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This update includes the following fixes:
Fixed newly founded countries created by rebellions showing a regular city icon for their capital.
Fixed the city icon not updating after a national capital was captured.
Fixed alliance names remaining on screen after switching the alliance view or loading a save.
Fixed issues with the Religion Mod upload list.
Fixed vassals continuing to pay tribute after launching a war of independence against their overlord.
This July 17, 2026 update brings the reworked War System V2: AI declarations now come with explicit casus belli and war goals, wars are pushed toward the negotiating table by war exhaustion and distress, peace settlements are enforced based on the outcome, and new mechanics arrive: capital fall crises, forced conversion wars, and cultural unification wars.
How to switch between V1 and V2:
Newly generated worlds use War System V2 by default.
Existing saves keep their original war system: old saves still load as V1 and show a notice on load. They are never switched automatically.
The switch is in Map Editor → Global Commands → AI Global Configuration:
War System V2 (This Save): switches the war system of the current save. Confirming will force-end all ongoing wars, and the choice is stored with this save.
War System V2 (New Games): sets the default war system for newly generated worlds. It persists across sessions and does not affect the current game or existing saves.
The legacy V1 war system remains fully available, and you can switch back at any time.
Casus belli and war goals:
AI declarations now require a casus belli and war goals: Territorial Conquest, Annexation, Subjugation (vassalization), Cultural Unification, and Forced Conversion.
Territorial Conquest adapts to the balance of power: evenly matched attackers wage opportunistic occupation wars and keep what they hold, while overwhelming attackers claim a connected stretch of border provinces that is ceded in the settlement even if never occupied.
Claimed provinces are picked along the shared border first, then expand inland when more are needed; without a land border, claims start from the nearest landable coast.
With an overwhelming advantage (about 3x strength) over a small state, the AI prioritizes an outright annexation war, significantly reducing cases where one conquest is split across several wars.
Added the Unifier character trait: rulers with this trait prioritize cultural unification wars against same-culture neighbors, claiming all cedeable same-culture provinces (land-adjacent or reachable by sea, at least 2) at once. The trait emerges through succession and bloodlines.
Added forced conversion wars for theocracies: a theocracy can declare war on a neighbor of a different faith; on victory the losing state, its ruling family, and its ruler adopt the victor's state religion, while provinces and people still convert through natural spread.
Wars can carry a war reparations clause: the victor takes whichever is greater, half of the loser's treasury or six months of positive income, potentially leaving the loser in debt.
Player-declared wars default to an annexation goal; participants still negotiate peace on their own according to auto-diplomacy settings, and wars can be ended manually at any time.
War score and war exhaustion:
Monthly war score is composed of occupation (50%), war goal progress (30%), and casualty exchange (20%). Once a war has lasted 36 months, reaching ±50 prompts the leading side to lock in its gains and the losing side to cut its losses; the forced-settlement threshold falls from 75 to 40 as exhaustion rises, so the more exhausted the war becomes, the easier it is to force a settlement.
War exhaustion is composed of four factors—casualties, relative strength, territorial gains and losses, and economic pressure—and is no longer primarily driven by time, while retaining a 60-to-120-month time fallback that gradually fills it. The longer the war and the heavier the losses, the more willing each side is to negotiate.
Added distress capitulation: when a war enters settlement, a side that has been clearly ground down and is in much greater distress than its opponent is judged to have surrendered, reducing half-dead stalemates that end in white peace.
Decisive wars (annexation, subjugation, conversion) build exhaustion more slowly; having your capital occupied adds heavy exhaustion.
Peace settlements:
Normally settled wars end with an enforced settlement based on the outcome: ceded provinces, annexation, vassalization, war reparations, or forced conversion.
A crushing victor annexes what is left of a broken enemy outright instead of leaving a one-city rump to fight again; a side that barely wins on time never triggers annexation.
Truce length grows with each war between the same two states (3 / 6 / 9 / 12 years), so old rivals no longer redeclare endlessly.
Once a war is at least 12 months old, it can settle as soon as its war goals are achieved, preventing same-month lightning settlements.
Net gains are computed against a snapshot of borders taken at the start of the war. History events record the casus belli, primary goal, victor, cessions or annexation, primary belligerents' casualties, and duration.
Capital fall crisis:
When a state's original capital is captured and held by the enemy for a full month, a capital fall crisis is triggered; retaking the capital in time cancels it.
Crisis severity depends on territorial losses, casualties, relative strength, economy, national fortune, and family division; centralized governments such as empires and kingdoms are more fragile, while federations and republics resist better.
Losing the capital immediately forces relocation. After a full month, crisis severity determines whether the state further fractures into civil war or, if already dying under an annexation war, suffers decapitation annexation.
Civil wars and rebellions:
Civil wars moved into War System V2 and now come in four types: succession, overthrow, reform, and independence. Victorious rebels inherit the government's legitimacy or found an independent state.
Civil wars, rebellions, and vassal revolts are fights to the finish: they end only when one side is crushed or its goal is achieved.
Province rebellions reworked: rebels now spawn their initial armies once at the outbreak (scaled by their initial corruption value) instead of endless monthly spawns. Rebels grind against their mother state in a soft phase; once they grow large enough in provinces, armies, or time, the conflict escalates into a formal suppression-annexation war down the regular war pipeline, capital crises included. Family rebellions moved to the V2 pipeline as well.
Vassal revolt pacing reworked: vassals have a 12-year obedience period. After it expires, revolt odds are evaluated from both sides’ strength, national fortune, and the vassal’s age—the longer it survives, the more restless it becomes. The odds rise further if the overlord collapses during a war, and a vassal approaching the overlord’s strength (about 85%) will always revolt.
The AI evaluates vassal targets against the combined strength of vassal plus overlord, and no longer declares wars it cannot win against the whole bloc.
Presentation and UI:
Declaring war plays an arrow-hits-target marker animation on the claimed provinces, and the state panel shows the same claim markers; annexation wars skip the full-map markers.
Ceded and annexed provinces raise flag animations tinted in the new owner's color.
Declarations and settlements generate richer history events: casus belli, war goals, participant counts, victor, cessions, casualties, and duration. Manual ceasefires and war-system switching are force cleanup: they execute no settlement and create no settlement history event.
The state panel now shows V2 war details: your side, per-goal progress, your casualties, war duration, and all participants on both sides.
Added an Annex button to the state panel for directly annexing a state.
Other additions and fixes:
Added District Defense bulk settings to the district panel: set current city defense, max city defense, home battle efficiency, and lock state for every province in a district at once.
Manual saving is no longer allowed in History Review mode, preventing accidental overwrites.
Fixed army icons covering state name labels.
Follow-up plan:
War System V2 will continue to receive balance and mechanical polish based on your feedback. The economic system rework still has many issues and cannot be released in the short term. We may first release a linked family-office-culture system that assigns local officials, military commanders, and administrators based on culture and government type. Once the game has more sources of volatility, we will resume work on the economic system rework.
This June 4, 2026 update focuses on custom province population, province defense, and dynamic army size limits.
Custom population and defense:
Added custom population settings to the Province panel. You can now set current population and max population for a province.
Max population can be locked so load validation and map recalculation will not overwrite your custom value unless it is invalid.
Added custom defense settings to the Province panel. You can now set current city defense, max city defense, and home battle efficiency.
Custom defense values also support locking, giving custom maps and scenarios more stable province-level control.
Added district population settings. A total district population can now be distributed across all provinces inside that district.
Army size limits now scale dynamically with province population, so more populated provinces can support larger armies.
Custom map images:
Added support for placing custom images directly on the map.
Images can be dragged, scaled, rotated, replaced, copied, hidden or shown, and adjusted with transparency controls.
Custom map images now support layer selection and order within the same layer.
Image data is saved with the map save file.
District editing:
Added a Set as District Center action and a dedicated city icon for district centers.
Districts can now share the same name, and district color storage is more stable.
Improved district editing performance, especially painting, erasing, color refresh, and button state refresh.
Optimization:
Optimized runtime caching for custom military unit setups, reducing repeated calculations during battle and UI queries.
Autosave can now run normally while the game is paused.
Bug fixes:
Save files are now identified by absolute paths instead of temporary indexes, fixing cases where same-name saves, Workshop saves, or changed sorting could select the wrong file.
Save names now filter invalid characters, and saving uses a safer atomic write and backup flow to reduce the risk of corrupted saves after interrupted writes.
Fixed Workshop map uploads sometimes using the wrong save path, reusing an old upload folder, or leaving old .save files behind.
Fixed abnormal ordinal naming order when countries are restored or rebuilt.
Fixed unstable selection state, color assignment, and refresh flow while painting districts.
Fixed old province overlay display sometimes remaining in height view.
Fixed custom label scaling being affected by map zoom.
Fixed district name labels drifting after setting a district center.
Fixed attack arrows sometimes being forced to full visibility during their fade-in animation.
Follow-up plan:
The new major national economy update needs to be delayed for a while. Its current values and in-game behavior are still not polished enough. I hope to release it by the end of the month. Thank you for your understanding.
This April 20, 2026 update focuses on the new military system, district editing, and a rebuilt Workshop upload flow.
Military system and military editor:
Added a full military unit system. Unit types now affect recruitment tendencies, combat modifiers, land movement speed, and army icons on the map.
The default set currently includes Infantry, Archer, Shield, Cavalry, and Elite. Different units now perform differently in recruitment, attack, and defense depending on terrain.
States can inherit military units from their culture or switch to a custom state-specific setup. Cultures can also use the default set or their own custom unit setup.
Added a new military editor in both the State panel and the Culture panel.
You can now edit unit names, multilingual translations, base combat strength, recruitment weight, land speed, icon scale, and terrain modifiers for recruitment, attack, and defense.
Unit icons support built-in bindings, custom imported images, and optional state-color tinting.
Military setups can be exported as local military packages and imported from local mods, the Workshop, or other culture setups.
These settings are now used by normal recruitment, emergency mobilization, combat calculations, and army icon display.
District editing:
Added a new district layer that lets you group multiple provinces into a single district.
Districts currently do not have any gameplay mechanics. For now they are mainly used for drawing and organizing the map.
You can auto-generate districts, manually create or delete them, rename them, add multilingual translations, and edit their colors.
Added district painting tools so provinces can be assigned to or removed from a district directly on the map.
The district info panel now shows province count, total population, center province, and the dominant culture, religion, and family inside the district.
District borders, labels, and color display are now integrated into the map view, with better adjacent-color separation.
Districts are not limited by state borders, and district data is now saved and preserved as much as possible during map expansion, province splitting, and some regeneration flows.
Future national strategy related updates will bring more interaction between districts and other systems.
Workshop upload panel rework:
Rebuilt the Workshop upload panel and reorganized the upload flow.
Maps, cultures, religions, and military packages can now be uploaded through one unified interface.
The left side is used to select local content, while the right side is used to edit the title, item ID, description, and preview image.
Updating an existing Workshop item is now safer and reduces failures caused by entering the wrong item ID.
Preview images can now be selected manually, and oversized images are compressed automatically to meet Steam limits.
Upload status, cancel flow, and success or failure feedback have been rewritten and cleaned up.
Military packages can also be exported locally first and then published to the Workshop through the new panel.
Follow-up plan:
The next major update is planned for June. It will rebuild the economy-related mechanics and connect them more directly to the military system.
The goal is to tie state development, resources, military composition, and war preparation into one larger gameplay loop.
Fixed crashes caused by a memory leak while editing maps.
Please try painting the map with Autosave enabled in Map Editing -> Global Commands.
If the game still crashes, please send your Player.log to [email protected].
Player.log path: %USERPROFILE%\\AppData\\LocalLow\\The Stranger Studio\\FantasyMapSimulator\\Player.log
This update focuses on country custom naming, custom labels, and map-editing workflow improvements.
Country custom naming (State Panel -> State Actions):
Added a new Custom Naming system for countries.
You can now edit the state name and a full-name template separately.
Templates support placeholders such as {Name} and {RestorationOrdinal}.
Multi-language translations are supported for custom country names.
Custom labels (Map Editing):
Custom labels are now integrated into the Map Editing panel.
Create and manage custom labels directly on the map.
Labels now support font selection, font size, bold, italic, text color, outline color, and outline width.
Added multilingual text support plus position editing and curve editing for decorative map labels.
Date and history tools (Map Editing -> Global Commands):
Added Set Date, allowing you to directly set BC/AD year, month, and day.
Added Clear History to quickly wipe world history, state/family history, and province ownership history.
Editing workflow and fixes:
Ctrl + mouse wheel now adjusts the current brush radius while editing.
Alt + mouse wheel now adjusts brush height in height-edit mode.
Improved province border refresh speed and fixed several stale async border, out-of-range, and index error issues.
Merchant ships now use object pooling, reducing repeated instantiate/destroy overhead.
Reduced long-distance vector stroke draw calls and fixed AI vassal settings not fully taking effect when disabled.
The next major update is planned for late April or early June. Stay tuned!
This update focuses on a major naval overhaul, AI global configuration upgrades, and the new autosave system.
Quick controls:
Press 1, 2, 3, 4, 5 to switch different map modes.
Naval and trade updates:
Added an independent navy and merchant-ship system; fixed infinite navy production and related lag.
Navy count is now controlled by dynamic port quotas (default: 1 navy per 3 ports).
Added port occupation/reclaim and blockade logic, including blockade markers.
Navies can now engage and sink enemy merchant ships in sea battles, with rebuild cooldowns.
Land armies now prefer embarking/disembarking via ports on long cross-sea routes.
Navy, army, and merchant units now prefer moving along established sea routes.
Land battles in blockaded port provinces now deal 2x damage.
UI and interaction:
Added a new navy information panel.
Added a dedicated merchant-ship information panel.
AI global configuration (Edit Panel -> Global Commands):
Merged scattered AI toggles into one unified global configuration entry.
Supports unified control for diplomacy, rebellions, vassals, alliances, ally support, auto-abandon isolated land, civil war, and family rebellion behavior.
Added configurable minimum intervals for province rebellions, family rebellions, civil wars, and starting new wars.
Added dual reset actions: Reset AI Options and Reset AI Parameters.
Rebellion and war interval values now apply only on confirm to avoid accidental immediate changes.
Autosave and technical updates:
Added autosave toggle and interval settings (5-60 minutes).
Added a 5-second autosave countdown with ESC cancel support.
Autosave must be enabled in Map Editing -> Global Commands.
Migrated army and navy icons to the SVG pipeline with unified fill and stroke visibility controls.
Fixed map-switch army coroutine out-of-range issues and rebel-removal crash risks.
Improved pooling, batching, and route update performance for naval systems.
Optimized feature-cluster and province-mapping rebuild flow after terrain edits.
2026 roadmap:
Our 2026 updates will focus on richer map detail and system depth, including second-level administrative divisions, road trade and supply lines, a rebuilt economy and population system, military branches and national strategy mechanics, and more extensible mod support based on Puerts scripts.
The next major update planned for June is expected to deliver these features. As systems keep expanding, the UI has become increasingly crowded, so we plan a full UI redesign after these systems are completed.
We hope to bring everyone an even more vivid Fantasy Map Simulator experience.
Family Editing
Edit noble houses via Edit Map -> Edit Houses: split territories and delete houses.
Manage members via Family Panel -> Members -> Family Tree: delete characters, arrange marriages, divorce, execute, and add children.
Improved house territory allocation so expanding lands stay more contiguous and coherent.
Added a new Family View in the Country panel (toggle from the action bar).
World History Review
The World History Review table is now available from the History screen via Full History, with event filters that apply to both full and yearly history and are saved to your config.
More Improvements
Pause Editing: most editing actions can now be done while paused (entering the editor auto-pauses). Toggle via Edit Map -> Global Commands.
Workshop uploads: manually pick a cover image (png/jpg). Images over 1MB are auto-compressed to prevent upload errors.
Unconquerable Regions UI reset: set localized names, plus a new Use Surrounding Country Color option to auto-assimilate colors when fully surrounded by a single country.
Alliance view: improved name placement based on alliance area and added alliance borders.
UI performance optimizations to reduce stutter when opening some panels.
Happy New Year—and sorry this greeting is a bit late!
In 2026 we’ll focus on richer map details and mechanics: second-level administrative divisions, navies, roads/trade/supply lines, a rebuilt economy & population system, unit types & national strategies, and more extensible Puerts-powered modding.
We hope this helps make Fantasy Map Simulator feel even more alive.
The alliance interface is now complete: customize alliance names and colors, press the 2 key to switch to the alliance view, lock an alliance so it never disbands, and expel members when needed.
A new capital jump shortcut lets you click the capital entry under Basic Information in the country panel to open the capital province UI while centering the camera on it.
Balance updates: higher odds for family purges and slightly shorter, less frequent family rebellions.
Bug fixes: fixed mutually exclusive traits spawning together on new characters and the Cruel trait not taking effect.
Preview: family editing tools arrive in the next update.
The history log panel has been rebuilt so you can jump to any year and turn pages forward or backward with precision.
Improvements:
Heightmap and biome painting on huge maps now runs much smoother, eliminating the heavy stutter that used to happen after finishing a pass.
Sea routes render faster by merging their meshes to cut draw calls.
Bug fixes:
Fixed some provinces inheriting tiles from neighboring provinces after generation.
Fixed rebel wars continuously spawning new armies.
Fixed the family tree panel occasionally opening with no characters.
Fixed national borders failing to refresh after rivers were cleared.
Fixed the Translate Map command under Map Editing -> Global Commands so it now completes successfully.
Army panel reset with a unified style.
River editing improved: you can now multi-select control points and a button was added to delete all rivers.
The new river editing workflow is as follows:
Left-click to select a river.
Drag a box with the left mouse button to select river control points.
Hold the left mouse button to drag selected control points.
Alt + left-click to add a new control point.
Shift + left-click to create a new river.
Delete removes control points; if none are selected the entire river is deleted.
Bug fixes:
Fixed rivers becoming unselectable after dragging control points.
Fixed some legacy maps losing their religions.
Fixed countries failing to elect a new leader after the previous one died.
Fixed right-click movement sometimes failing in RTS mode.
Fixed incorrect naming and description when creating new religions.
Fixed the memory leak caused by storing historical national borders.
Fixed duplicate trait labels in the character panel.
Fixed province names changing when renaming a rebellious country.
Fixed armies getting stuck on desert, Gobi, tundra, and similar borders.
Fixed incorrect latitude display in the editing interface.
Fixed the map latitude not refreshing promptly.
Fixed deleted cities reappearing after exporting the map.
Each country now has different families, and based on their political system, countries have leaders with different titles.
Leader Titles by Political System:
- Kingdom: King/Queen
- Empire: Emperor/Empress
- Republic: Consul
- Federation: Grand Consul
- Tribal: Chief
- Theocracy: Pope
Characters have four core attributes:
- Charisma: Affects diplomatic ability and public support
- Military: Affects army combat effectiveness and war command ability
- Diplomatic: Affects diplomatic negotiations and international relations
- Administrative: Affects national management efficiency and tax collection
Character Trait System:
- Traits modify the four attributes, e.g., "Genius" trait significantly boosts administrative ability
- Some traits are mutually exclusive, e.g., "Kind" and "Cruel" cannot coexist
- Special traits like "Reformer" may trigger political reforms upon taking office
- Leader traits also affect the nation as a whole, such as tax efficiency and rebellion resistance
You can view a family's family tree page by clicking in Family Panel -> Behaviors. It displays the family members in a tree structure.
Civil War Trigger Conditions:
- Country must have at least 10 provinces for civil war to occur
- Must be at least 36 months since last civil war
- Civil wars more likely when country is corrupted
- Triggered when family influence and dissatisfaction reach certain thresholds
Civil War Types:
- Succession: Other families claim succession rights to the throne
- Reform: Family attempts to change the political system
- Independence: Family attempts to split and become independent
- Overthrow: Family attempts to overthrow the current ruler
- Family Rebellion: Dissatisfied family directly rebels
Civil War Mechanics:
- Rebels gain support from provinces based on family influence
- During civil war, the original country splits into two opposing forces
- The losing side is annexed, the winner inherits the country
- Successful reform civil wars change the political system
- Successful family rebellions may establish new independent nations
New History Event Types in Timeline System:
Leader-Related Events:
- Leader Ascension: Records new leaders taking power through inheritance, election, or coup
- Leader Death: Records leader deaths
- Leader Abdication: Records voluntary abdications
- Election Held: Regular elections in republican countries
- Reform: Records major political system changes
Family-Related Events:
- Family Founded: Birth of new noble families
- Family Extinct: Family line dies out
- Family Rise: Family becomes ruling family
- Family Rebellion: Family launches rebellion
- Family Swear Fealty: Defeated family swears allegiance
- Family Exile: Family is driven into exile
- Family Purged: Family is completely eliminated
Civil War and Rebellion Events:
- Civil War Start: Records civil war outbreak
- Civil War End: Records civil war outcome
- Rebellion Succeeded/Suppressed: Records outcomes of various rebellions
Other New Events:
- Province Granted: Provinces awarded to families
- Province Revoked: Family lands reclaimed
- Family Rally: Family initiates or responds to rallies
Religion System Features:
- Religion View Mode: Switch to religion view to see distribution and influence of religions
- Religion Information Panel: Displays basic information about religions and religion sets
- Religion Editing Features:
- Edit religion name, description, and holy book
- Set religion representative color
- Designate holy provinces
- Religion Set Management:
- Create and manage religion sets (religion collections)
- Import/export religion configurations
- Multi-language translation support
- Workshop Support: Upload and download religion sets to Steam Workshop
Real-Time Strategy mode allows players to directly control a country's armies:
How to Enable:
- Click "Enable RTS Mode" button in State Panel -> Behavior
- Can only control one country's armies at a time
Controls:
- Mouse Box Select: Drag to select multiple armies
- Right Click: Command selected armies to move to target location
- ESC Key: Exit RTS mode
Go to Menu > Options -> Export to select the content you want to export.
Significantly improved the efficiency of army pathfinding, reducing lag when there are large numbers of troops.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Fantasy Map Simulator, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Fantasy Map Simulator statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.