Fall of an Empire · published · build 25098787
Hi all,
New update to the beta branch: I've been working on some bugs and QOL changes to try and get everything working as smoothly as possible before starting on the next DLC. The main features here are a redone economy screen and a change to the resources map mode that makes it easier to see where resources are coming from and going to. Additionally, I've rebalanced the gameplay to make civil wars more viable (Invite to Rebellion is easier, Western Rebels get a more powerful economy).Hopefully I'll be able to release this update publicly within the next week after it's gotten some more feedback. Also see below for a full list of changes.
Cheers,
Joe
Resource production, demand and starting stores have been rebalanced across the campaign. Factions begin with a few months of goods instead of multi-year stockpiles, manufactured goods come from their processing buildings, and subjects meet their own needs before sending sustainable surpluses to their liege.
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.
Resources map mode draws projected monthly flows between settlements, capitals, subjects, trade partners, armies and navies. Hover a route to see its purpose, amount, next dispatch and arrival.
Resource-flow controls can show all goods or selected resources, and a resource's details can open the map with that resource already selected.
Resource flows from an overlord now appear when playing a subject, and active convoys stay visible at close zoom.
Fractional resource amounts survive transfers and UI refreshes instead of being rounded away.
Queued construction reserves the goods it needs, so another order cannot spend them first.
Campaign food, manufactured goods and cavalry horse demand have been retuned. Western rebels and civil-war recruitment also start with an economy that can support the forces they are expected to raise.
Granary missions require actual grain.
The building list has filters for maxed buildings, population-locked buildings and other locked buildings.
Settlement sidebars show corruption beside food and fortification. Hover it for the monthly contribution from graft, distance, governors and buildings.
The population tooltip shows the settlement's support limit and every source affecting it. Major starting cities have the support buildings they need, and upgraded water, grain and hall buildings support more people.
Construction queue cards have a +1 button for ordering the next building level without returning to the catalogue.
Consecutive jobs for the same building share one queue card with an xN count, and adding or removing jobs no longer makes the building list jump around.
Queued building tooltips show the building description and the effects of the level being built.
Buildings and units you ordered now produce a completion notice from the Build Queue button. These can be muted in Settings, road construction uses the correct portrait, and settlement names stay correct in translated notices.
You can repair damaged buildings in province, protectorate and hereditary subject settlements using your own treasury and materials.
Militia Posts and Watchtowers remain available after stone walls are built, and removing, upgrading or downgrading a building no longer stacks its old garrison.
Farms remain after building a Winery, Flour Mill or Olive Press. Markets and Tax Collectors correctly exclude each other, and a building already at maximum level cannot be queued again.
Building tooltips place the Replaces line beside the other requirements and correctly identify the earlier building.
Hovering the settlement-type icon explains the population threshold or special building that makes it a village, town, city, metropolis, fortress, monastery, docks or mine.
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.
Battle results show the war score gained, and armies in the battle and on the map use their diplomatic relation colours.
Army tooltips show the faction name, and close-zoom battle glances no longer clip.
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.
An overlord can appoint and replace governors in province regions from Internal Politics, settlement sidebars and the map. Auto-assignment and ungoverned-region warnings include province land, and province AI respects the appointment.
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.
Default interaction success uses the target's opinion of the person acting. The Relationships tooltip explains whose opinion is being counted, and cancelled interactions no longer report success.
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.
The Compliance and Opinion map modes are combined: your own lands show compliance and foreign realms show opinion.
Culture and religion map tooltips show headcounts alongside percentages and monthly change. The tooltip also tells you when holding Alt will reveal more detail.
The Resources map overlay no longer produces broken route geometry, and terrain visuals are not rebuilt when nothing affecting them has changed.
Water has refraction and a clearer sense of depth.
Home is a rebindable shortcut for jumping to your capital. Long camera jumps finish in one press instead of stopping at an intermediate zoom.
The top bar and compact menu have a Search button. Search fields across the map, ledger and Web UI match names with or without accents and umlauts.
The pause menu has Quit to Menu beside Save and Quit and Exit to Desktop, with a confirmation if unsaved progress will be lost.
Building status, heirs, core settlements, wars and other status labels use the same painted gold-frame style as diplomatic statuses.
Player action notifications remain for fourteen in-game days, then expire. Instant interactions no longer add a redundant second notification.
Character sidebars stay open when an empty map click deselects a settlement.
Role skill tooltips explain how experience is earned, the current effectiveness bonus and any specialist trait already granted. Role experience is shown clearly beneath the rank.
Luxury tooltips show which ranks need each good and the opinion penalty for going without it.
Web UI labels shrink to fit buttons, tabs, tooltips and other painted boxes instead of overflowing.
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.
Geography, building categories, military unit types, culture adjectives, policy effects, calendars, ranks, province scores and building effects have been filled out across the supported languages. Stray backslashes no longer appear at translated paragraph breaks.
Loading a tutorial save no longer skips a building task whose requirements are still unfinished.
Achievements initialise after the player faction, so campaign-start achievements can be awarded reliably.
Precompiled AngelScript caching is disabled to prevent packaged builds using stale gameplay scripts.
Resource routes reject invalid geometry instead of leaving broken lines on the map.
Repeated terrain refreshes are cheaper because unchanged terrain visuals stay in place.
Several UI refresh issues were fixed around notification anchors, military glances and modal closing.