread, preventing it from locating the save directory.

  • The save path is now resolved once at launch, and all background processes use this fixed address — which also safeguards any future save/load performance optimizations.


⏭️ Frozen seasons: day progression stopped for a full year

  • In European careers, the seasonal transition could freeze the game: advancing days would halt permanently, even with no pending tasks on your desk.

  • What was meant to be a ONE-DAY lock turned into a ONE-YEAR lock. The check that determines if a season has ended was silently exiting through an unhandled path, leaving the game waiting for an end-of-season state that was never declared.

  • Fixed, with proper logging added: whenever this condition exits via an exception path, the cause is logged in the system records instead of hanging on a frozen screen.


🏆 Cups generated incomplete — entire rounds missing clubs

  • A domestic cup could lose ALL 74 clubs supposed to enter in the second round — and it wasn't an isolated case: eight other competitions, including domestic and continental cups, were generating with empty or incomplete rounds.

  • The cause was a single field being used for two different purposes. The same list served as "registered for this edition" (displayed on screen) and "has taken the pitch in this edition" (used by the draw engine to avoid duplicate entries) — the two reads clashed, leaving zero eligible clubs available.

  • Additionally, when selecting entrants, the system picked by HIGHEST budget rather than the actual qualification criteria for the round — wealthy clubs were taking priority over teams that had earned the spot.

  • An internal warning system that failed 5 out of 6 times was also recalibrated, as it was supposed to flag these anomalies beforehand.


📋 Group stage playing only half the matches

  • A lower division was playing its group stage as a SINGLE round-robin (5 matches) when regulations specified a double round-robin (10 matches). Reported by a user who qualified in last place with only half the season played.

  • The competition file declared the rule in two places, and they contradicted each other. The internal parameter was dead code — unread by the engine — but confused anyone editing database files. Removed: there is now a single, unified rule in the correct location.

  • We audited the other 271 competition files: state tournaments that are legitimately single round-robin remain unchanged.


🟥 Red cards: sent-off players remained on the pitch while another vanished

  • Sent-off players continued playing, while a different player was removed — and on the tactical pitch, the red card indicator appeared over an unpunished player.

  • Pitch coordinates were being treated as queue index positions rather than static spatial addresses. When the squad was re-indexed (tactical shifts, substitutions), the gap left by the sent-off player shifted, causing everyone between the two positions to swap places. The red card indicator continued pointing to the old array index.

  • The sent-off player's position now remains vacant for the rest of the match. The team properly plays a man down, the red card icon stays on the penalized player, and no other players vanish or shift improperly.


🧭 Winger positions inverted during live matches

  • Assigning a left winger to the left flank caused both wingers to appear swapped in-match.

  • There were two conflicting methods in the codebase for mirroring away teams: a player's base tactical position pointed to one flank while his ball-tracking vector pointed to the opposite side. The player was pulled toward the wrong flank, causing both wingers to cross paths.

  • A single rule now governs pitch orientation, matching actual real-world mechanics when changing attack direction: flipping the pitch layout. Left wingers remain on their respective left flank for the entire match, across both teams.


📛 Kit numbers appended to player names

  • Ninety players appeared as "Diego 75", "José 20" — a personal name followed by an isolated number — and two displayed full website URLs instead of names. These appeared randomly across squads, including youth academies.

  • This was residual data artifacts from scraping, rendering on screen because the real-names pack applies last and overwrote database entries. Names have been cleaned at the source — single-name players retain single names without arbitrary surnames or numbers.

  • The engine now REJECTS names containing numbers or web domains, logging the flagged entry. Silent acceptance is what allowed those ninety records to slip through initially.


🤝 Loan requests turned into instant signings, while all players rejected loan moves

  • Requesting a player on loan completed the deal INSTANTLY, bypassing decisions from the parent club and the player, while displaying "loaned successfully" — as if you were sending a player out rather than acquiring one. Worse, the player became immediately sellable by your club.

  • After updating the system, the opposite occurred: no player would accept a loan move. The interest calculation used a reputation scale non-existent in the core engine — applying an arbitrary fixed penalty across ALL evaluations (loans and transfers).

  • Loan requests now require dual-approval and feature dedicated scaling: out-of-favor players prioritize playing time, meaning lower club reputation is a DRIVER for loans, not a barrier. Bench/prospect players accept loan moves ~88% of the time, rotation players ~64%, while elite stars far above your tier reject them.

  • Rejection notices now state the SPECIFIC REASON, allowing managers to adjust proposals accordingly.


🎤 Press conferences: new questions now appearing in rotation

  • The previous update added hundreds of new press questions, yet players kept seeing the same repetitive ones. The new questions were loaded correctly but never selected, as fixed questions filled all available slots first.

  • The question pool now has guaranteed slots in every press conference. In testing across 50 pre-match conferences, pool questions went from 0% representation to appearing in 100% of conferences. Unique question variety across consecutive conferences increased from 12 to 20 distinct entries.

  • Knockout matches no longer feature league table placement questions, which previously triggered due to underlying league standings existing during cup windows.


🖥️ Scaled fonts pushed UI close buttons off-screen

  • Setting "Font Size" above 100% caused text to overflow and push the close button off-screen, leaving player instruction panels clipped and lower sections inaccessible.

  • The close "X" was rendered as a text character, scaling up within fixed-size containers. It has been replaced with a vector icon unaffected by font scaling.

  • Panel titles now dynamically truncate with ellipses instead of pushing container boundaries — close buttons remain permanently pinned. Non-fitting content now properly triggers scrollbars instead of clipping silently.


🎨 Missing icon fallbacks introduced unwanted emojis into the UI

  • Thirteen icons were declared without assigned art assets, causing the UI to default to standard system emojis where assets were missing.

  • Nine instances were mapped to existing assets, while the remainder received dedicated custom icons.

  • Additionally, a repetitive rendering notice triggering hundreds of times per match has been optimized to prevent redraw loops.


🛠️ Database editor: player overall rating failed to update dynamically

  • Modifying attributes in the editor left the displayed Overall rating unchanged on both detail and list views. Overalls now recalculate instantly upon edit.

  • The "Save All" button messaging has been corrected. It commits club group data to disk; session data requires using EXPORT MOD to apply to new careers. The former confirmation ("All changes saved") now accurately reflects file export locations and scope.


💰 Poor youth academies valued higher than top-tier facilities

  • In club valuation formulas, a "POOR" academy added millions to total value while an "EXCELLENT" academy added zero — lower facility tiers inadvertently inflated club price. The evaluation scale array was being read in reverse order.


🛌 Training rest: customize days off or delegate to your fitness coach

  • You can now grant individual days off on specific dates for MULTIPLE players simultaneously. Select your target players, choose the date, and apply — fully supporting single-click undo.

  • Rest days now apply exclusively to the chosen date. Previously, individual plans defaulted uniformly across the full week, forcing managers to strip a player from an entire week's schedule just to rest them on a Wednesday.

  • Or delegate rest management to your Fitness Coach. The coach's priority is explicit: maintain starting XI stamina above a defined threshold ahead of matchdays. The coach prioritizes the most exhausted players, with coach staff quality dictating daily bandwidth — top-tier coaches manage significantly more players per day.

  • If no fitness coach is hired, the delegation option is disabled with clear contextual tooltips explaining the requirement rather than displaying an uninformative grayed-out button.

  • Visual indicators now display rest impact: the training screen shows current average starter stamina alongside projected stamina for the next matchday.

  • Delegating manages physical condition, not tactical focus: your assigned tactical training modules remain active.


🔄 Auto-selection: introducing "Best Rested XI"

  • The "Best XI" button has been replaced with "Auto Selection", offering two distinct options. The first remains the traditional Best XI based purely on quality. The second generates the optimal lineup weighted by player fatigue — enabling squad rotation without manually filtering exhausted players.

  • This does not simply select the 11 most rested players (which would field a complete reserve squad). A tired starter only yields his spot if an available substitute meets a comparable quality threshold; if the replacement represents a massive drop-off, the starter remains in the lineup.

  • With a fully rested squad, both auto-selection options yield identical lineups.

  • Performance impact is minimal and predictable: with four fatigued starters, testing showed 2-3 lineup changes with less than a 1-point drop in total XI overall rating.


🤝 Blocked sales: clicking "Select" on interested clubs triggered errors

  • When listing a player, clicking "Select" on an interested club returned "Unable to open transfer negotiations" — making sales impossible.

  • The display list and the click handler used disparate logic functions. Interested clubs were generated via one formula, while negotiation permission was calculated via another — causing the UI to offer clubs that the backend subsequently rejected on click.

  • Both components now share a unified evaluation function: only eligible clubs appear on the interest list. When a club declines to negotiate, the UI displays explicit reasons (funds, club stature, cooling-off periods) instead of generic error prompts.

  • Randomized variance logic was eliminated during selection calls: an interest calculation RNG previously rerolled every frame, causing fringe clubs to pass list validation but fail on click execution.


🏆 Knockout stages: panel displayed incorrect group tables

  • When advancing into knockout rounds, the match panel displayed unrelated group tables — and the displayed group CHANGED every time a save was reloaded.

  • The dynamic change on reload pinpointed the issue: group references were being randomly assigned during load operations rather than parsed from saved state files. For tournaments in knockout phases, save files retain empty group keys, which the loader previously filled via temporary random assignment.

  • Saved state data now takes priority, and group tables only render during active group stages — ensuring knockout bracket graphics display correctly.


🌱 847 new youth players added across academies

  • Youth academies across 146 clubs have received 847 new prospects, averaging 4 new additions per club.

  • Prospects generate below main squad ratings as developmental talent — maintaining established club hierarchy scales.

  • Data note: 147 prospects include verified official birthdates; for the remaining 700, age parameters were derived from category boundaries. Derived age metrics influence market valuation and progression curves, meaning these generated ages represent target estimates.



Thank you to everyone submitting bug reports.

Empire Eleven is developed by a solo creator, and every detailed report with screenshots and context directly accelerates fixes. Keep your feedback coming via the community hub!



Fixed

  • Incoming loan requests now undergo proper evaluation — eliminating exploits. Requesting a loan previously completed immediately without approval logic, prompted incorrect directional confirmation messages ("player loaned successfully"), and added the player to your squad — where immediate purchase offers would arrive for players you didn't own. Loan requests now require dual-approval steps: the parent club determines availability and the player evaluates personal terms. Transfers only complete upon mutual acceptance, displaying correct arrival confirmations ("joined your squad on loan"). Loaned players can no longer be sold or receive transfer offers, as ownership remains with the parent club.

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