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Great Houses of Calderia News

Events: location-based episodes

Oy Traveler,


[h3]Today's topic is the location-based events[/h3]

The peninsula of Calderia is about 40,000 km² / 15,400 mi² in size (roughly equivalent to Switzerland). The land is divided into provinces governed by various noble Houses.

Although the interests of the nobility are mostly focused on the main cities of each province, the roads between them are bustling with life: busy crossroads may have thriving villages, and ancient temple ruins may hold secrets to be discovered by those who dare to seek them out. Seaports are a melting pot for sailors, vagabonds, fishermen, bazaars, and traders from faraway lands.

While your family members are on the road, they are bound to encounter the enticing wonders that Calderia has to offer. Depending on their location, they may be treated to a Location Event.



Characters may also pass by each other's cities or meet on the road; be they friends or foes. Sometimes events related to two characters meeting by chance may occur. Sometimes multiple families are invited to spend time in the same place, such as at weddings. In such situations, one is bound to run into new acquaintances or confront sworn enemies. However, if you're harbouring a vendetta, it's not civilized to act on it while being someone else's guest.



As mentioned in our "Diplomacy: Squire, ward, court" Steam News, one of the most powerful diplomatic actions a noble House can take is to send its family members to live in a foreign court as wards, squires, or court members. These family members are by no means forgotten. Things can happen in their lives just as they can with anyone else, but the events they experience will be related to their duties and lives in the other House's court. You will also receive events related to the incidents that revolve around other Houses' characters living in your own court.



Finally, your family members may find their lives boring or unfulfilling. In these rare cases, they might embark on a Character Journey.

A Character Journey is a series of events that the characters undertake of their own volition. While you may not be able to stop them or even control where they go, you'll have a chance to decide what they do in the adventures they encounter. Character Journeys are extremely rare, occurring maybe once in a character's lifetime, but when they do, they're bound to change the character's view of life somehow.



[h3]How would you like your House's members to interact with Calderia's locations?[/h3]

Join our Discord to get involved in the development of Great Houses of Calderia: https://discord.gg/vsxD6n8P8J

- Great Houses of Calderia Team -

New public playtest coming soon!

We are thrilled to announce that we are about to release a new version of our game ready to be playtested!

Fill in the form below if you're interested in taking part in this new session: https://forms.gle/g66Y1K1w7kvkBSci6

The demo will be live from March 31st until April 10th. We're sending the keys & instructions manually so it might take some time to receive a key but we'll make sure to include as many players as possible.

We really want to hear your thoughts about any aspects of the game (likes & dislikes, ideas for improvement) so feel free to share your feedback by filling this form: https://bit.ly/3mbKkhc


For bug reports, please take screenshots and be as precise as possible so we can reproduce them and fix them!

[h2]Patchnote[/h2]
[h3]Added[/h3]
  • AI improvement
  • Lots of Tooltips
  • Auto resolve option for conflict resolutions
  • Event choice tooltips including keywords - Traits that affect the outcome are highlighted
  • Possibility to skip the tutorial
  • New unlockables for building trees
  • Duchy colors for each fiefdom
  • Character friendship & rivalry mechanics
  • Characters gaining XP to skills
  • More Military conflict battlefields
  • War types & requirements
  • Peace negotiations
  • Army burning locations
  • Army meets caravan or delegation
  • Music & SFX
  • Events & event illustrations
  • World log & personal log
  • Character bonuses for certain actions

[h3]Changed[/h3]
  • Heavily improved tutorials
  • Conflict resolution flow & UI
  • Major changes to Social conflict:
  1. Companion tiers are displayed more clearly
  2. Companions have abilities
  3. Some companions have ranged attacks
  4. UI & UX improvements
  5. Tooltips display winning & losing effects
  6. Automove disabled as default
  7. Abilities do not require targeting anymore
  • Some abilities from traits have been re-designed
  • Ranks amount reduced
  • Ranks UI & UX improved
  • Army movement
  • Building trees
  • Main UI on the world map
  • Game balance:
  1. Resource valuation
  2. Resource production
  3. Resource consumption
  4. Fiefdom start buildings
  5. Work efforts & wages as unlockables
  • Relation UI
  • Action Prompt improvements & expansion
  • Battles can’t happen at sea
  • Builders-profession renamed to Masons
  • Winning progression UI

[h3]Known Issues[/h3]
  • Some texts are missing in various places, showing
  • Tutorial soft locks in some places, if the game window loses focus


- Great Houses of Calderia Team -

Intrigue: Spies

Oy spies!


Maintaining good diplomatic relationships between the various Houses is a crucial aspect of your House's success. But what do you do when other Houses refuse to cooperate or even try to obstruct you? You hire spies, of course.

[h3]How does spying work in Calderia?[/h3]
The core mechanics of the Great Houses of Calderia revolve around diplomatic, economic, militaristic, and intrigue actions. Intrigue actions are risky endeavors that aim to harm and hinder your opponents, and they begin with recruiting lackeys to do your bidding.

Every now and then, a House may send one of its family members on an official visit to another fiefdom. The purpose of this visit, at least on the surface, is to improve relations between the two Houses, making future cooperation easier. However, the best possible spies a House could have can be found within the walls of their court. Someone inconspicuous, always there but rarely noticed, like a kitchen maid or a stable boy.

Anyone could be a potential spy, but finding and employing one is a dangerous task. Not dangerous enough to risk a noble's life and start a war, but risky enough to sever relations between the two Houses for a long time. Once a target is found, one must think of the best way to approach them with this delicate matter. Lower-class servants might be persuaded with threats, as they might feel they have no other option than to obey. A dissatisfied guard could be bought with a sizeable sum of money. The blacksmith used by the court could perhaps be persuaded with a promise of wealthy new clients. It always starts with a promise: "All you have to do is be our eyes and ears, and when we ask for something to happen, you'll find the right people to do it. You'll be perfectly safe."

That is, of course, a lie. The traditional punishment for spying throughout Calderia is gibbeting. Gibbeting is a form of punishment where the culprit is placed inside a cage that is hung from a high place until they die.



[h3]How does it work in the game?[/h3]
Once you've hired a spy, you may ask them to perform various nefarious acts.
Knowledge is power, and the information you have about the enemy family is shown as Intrigue Level. Think of Intrigue Level as knowledge about itineraries, guard shifts, vulnerabilities in structures, blackmailable secrets, etc. Each level of intrigue in the enemy fiefdom increases the success chance of your spy actions.
Each spy you have in the enemy's court increases your intrigue level in that fiefdom by one (up to four). The members of your family in that fiefdom also increase the intrigue level by two (children by one). However, your family members cannot and will not perform spy actions.

Only a fool would think that there aren't any spies within their own ranks as well. To counter incoming spy attacks, each fiefdom must develop and maintain Safety. Safety is an abstract resource that is developed by the population working in your castle. As you gather that resource, your Safety Level increases (up to four levels). Think of Safety Levels as increased guard patrols, bureaucracy, and workplace protocols, undercover workers reporting naysayers, etc. The Safety Level of your fiefdom directly decreases the success chance of enemy spy actions. In addition to the general safety level, each profession overseer brings their expertise to the table, either increasing or decreasing the safety of the profession they watch over for a little bit. Even dormant spies can be found from time to time with good Safety measures.


[h3]How can spies serve my house?[/h3]
Enough about the technical stuff. Let's say your neighbor has a lot of iron ore that you would like to buy from them, but all you have to offer is grain crops. They are reluctant to sell because they have bountiful fields of their own and don't really need your grain. You've tried to explain that it's good to have excess in storage for a rainy day, but they still refuse.

It's time to make it rain, then...



You send a message to your spy that a small "accident" needs to happen at their fields or granaries - maybe a misplaced torch or an invasion of rats. You don't really care how it's done. You send them a small amount of money and instruct the spy to find some lowlifes to carry out the task, with the money serving as compensation for their troubles. A day or two passes and you eagerly wait for news. Finally, you hear a rumor that all the grain mills your neighbor had have been burned down during the night. You think to yourself, "Splendid," as you send your condolences and offer to support them in these hard times by selling them grain in exchange for iron ore.

At the same time, your spy is getting nervous. They’ve also heard of the fire, but none of the hired men has returned to collect the rest of their payment. Rumour has it, that the overseer of Farmers has taken the matter very seriously, and is currently rigorously investigating who gave the order to sabotage them. Each month they spend investigating the matter, the closer they get to finding out who did it. If they do, their House can accuse you of your actions, and demand rightful compensation for it. In any case, your spy must lay low until either the dust settles or they face the gibbet.



Would you hire spies to protect your heritage?

Join our Discord to get involved in the development of Great Houses of Calderia: https://discord.gg/vsxD6n8P8J

- Great Houses of Calderia Team -

New public playtest!

Dear players!


[h3]We are super happy to announce that we are about to release a new version of our game ready to be playtested! [/h3]

Fill in the form below if you're interested in taking part in this new session: https://docs.google.com/forms/d/e/1FAIpQLSexctg1bSacaumndjZnxkijWIguHD-G2K7BSrv6qtrDC7ojtg/viewform?usp=sf_link

The demo will be live from February 3rd until the 13th. We're sending the keys & instructions manually so it might take some time to receive a key but we'll make sure to include as many players as possible.

What you will find in the playtest:
Additions:
  • Intrigue actions enabled
  • Military actions enabled
  • War types and Peace negotiations
  • Demand War Support Delegation
  • Army encounters delegation event
  • Fiefdom and Tradition selection when starting a new game
  • Characters can have children
  • Tooltips to every section of the game
  • Intrigue Map mode
  • Dynamic Mouse Cursor
  • Various Sound Effects
  • New info screens in Fiefdom view
  • New companions abilities in Social Conflicts
  • Speed controls added in Conflict Resolutions
  • A lot of new events added
  • Tax Caravans
  • Characters can be renamed
  • Sickness/Injury/Death -statuses


Changes:
  • Fiefdom progression re-worked
  • Trade system re-worked
  • Production penalties and bonuses for fiefdoms
  • Ranks of Calderia (WIP)
  • Conflict Resolution UI/UX changes
  • UI improvements
  • Trade Resources map mode
  • Courtship, Engagement & Marriage re-work
  • Event Keyword UI change
  • Raise Army Screen
  • New abilities form Traits
  • Major AI improvements
  • Trade willingness adjustments for AI
  • Companion stats have been renamed
  • AI Trade events re-worked (include chance for negotiations)
  • Visits to other fiefdoms have now a 35 day cooldown
  • FPS capped to 60 by default


Known Issues:
  • Some AI fiefdoms might prioritise their growth needs poorly, and lose a lot of population. The issue is currently being investigated, and hotfixed as soon as possible


We really want to hear your thoughts about any aspects of the game (likes & dislikes, ideas for improvement) so feel free to share your feedback on our steam forum or on Discord: https://discord.gg/vsxD6n8P8J

For bug reports, please take screenshots and be as precise as possible so we can reproduce them and fix them!

- Great Houses of Calderia Team -

Firesquid 2022 retrospective

This article is a recap of what happened in 2022 for us at Firesquid, a young publisher of strategy games. Read about our exciting year!

We are an indie publisher focusing on games that include strategizing and thinking. Whether it is a grand strategy game, a city-builder, or any other game where the brain is the most important muscle. Our goal is to empower diverse teams and offer players games that make their eyes shine.

What happened in 2022?


We started the year with the announcement of our first game Great Houses of Calderia, a modern generational Grand Strategy game set in the fantastic land of Calderia inspired by the Renaissance.

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

We received a warm welcome from the strategy game community, especially on Twitter. Players seemed to be intrigued by the Crusader Kings III and Game of Thrones mix and joined our Discord server. We organized a few playtest sessions with our community in the following months. Players shared insightful feedback and we carefully listened.

In June, the game was selected and showcased at the PC Gaming Show in front of thousands of viewers with an exclusive gameplay trailer.

The day after was the beginning of the Steam Next Fest, where the game was showcased. We shared a new demo and had two live streams by the developers at Resistance Games. The reception was good and gained us thousands of wishlists.


In the Summer, Léa and Igor joined us as game testers for an internship where they could learn QA testing, and work on all our games. Thanks to their hard work and passion, they helped the teams tremendously.


At the same time, we were working on another big project: TactiCon. TactiCon is a love letter to strategy games of all kinds. With our partners Hooded Horse, we wanted to celebrate this genre that’s so close to our hearts.



TactiCon is a five-day Steam festival showcasing a carefully curated list of exciting upcoming and recently released or updated strategy and tactics games across a number of different subgenres (grand strategy, 4X, RTS, turn-based tactics, and similar). It also features a series of unique talks, panels, interviews, and let’s plays given by experts from the genre in addition to showcasing the games themselves in a dedicated sale. The event is covered by streamers and the media alike and hosted as a weekend sale on Steam.

TactiCon Steam Page: https://store.steampowered.com/sale/TactiCon

In total, 116 games were featured with 48 demos, and 58 games on sale. Two dozen speakers took part in 9 panels around strategy games, with the videos available on Youtube. The Steam page received +2.1M unique impressions and +1.5M unique visitors and a significant wishlists (among 62 respondents) and sales boost for the games participating.



In parallel, to take advantage of the TactiCon momentum, we announced our second game, USC: Counterforce. USC is a turn-based squad tactics game inspired by XCOM, Space Hulk and Aliens, featuring in-depth skill & combat systems and multiple game modes. The game invites you to discover the truth behind the demise of colony MC83-A, and to protect Humankind from an ancient alien threat.

https://store.steampowered.com/app/1574870/USC_Counterforce/

We ran a first playtest session on the demo and new tutorial that was really promising. The developers, Angry Cat Studios, and us are eager to add new features and modes to the game. The community members will be able to test new exciting features in advance of its release.

We then prepared for December’s TurnBasedFest, a Steam strategy game event created by the turn-based community. USC: Counterforce participated with a demo including a new tutorial, new missions, and major visual changes.

We’ve been attending many events in 2022: Game Camp (Lille), Gamescom (Cologne), EGX Live (London), Game Connection (Paris). We plan of going to a few more in 2023, starting with the Game Developer Conference in March (San Francisco). We’d love to meet you there and listen to your pitch!

2023 is going to be very promising for us as a publisher. We will release our first games Great Houses of Calderia and USC: Counterforce, announce new partnerships, hopefully, have the second edition of TactiCon, and more!