Feedback: How you shaped the game
Rulers, here is how your input improved Great Houses of Calderia
[h3]We thank everyone who participated in and enjoyed our playtest version from June. We value the fact that you took the time to share some really useful feedback with us.[/h3]
[h2]1/ AI and player interaction[/h2]
The AI of the other Houses is complex and requires a lot of adjustments based on your feedback during the playtest. In the latest playtest, it didn’t focus on developing its fiefdoms, leading to small families and very few wars or alliances. Following this matter, it didn’t interact enough with you, including during trades, where it would often choose not to accept the trade offer. This impacts the experience of playing the game and is one of our priorities. The current state of the AI doesn’t challenge the growth of your own House enough, making it easy to empower your family.
WHAT CHANGED:
- This feature will have balance fixes, but it is too soon to share them as they require multiple iterations so that it both develops its fiefdoms and interacts more with your House
- The AI will be improved for Early Access
- Courtship will be facilitated with traveling characters

[h2]2/ Fiefdom, buildings and population[/h2]
Managing the fiefdom is one of the most important aspects of the game: growing your population and resource production, improving the workers’ conditions and ensuring safety. You reported that there were some issues with the wages. They were too expensive to increase the workers’ happiness. It is difficult to produce enough resources to pay better wages and doing so slows down the development of the fiefdom. Regarding the end game, resource buildings become easy and quick to build if they are fully staffed.
WHAT CHANGED:
- New iterations to balance the construction cost and time of resource buildings for Early Access
- Multipliers on high-end resource production are now fixed
- An event to notify the completion of a building will be added for Early Access
- Fiefdoms will be categorized into three difficulty levels depending on their starting places for Early Access: Easy, Medium or Hard

[h2]3/ Wars, social conflict and companions[/h2]
Companions are trusty characters working for your fiefdom and helping you during social conflict resolution. You reported that it could be useful to be able to look at the companions’ stats and skills even outside of conflict resolution. Also, wars are not challenging enough because raising an army is relatively easy in terms of expenses and upkeep. The defensive starting units for all cities are easy to overcome.
WHAT CHANGED:
- Accessing companions’ stats and skills outside of conflict resolution is now possible
- New iterations to balance the resources to raise an army for Early Access
- More and better defensive starting units for all cities will be added for Early Access

[h3]Many thanks to everyone who filled out our form, expressed their thoughts on social media, or joined our Discord server. More updates coming soon!
You can participate in developing Great Houses of Calderia by joining our Discord server![/h3]
- Great Houses of Calderia Team -