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Fall of an Empire

Fall of an Empire
Platform
PC
Release Date
File Size
19.98 GB
Views
1,365
Patch Notes
2
Comments
0
Languages
English, French, Italian, German, Spanish - Spain, Czech, Danish, Dutch, Finnish, Hungarian, Japanese, Korean, Norwegian, Polish, Portuguese - Brazil, Simplified Chinese, Swedish, Turkish, Russian, Romanian, Traditional Chinese, Ukrainian
Added by
kienpropvt11 Newcomer

Play modes & compatibility

  • Single-player
Download Game v3.00

Version Status

Current Version
v3.00
Current Build
26611591
Latest Build
26611591
Last Steam Update
Included DLC · 2
  • Fall of an Empire - Large Event Model
  • Fall of an Empire - Warpath
Rate & review
4.5 / 5 (12)
Mixed
71%
98

Screenshots

Fall of an Empire — Screenshots 1
Fall of an Empire — Screenshots 2
Fall of an Empire — Screenshots 3
Fall of an Empire — Screenshots 4
Fall of an Empire — Screenshots 5
Fall of an Empire — Screenshots 6
Fall of an Empire — Screenshots 7
Fall of an Empire — Screenshots 8

Description

Fall of an Empire is a strategy RPG in which you take control of a crumbling empire and try to prevent its inevitable collapse. Developed by JG Games, the game upends the conventions of grand strategy games: here, survival is the key to victory. You don't conquer new lands, but rather try to hold on to what remains, preventing your state from completely crumbling. Manage hundreds of settlements, command armies across multiple fronts in real-time tactical battles, and navigate a cutthroat political landscape full of ambitious senators, scheming generals, and potential traitors. The game features a living world where simulated characters have their own goals and loyalties, forcing you to exploit factional rivalries and forge alliances to maintain power.

Dynamic events directly depend on the state of your empire: when the capital is in flames, the court reacts accordingly, and when generals age and become embittered, their betrayals become inevitable. You'll have to juggle resource shortages, supply line logistics, and seasonal challenges while fending off coordinated threats from barbarian invasions to internal rebellions. All the while, you'll witness the rise or fall of your cities in real time. Each playthrough creates a unique story based on your decisions and their consequences for the entire empire. Success is measured not by expansion, but by how long you can defy history itself.

System Requirements

Minimum

OS:
Windows 10
Processor:
Core i3 2.4GHz
RAM:
16 GB RAM
Graphics:
NVIDIA GeForce GTX 750
Storage:
15 GB available space
DirectX:
Version 12

Recommended

OS:
Windows 11
Processor:
Core i5-12400
RAM:
16 GB RAM
Graphics:
RTX 3060 12 GB
Storage:
15 MB available space
DirectX:
Version 12

Installation Guide

Step-by-step setup process for P2P

  1. The game is distributed already pre-installed — you will not find an installer here, and none is needed.

  2. Unpack the RAR/ZIP archive with WinRAR or 7-Zip, for example to C:\Games\GameName.

  3. Launch the game via Run Me!.bat or the main .exe inside the extracted folder.

Game Info

Developer
JG Games
Publisher
JG Games
Platform
PC
Release Date
File Size
19.98 GB
Status
Pre-installed (Portable)

Download Game

Full game 8

v3.00 19.98 GB Updated 22 minutes ago

Pre-installed (Portable) P2P

Download Fall.of.an.Empire.Build.26611591.torrent

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File checksums (MD5 / SHA-256)
MD5: 7f8794ec5bd8d622770ab75277785a73
SHA-256: 2d4582ce2dd3d7f4a6d69c80f4b2232160c34a24230cd58fdf058c5035786827

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Other releases

Cloud mirrors

Patches & updates 1

Older cumulative updates, newest first. Install them in order from the oldest to the version you need.

Patch Notes

Official changelists for the builds of this game

Patch 3.0 - Warpath, Religions, UI and Bugfixes

Current

Campaigns, start dates and victories 7

Every faction now has an authored three-tier campaign victory with its own motives and goals, tracked on a dedicated Victory map that highlights the lands and regions you need.

Faction selection now supports multiple campaign start dates and map modes on the 3D tabletop, with depth of field and reflections on the table props.

Added the 897 After the Empire start date (Warpath DLC), set in the fractured successor kingdoms and tribal realms after Rephsia's collapse.

Added the Warpath Tutorial campaign (Warpath DLC), following a Nordian chief through clan politics, raiding, pagan worship, raising a town and founding a kingdom.

Provinces and the Western Rebels have full imperial handoff campaigns once they take Rephsis.

Losing the throne to another family in a non-dynastic succession now ends the campaign with its own succession defeat screen, and critical warnings pulse on the HUD when your last holding is besieged or your line is in danger of losing the realm.

Main menu campaign tooltips explain why achievements are disabled if a mod or setting blocks them, and achievement progress and streaks are now saved with the campaign.

Tribal realms, clans and warbands (Warpath) 8

  • Barbarian and tribal factions are unlocked in the Grand Campaign for Warpath owners.
  • Tribal politics run through the Clans screen. Leading families have their own compliance, succession backing, regional governorships and specialised warbands (infantry, riders, siege or fleet).
  • Warbands belong to character holders and are mustered by family into a host. When a holder dies, their warriors pass to kin or spark a succession fight between rival claimants.
  • Killings between clans start feuds that keep rival families from mustering into the same host until you pay blood-price or force a reconciliation.
  • Tribal realms hold unbuilt countryside under its land name until they have the culture development to raise a settlement into a town, with an animated timber construction site on the map and a prompt to name the new city.
  • Empty tribal land defends itself with local fighters, and armies can occupy unsettled land or build occupation forts to hold it.
  • Neighbouring tribes of the same culture group can form tribal confederations, share wars, build cohesion, and challenge for leadership or independence.
  • Tribes and kingdoms can raid with warband hosts and levies for four times the previous plunder, while paying a quarter of standard army upkeep.

Pagan worship and religion 5

  • Clicking any religion name in sidebars, tooltips or character lists opens a painted Religion details window showing its clergy, faiths and pantheon.
  • Pagan faiths have full god trees with major and lesser deities, holy seats and map relics.
  • Pagan realms can favour a god or the whole pantheon, and seasonal festivals, wars, raids, winters and deaths trigger rite events where you can pay gold or people for timed blessings and oaths.
  • Borgutian charity is now controlled by a Charity policy slider, so pagan realms no longer pay alms or take unrest for withholding them.
  • Priests and sermons in Warpath events can convert local populations, and main-campaign faiths now use proper follower names (such as Borgutians and Wodanites).

Cultures, names and hybrid cultures 7

Settlement, region, army and fleet names adapt dynamically to the language and phonetics of the culture ruling them. Hovering an adapted settlement shows its original name.

When two cultures live together in a realm, a named hybrid culture can form after a year of contact. Once it reaches 30% of your population, you can adopt its customs as your court culture by edict.

Non-Rephsian realms whose ruling culture drops below 30% of the population can Recruit from the Homeland to settle kin from a related faction.

Culture development grows each month from peace, food surplus, population and foreign contact, with a map mode and progress bar showing the thresholds needed to raise cities, unlock buildings, or reform into a kingdom or empire.

Neutarnia Ultima tribes are split into distinct Neutarnic cultures (Nordians, Ytterings, Gestmanni, Merkings and Hryngar) and grove faiths (Aldrsyn and Tomsetr) with their own events and art.

Founding a kingdom lets you choose its name and emblem.

Courts use culture-specific office titles and convert offices and power blocs when your government changes.

Feudalism, provinces and subjects 7

  • Kingdoms can adopt feudalism, replacing tribal hosts with regional forces and hereditary duchies that can be granted to nobles or revoked through diplomacy.
  • The Military screen adapts to your government, showing a Regions view for feudal realms where dukes raise local troops and manage crown land.
  • Independent standing-army kingdoms can adopt imperial administration at 85 Development before proclaiming an empire.
  • Imperial laws now set provincial war rights, army raising and court appointments, and provinces track Imperial Standing through tribute pledges, settler exchanges and intrigue.
  • Appointing a regional governor starts a Governor Focus bonus in that settlement that ramps up over time, replacing the old one-off governor interactions; changing the governor or losing the town resets the ramp.
  • Foederati subjects have Low, Medium and High autonomy levels controlling their monthly subsidies, local building, expansion and call-up into imperial wars. Rephsian-majority tribes can offer to become foederati while keeping their land.
  • Subject rebellions now distinguish between a limited revolt (for land, autonomy or independence) and a full war for the throne.

Military, battles and sieges 9

Closed battles involving the player's armies now run at one-twelfth the speed of AI-only battles (lasting roughly 30-60 seconds at normal speed), giving you time to watch the fight, reinforce or order a retreat.

Garrisoned armies inside a town now fight in sieges, assaults and sallies. Siege progress halts while defenders match or outnumber the besiegers, and fort levels reduce assault damage taken by defenders.

Arriving reinforcements no longer reset the battle stalemate timer, and retreating armies keep their retreat protection and display where they are retreating to on their map glance.

Armies line up on the terrain surface during battles instead of snapping onto raised navigation points, and marching animations match the army's actual ground speed so feet stay planted.

Clicking near a hostile town or on its map glance with an army selected issues a siege order directly, and rivers no longer slow armies inside bridged settlements.

Commanders rarely die outright in battle (15% of commanders and 5% of rulers on a failed survival roll, with the rest captured).

Levies, warband hosts and foederati auxiliaries no longer create paid Legatus commands automatically, and dismissed levies marching home can no longer be ordered into allied cities where they would vanish.

Outmatched AI armies garrison in a friendly town or port instead of issuing open-field retreats, and legion commands keep their rank, name and settings if transferred during a civil war.

Winter, desert and overcrowding attrition on the map now match the numbers shown in the attrition panel, and buildings that reduce winter or desert attrition apply their bonus in the right direction.

Diplomacy and peace treaties 7

You can now pick which settlements to take or give directly on the campaign map during peace negotiations, with coloured glances showing war-score costs and recipients.

Peace annexation now allows taking occupied overseas ports across sea lanes.

Declaring war asks for confirmation and lists each consequence on its own line, including broken treaties, opinion changes, honour and power bloc happiness.

Peace can only be negotiated with a war leader. Total occupation forces surrender across regular wars and rebellions, and defeating an enemy that occupies friendly land liberates that territory.

AI factions no longer dogpile into distant wars across land they do not own, rebel factions send peace offers to the player, and subject revolt peace offers stay within their allowed terms instead of looping indefinitely.

When a faction is destroyed, its remaining treaties with partners end cleanly without crashing the diplomacy screen, and victorious rebels take a lasting culture or capital name once their parent realm falls.

The faction sidebar now has tabs for Info, Policies and Demographics (with historical charts and previous rulers), plus war-score bars for active wars.

Economy, settlements and events 8

  • Monthly food deliveries now feed a town's civilians for the current and next month before armies can take supplies, and garrisons cannot eat a town below its civilian reserve. The settlement food bar shows the civilian reserve separately from army supply.
  • Stationed armies share the town's daily mobilisation limit when replenishing so they do not strip the town of civilians, and empty settlements stop workshop and natural production until people return.
  • The treasury tax breakdown shows net settlement tax after local expenses rather than gross receipts, and religious buildings that previously asked for an unused "Cloth" resource now use Clothes.
  • Stores fill luxury shortages mid-month, and the Western Rebels start with more gold, grain and legions.
  • Delayed follow-up events cancel cleanly if a required character has died or the settlement changed hands, and event courtiers must be at least 16 years old.
  • Event options always display their gold cost (greying out choices you cannot afford) and scale costs with realm income.
  • Interaction, spy, governor and event result notices now name the exact people and factions involved and state the exact opinion, Dread and gold changes.
  • Characters born on 29 February now age normally in non-leap years.

Map, UI, audio and performance 9

  • Campaign water uses a new GPU ocean simulation with coastal breakers, foam and depth-based colour, without white-dot sun flicker on high quality or ocean patches showing through the paper map when zoomed out.
  • Campaign terrain adds baked sky occlusion in gullies, beaches, rock relief, distant forest canopy bands, and seamless fog-of-war volume tiles that fade in smoothly with zoom.
  • Faction map labels curve smoothly inside owned territory without shrinking or bending sharply at borders.
  • The Victory map draws on a fast canvas overlay that stays locked to the map while panning and zooming instead of freezing on complex borders.
  • Dismissing a notification, event or tutorial prompt keeps the game paused if you had paused it yourself.
  • Unit order cues, battle and siege loops, and camera zoom ambience now respect the Effects Volume slider, and opening a settlement plays city ambience.
  • Sidebar tooltips open beside the panel instead of covering the next row down, tooltips split Effects and Requirements into separate sections, and screens keep their previous content visible while refreshing instead of flashing empty.
  • Switching language refreshes all open UI screens, encyclopaedia pages and phonetic place names immediately, with full Vietnamese support added.
  • Saved games read from disk once and wait for terrain loading to finish before applying, cutting load times and fixing zero-unrest caches after loading.

Source: Steam announcement SteamDB

Warpath is now live

Build 26611591

Changes 10

  • Hi all,
  • Fall of an Empire: Warpath is now live and ready to purchase, alongside the free Patch 3.0 update for everyone.
  • Patch 3.0 contains all the underlying overhaul work and base-game systems (the DLC just unlocks the barbarian content). Everyone gets authored three-tier campaign victories for every faction, dynamic cultural place names, hybrid cultures that can merge and become your court culture, empty land and occupation forts, the new religion window, and major fixes to sieges, battle pacing, and town food reserves.
  • Warpath unlocks all barbarian and tribal factions in the Grand Campaign, the new 897: After the Empire start date set in the fractured realms after Rephsian collapse, and a new Warpath Tutorial campaign. Playing as a tribe gives you clan politics and blood feuds, family-owned warbands, tribal confederations, pagan pantheons with relics and sacrifices, unbuilt lands you can raise into cities, and the ability to reform into a feudal kingdom with hereditary duchies.
  • Since it's new, I've put the base game on a 50% discount and given Warpath 10% off for launch.
  • Because 3.0 overhauls a lot of map and faction systems, I'd recommend starting a fresh campaign rather than continuing a 2.07 save.
  • It's been a lot of work getting this DLC ready to go, so I would like to thank everybody who helped test it, you've all been a lot of help.
  • Enjoy the update and DLC! As always let me know if you run into any issues and I'll fix them ASAP.
  • Cheers,
  • Joe

Source: Steam announcement SteamDB

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