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Steam News21 January 20265mo ago

New Update is here!

Heyho everyone! A happy (belated) New Year to all of you! We want to celebrate this fresh year with a new Update. This one was more difficult than expected and took us some time but here we go! The AI in “Yield!

Full notes

Full Yield! Fall of Rome update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

3 fixes6 additions2 changes0 removals
  • Gameplay
  • Fixes
addedA happy (belated) New Year to all of you! We want to celebrate this fresh year with a new Update. This one was more difficult than expected and took us some time but here we go!
changedChanged NPC Factions to use a points-based scoring system,
addedAdding a framework for diversity, using the point system for making it possible to give the different NPC Factions "personalities", acting differently in different situations
added“War Objectives” are introduced, so the NPC Factions can commit a group of units to a single target, making it more likely that they succeed
addedNPC Factions can now build roads to reach a target in order to attack it, if that makes a difference to kill the unit
addedNPC Factions now have some priorities regarding going "tall" (fewer cities, that are bigger) or "wide" (a lot of cities, but smaller)

Yield! Fall of Rome changes

  • Elitesweapon
addedA happy (belated) New Year to all of you! We want to celebrate this fresh year with a new Update. This one was more difficult than expected and took us some time but here we go!
changedChanged NPC Factions to use a points-based scoring system,
addedAdding a framework for diversity, using the point system for making it possible to give the different NPC Factions "personalities", acting differently in different situations
added“War Objectives” are introduced, so the NPC Factions can commit a group of units to a single target, making it more likely that they succeed
addedNPC Factions can now build roads to reach a target in order to attack it, if that makes a difference to kill the unit

Heyho everyone!

A happy (belated) New Year to all of you! We want to celebrate this fresh year with a new Update. This one was more difficult than expected and took us some time but here we go!

The AI in “Yield! Fall of Rome” become smarter, now and the best part they can join your team to fight against opponents.

NPC (Non-Player) FACTION CHANGES

  • Changed NPC Factions to use a points-based scoring system,

  • Adding a framework for diversity, using the point system for making it possible to give the different NPC Factions "personalities", acting differently in different situations

  • “War Objectives” are introduced, so the NPC Factions can commit a group of units to a single target, making it more likely that they succeed

  • NPC Factions will "sacrifice" units to reach a "War Objective", if the sum of the group will kill the enemy unit. Typically while defending a city or similar

  • NPC Factions can now build roads to reach a target in order to attack it, if that makes a difference to kill the unit

  • The hard AI is now a lot harder

  • When playing Skirmish, you are in war with all hard AIs from the start. Friendly with easy AI and neutral with normal AI

  • NPC Factions now will prioritize special units of the factions

  • NPC Factions now will prioritize upgrading king

  • NPC Factions now will use the “Attack & Move” skill to get back to safety

  • NPC Factions now will prioritize to build elites (The Don, Moore, Shams) when available through policies

  • NPC Factions now have some priorities regarding going "tall" (fewer cities, that are bigger) or "wide" (a lot of cities, but smaller)

  • NPC Factions now use the "keep attacking" skill plus a lot of other improvements.

Co-op

  • Added possibility to play on a team (multiplayer) with other humans against the NPC Factions

  • NPC Factions can also be part of a team now

Multiplayer Sync Issues

  • Fixed all known issues with de-synch

Campaigns

  • Some of the campaigns were incredibly hard, and sometimes the NPC Factions could finish the mission goal within a few turns, this has now been fixed. The AI is still strong and difficult to compete against, but it will not win the mission in a few turns

Smaller Bugs

  • A lot of smaller bugs in addition have been fixed as well

Source

Steam News / 21 January 2026

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