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Great Houses of Calderia News

Halloween Sale!

Oy Rulers!

Great Houses of Calderia is on discount to celebrate Halloween!

[h3]20% Off - Limited discount during Halloween[/h3]
We released Great Houses of Calderia two months ago already! To celebrate this achievement and express our gratitude for your support, we're offering an exclusive 20% discount on Great Houses of Calderia during the Halloween Sale from today until November 7! This is excellent timing to get your hands on a copy of the game and experience the most recent upgrades and features.

Buy the game on discount now:

https://store.steampowered.com/app/1812910/Great_Houses_of_Calderia/

[h3]Player-driven development - Share your feedback![/h3]
Contribute to the development of the game by sharing your input with us. We hope to make the best version of the game possible thanks to you.

- Great Houses of Calderia Team 🎃 -

Regular Update Patch Note — 0.8.1.1075 (b12476167)

A new regular update [0.8.1.1075 (b12476167)] is now live with the following changes:

Added
  • Bread and Circus has tooltip in Fiefdom View
  • AI measures enemy strength before declaring war
  • Faux pas and Rejected Help relations
  • Social conflicts can provide free spies
  • Marriage negotiations gained more depth and more things to negotiate
  • AI behavior can be conditioned based on traditions they have
  • War icons for the Fiefdom Widget
  • Clicking on Crest icons in war state center camera on Fiefdom
Updated
  • Slander actions are no longer automatically successful
  • Slander actions have longer but milder outcomes
  • Custodian’s skills better impact the amount of experience points ward or squire gets to their skills
  • AI better checks if they are already in a war before considering declaring a war
  • Event text fixes and added outcomes (related to this patch note)
  • Building School of Wisdom in other fiefdom’s has better related events
  • Rank appeal & trade events can spark social conflicts that reward with a free spies
  • Dishonored an Alliance reputation now also has diplomacy skill penalty
  • AI’s ‘Plan for War’ has higher probability of declaring war and it ends other plans better
  • AI’s ‘Diminishing Enemy Power’ has more weight on recruiting spies
  • AI’s War Weariness checkup improved
  • Resource widget
Fixed
  • One war reparation playground had “End War” outcome, causing null reference
  • Rank appeal social conflicts no longer provide skill increase
  • Crash when loading the save
  • Cannot Drag&Drop the crest in Ranks of Calderia Event
  • Ranks doesn’t happen
  • Ranks Back button not visible on all resolutions
  • Marriage Action Prompt missing
  • Clicking on a character in Character Details Screen sometimes also opens the next character
Known Issues
  • UI scaling might cause some buttons to go outside the screen on some resolutions. To fix this reduce the UI scaling percentage in Video Settings.
  • Character customization images might fail to load occasionally. The UI still works and reopening the menu sometimes fixes the issue.

- Great Houses of Calderia Team -

Military: The art of war and feudalism

Oy rulers!

Today, we delve into the intricate art of war, linked with diplomacy and economy, in Great Houses of Calderia. War is motivated by the influence of feudal politics and the pursuit of nobility ranks in Calderia. Let's explore the key features of how war works.

There are specific steps and thresholds to meet the conditions for wars to be declared, they are shown at the war tooltip in military delegation view. You must have negative relations with the House you want to attack.



Here are the current war types and their requirements:
  • Humiliation war: You must have House relations lower than -40. Winning this war allows you to either have a claim on their title or vassalize them.
  • Vassalization war: You must have House relations lower than -60, have the right to vassalize and have a higher rank than the opposing House. Winning this war allows you to vassalize this House, which will then pledge allegiance and pay taxes to you.
  • Title war: You must have House relations lower than -85, have the right to claim the title of the opposing House. Winning this war grants you the title of the defeated House, which will then go down to your previous title. For instance, you had the Baron rank before winning the Title War. The House you attacked had the Count rank, you then become a Count and they become a Baron.
  • Tax war: This war can only be declared to vassals who are refusing to pay taxes they owe you. Winning this war will resume the tax payments the House owes you.



[h3]Units and warfare[/h3]
Developing your fiefdom and making new buildings allows you to unlock new military units, each with its own unique strengths and roles on the battlefield. Units come with both a raise cost and an upkeep cost, requiring you to balance your military might with your resources. All units have attack, defense, health and attack speed variables. Some units can have special abilities that may be automatic, like ranged abilities, while others need to be activated. Defense reduces attack damage input and the attacker also takes some damage. Military units, once engaged, are caught up in the battle and require time to retreat before they can escape the fight. This adds dynamics to the ebb and flow of battles. Wounded units who managed to retreat in time join the reserve, where they can slowly heal so you can redeploy them again. On the other hand, units who died during the fight cannot be used again for future battles during the ongoing war. With this game mechanic, we wanted to encourage a thoughtful rotation of troops to optimize your strategy.



[h3]Rising in the nobility ranks[/h3]
You must first successfully make a claim to a higher title to advance in nobility. Wars are an effective way to rise in the nobility ranks. They allow you to take over the title of the House ruling over you. But first, you must declare and win a Humiliation War, then a Title War to obtain a new title. You can progress through nobility ranks one level at a time, from Baron to Count, Count to Duke, and from Duke to Viceroy. Marriage is a powerful asset for forging alliances between the families tied by the union. These allies can then be called to join wars, strengthening your military power. Growing your influence and military power starts at the court, the relationships you build are essential to your success.



[h3]Peace negotiations and war weariness[/h3]
Wars cannot last forever. Every war concludes with peace negotiations. The possible outcomes are determined by various elements based on how the war ended. It affects the terms that you can focus on during negotiations. However, total wins and total losses have automatic outcomes. Engaging in war leads to war weariness that accumulates at varying levels, each with its own cumulative impacts. Successive wars also increase your war weariness. War weariness takes time to wear off during peace, and peace treaties come with a truce period that prevents new wars from being declared right after a war ends. Winning a war grants you an advantage in peace negotiations, as the losing party will have fewer companions to bargain with. Be aware that refusing ally calls to aid them in war degrades your reputation and strains relations with all the other Houses. You have to balance your own interests with your reputation and relations with other Houses.



[h3]Resource management and war impact[/h3]
Because resources like crops, livestock, materials, metal ore, horses, and grapes are produced outside the city, they are easy targets during war. Blockades on roads to the city from resource locations disrupt the resource supply chain and prevent the fiefdom from receiving the resources. On top of the blockades that can affect your resources and economic sustainability, enemy armies can burn down your production buildings that won’t produce resources until they are repaired. Defending and repairing your production buildings is crucial to maintaining your ability to upkeep your armies.



[h3]Siege and warscore[/h3]
Losing a battle will have the remains of the army retreat automatically on the map for a while, giving a head start for the pursuing army. For now, siege has a static time period during which walls can be broken. Conquering a castle grants a significant amount of points in the warscore, and maintaining a siege also accumulates additional points over time, which greatly contribute to victory. All wars can end in five ways, from neutral peace to total victory or defeat, allowing for varied approaches depending on the most interesting outcomes for you. Reaching neutral peace negotiations will result in both Houses seeking to earn something from the deal. Battlefields provide temporary effects for battles. The warscore to aim for depends on the war type. Your tactical decisions should favor short and effective war resolutions rather than lengthy military conflicts.



Now that we have tackled these features, giving you a better look at the way war works in the game, may you increase your chances of success and prevail with this knowledge. The complex art of military strategy, diplomatic and economic acuteness will shape the fate of your fiefdom.

May your banners fly high and your influence leave a lasting mark in the tapestry of power as you rise in the ranks of Calderia!

Join our Discord and share your feedback with us!

- Great Houses of Calderia Team -

Regular Update Patch Note — 0.8.0.1063 (b12358317)

A new regular update [0.8.0.1063 (b12358317)] is now live with the following changes:

Added
  • ‘Decrease Skill’ effects on Social Conflicts
  • New portrait pieces
  • Continue game after Game Over
  • Tradition: Smoothsayer
  • Tradition: Lovers of Wisdom
  • Tradition: Hundred Schools Of Wisdom
  • Tradition: Mercantilism
  • Tradition: Whose land, his rule
Updated
  • Character customization tooltips
  • UI Scale Curve to linear instead of stepped
  • "Not Implemented" texts removed from Bread & Circus and Light Mathemagic
  • Crest texture aliasing
  • AI’s ‘Handle Plans’ probability less drastic
  • AI's ‘Select Plan’ has right Wars for AI to select
  • AI Plan 'Fix Low Resources' made more eager to fix the situation by trading
  • AI Plan 'Upgrade Building' checks resource situation
  • AI appreciation of higher end resources increased in selecting what to produce
  • AI Plan ‘Optimize Workers’ check on Steel shortage
  • Warscore accumulation increased for capturing a fiefdom, decreased for killing units
Fixed
  • Ranks: Back button moved off screen on some resolutions
  • Clicking day/night cycle setting crashes the game
  • Cementation process upgrade increases Crop production
  • Slow Production spy mission missing description
  • House member stuck in delegation for months at a targeted fiefdom
  • Character with Recruit Spy title in Send delegation screen
  • You can select to play the tutorial by pressing right mouse button
  • Tutorial points to button that doesn't exist
  • Gameplay settings not saved
  • Army doesn't stop to intersection
  • AI Plan 'Handle Idle Characters' gets stuck
Known Issues
  • Added Traditions are marked Not Implemented (NI)
  • UI scaling might cause some buttons to go outside the screen on some resolutions. To fix this, reduce the UI scaling percentage in Video Settings.
  • Character customization images might fail to load occasionally. The UI still works and reopening the menu sometimes fixes the issue.


- Great Houses of Calderia Team -

September Development update

Oy rulers,

Once again, thank you for playing Great Houses of Calderia, participating in the discussions, sharing your feedback and helping us make the best game possible. This summary highlights the changes, additions, and improvements made thanks to you, as well as significant adjustments to systems to balance the game. We did our best to meet your needs and make your experience more enjoyable! And as some of you might have noticed, we added some news features in advance for you! Enjoy!

[h3]Design & Balancing[/h3]

Extended game ending: Until the latest patch, becoming a Duke was the highest rank attainable at the time. With the recent patch, ending the game is now possible with either one of the two alternative outcomes: losing in 50 years if you fail to earn Viceroy rank or winning if you succeed in achieving Viceroy rank.

Events: A better distribution of event spawn has been made as well to offer more variations. Also, events now have a seed ID that prevents them from spawning twice in a row or re-spawning exactly the same way if the player reloads a game before an event appears. Additional events have been added. We’ve corrected the outcomes of some events.

Traditions: We added new nodes to the Tradition Tree: Bread and Circus (Idealists) and Light Mathemagic (Scholars). The Tradition you choose when you create your House now has more impact, it grants you 75% of the required points to access the first node. We also improved the clarity of the events linked to Traditions. We deactivated a Tradition node that would soft-lock the progression (Pacifist) until the diplomatic path becomes available. Additional traditions have been added to the Traditions tree.

Fiefdom management: Building requirements have been rebalanced (cost to build and resource production), as well as the Happiness calculation system. More tooltips have been added. Companions unlock and production bonuses are rebalanced.

Conflict Resolution: Additional tooltips have been added to units’ skills, playground effects. One new military unit and two new companions were added. Cooldown indication for units' abilities has been added. We fixed bugs that prevented dismissing your armies and pillaging buildings.

Weddings & births: Chance of birth among married couples has increased (roughly x3 more often) in addition to rebalancing the statistics required to do weddings.

Ranks: A few bugs preventing some Rank Effects from being triggered have been fixed. Clearer information is now provided in the titles' descriptions.



[h3]Visuals & Interface[/h3]

Character portrait customization: You can now customize the portraits of any of your family members! Click on “i” on your character, then click on the quill icon to edit your character. You can rearrange the appearance with a set of various head shapes, hairstyles, clothing and armour.

User Interface scaling: To cover a wider range of resolutions, we’ve reworked the interfaces of the game to allow for more scalability on wider and smaller resolutions. We’ll regularly continue working on it to improve it the best we can. We’ll run more tests on different settings in the future to make sure we cover the most standard ones.

Readability: Conflict action menu, Trade meter display and Ranks of Calderia layout have been reworked for better readability.



[h3]Technical fixes & optimization[/h3]

Crash fixes: Regarding the crashes, please consider sending the crash report using the Unreal Crash Report panel. Doing so really helps us work on the causes of the crash and improve the game’s stability. This is one of our priorities and thanks to these crash reports, we have been able to fix the reported crashes.

Memory leaks: Thanks to your input, we worked on the memory leaks that were due to background calculations during the long playthrough. We have managed to solve and optimize them. This issue should not occur anymore. Please let us know if you encounter any memory leaks so we can investigate them.



[h3]For more information, read the full aggregated patch notes below:[/h3]

Added
  • Accessibility feature: Day-Night cycle toggle to the settings menu
  • Ending the game is now possible with two different outcomes for the moment:
  • Lose in 50 years if you do not reach Viceroy rank
  • Win if you reach Viceroy rank
  • Cap Family Member skills in impacting creation of military units and companions to 20
  • More impactful negotiation effects in Rank election
  • 75% of the Tradition Points to the first Tradition
  • Graphic scalability settings
  • UI resolution scale (Gameplay Settings)
  • Save random seeds for events
  • Tooltips in War view
  • Tutorial for early game Social Conflict
  • Character portrait customization
  • New hairstyles and clothing for character portraits
  • More female portrait pieces
  • Send delegation UI animations
  • Skill progress notification
  • Progress visualization and tooltip information on Ranks of Calderia, Tradition and Winning Conditions buttons
  • Confirm dialog when advancing to Military Conflict with less than maximum units
  • Social Conflict allows movement while being engaged in debate
  • Two armies can be merged or exchange units with
  • Tutorial event that launches Social Conflict
  • New Traditions: Bread and Circus, Light Mathemagic
  • Conflict Resolution Ability Icons with cooldown indication
  • Losing army retreats and shows white flag
  • Winning army stays still for a while before it can pursue the losing army
  • 5 new ‘Mood category’ events
  • Virtuous traits now give skill changes
  • New Companions and one Military unit
Updated
  • Conflict Action Menu
  • Drive a Point ability preview in Social Conflict
  • Castle Safety production clarified to Safety Points production
  • Adjust Diplomatic delegation UI layout
  • "Highlighted Traits" text changed to "Underlined Traits"
  • Family Member list delegation button style
  • Rank power gain description when Family Members staying in other courts
  • Trade Meter colors and texts
  • Ranks layout
  • Event choice decorations match Tradition type and points gained
  • Tradition ready notification
  • Text decorator optimization
  • UI Scaling moved from Gameplay Settings to Video Settings
  • Resolution UI scaling
  • Default 4K UI scale to 1.5
  • Half rank power from Family Members staying at other courts
  • Starting Family Members skill values
  • More sparse in Social Conflict areas
  • Triple pregnancy chance
  • Caravan optimization
  • Mouse right click to exit Move Army state
  • Trade Meter tooltip
  • Major game balance changes
  • Units and Companions have a new unlock location—more spread out to different Professions and to different Profession levels
  • Resource production amounts changed
  • Some buildings that increase production make the raw material refinement ratio worse
  • Some buildings make the raw material refinement ratio better
  • Raw material refinement ratios have changed leading to higher consumption
  • Worker amounts from building upgrades
  • Fiefdom maximum size from building upgrades
  • Profession unlocks come earlier from lower level buildings than before
  • Armies can target other armies
  • Other caravans visible when own army selected
  • Army action cursors changed
  • Social Conflict Tutorial
  • Movement indication in Conflict Resolution when clicked or dragged
  • Armies dismiss at fiefdom and not instantly
  • Artificer is changed to level IV Companion. Modiste to Level III
  • Conflict Unit and Companion cards
  • Pregnancy set as own event category
  • Family members rebalanced in conflict resolutions. Skills have diminishing returns from 10 to 20 and more from 20 onwards.
  • UI scaling works in Coat of Arms creation screen
  • Army tooltip layout
  • Few events were missing outcome texts
  • AI Plans stop in a better way inside host plans
  • AI Upgrade Building Plan no longer checks happiness requirements when moving workers
  • AI Upgrade Walls Plan no longer check happiness requirements when moving population
  • AI Fiefdom Growth Plan can no longer aim for population growth. Building upgrades emphasized.
  • AI Workers Optimization Plan can now also start 'Aim for population growth' plan
  • AI Fix Shrinking Population Plan now correctly removes bad overseer
  • AI Optimize Workers Plan has Assign Overseer action if AI has idle characters at home
  • AI's Plan for War renounced if AI hasn't declared war in 5 years
Fixed
  • Memory leak
  • Crash after War
  • Crash when showing icon inside the text
  • Crash in Humiliation War
  • Crash when opening certain information windows
  • Particle culling in the map
  • No point displayed in Ranks conflict screen when loading save on Rank view
  • Ranks not working after going to Game Menu and back
  • Can choose your Rank before your turn
  • UI Scaling setting isn't saved
  • Landing choice windows not centered on some resolutions
  • Tutorial text boxes leaving screen on 4:3 aspect ratio screens
  • Can't dismiss armies
  • Impossible to pillage building with army
  • Wounded military units are at full health when battle happens
  • Social Conflicts have no attack power increase
  • Second Appeal Conflict launching on top of another
  • Typo in Conflict planning Rank Points
  • At Arms Length will bug war requirements
  • Attack Trade Route has Official Visit delegation as a target
  • Range icon appears on AI companion spawn during Conflict Tutorial
  • No House member on the screen to send Peace delegation
  • Several Event typos
  • Head of House incorrectly displayed in Accuse Events
  • Building Bonds event outcome
  • Target requirements in Disciplinary Actions event
  • Accuse event repeats
  • Misfortune in Chores event dropped productivity of a profession by 1000% instead of 100%
  • Resource requirements are too high
  • Village Market event decreases horses instead of increasing them
  • Ascetic Workers cap happiness to the right level
  • Incorrect warning text when upgrading a building
  • Profession list leaves the view
  • Safety level resets after loading save
  • No tooltip in Work Effort
  • Work effort tooltips sometimes stay on screen permanently
  • Skill changes in trait tooltips in events not showing
  • Cautious ability tooltip
  • No limit on camera movement in Tradition screen
  • Pacifist tradition ability stops game progress
  • Empty list of my house members in appeal for diplomacy and trade
  • Incorrect trait & ability descriptions
  • Traits relations are not valid
  • Failed marriage arrangement
  • Couple could get pregnant while being far away from each other
  • Slow Production Spy action outcome text
  • Recruit a Spy objective completes even when recruit spy fails
  • You can drag and drop Family Members like they were your own
  • Typo in capital name in Tutorial
  • Tutorial step unresponsive
  • Wards will no longer change to its assigned characters caravan
  • Conflict Victory screen shows defeat on winning side of the screen
  • Problem with trade duration if you place too much resource in the balance
  • Profligate (Bribe) action preview effect stays sometimes on screen after action done
  • Map interactable in some map modes with Escape window open
  • Ally armies ignore enemy armies
  • A lesson in Negotiation event needs equal feudal level target
  • Military conflict winner was not always correct
  • Travelling Salesman event missing one outcome text
  • AI Condition on Overseer Happiness changed
  • Champion of Virtues now correctly gives Virtuous traits
  • "New Tradition" screen shows correct tradition icon
  • Many events didn’t launch

Thank you again for all your comments and feedback, stay tuned for more information about the development of the game and new content!

- Great Houses of Calderia Team -

Here is a little surprise for you!
[previewyoutube][/previewyoutube]