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Trade in Great Houses of Calderia

Oy traders!


Today, we're introducing an important topic in Great Houses of Calderia: Trade. Trading will be a central element in the game, discover everything about it in the following points.

[h3]Reinventing Trade[/h3]
Trade trade trade... exchange of goods. Changing one resource to another with other factions in a game. Trade often is the necessary evil in games. Something that needs to be there but isn’t at the core of the experience and therefore is done with very little inspiration. For the sake of the game’s economical balance or to block players from being stuck; to allow players to get access to something their choices otherwise wouldn’t allow, it needs to be there. But rarely trade is anything more than a brief click to get back to the main thing. A mathematical problem where you basically just teleport your resources to the other player or to an arbitrary “market” with a price loss so that it is more beneficial to produce stuff yourself, at least in the long run. If there is interaction with the AI players, there is a clear-cut line where you get the maximum deal from that specific AI, the search for that optimal point does not entail anything more than that. Just a decision is it a yes or a no? So in the worst-case scenario, it is tedious to search for that optimal point by changing the price tag one click at a time.


For Great Houses of Calderia, trade, like other elements need to entangle, to tie into other game mechanics to create an interesting mix. Therefore it was clear from the beginning that trade must be more than just the exchange of goods. It needs to tie in with how players play. Why they choose certain buildings to be built, why they want to improve relations with specific families, and how they could ruin their rivals' businesses. But to understand how trade will become a major part of the politics of Calderia, let’s start looking at how we deal with the most obvious situation – the initialization of trade talks.



[h3]Other families decisions[/h3]
One thing players will be quick to realize is that in Great Houses of Calderia there are multiple things at play when it comes to trade. Valuation of the items is based on supply and demand like they should and there isn’t anything special about that. However, what is more revealing is the other main element on top of valuating the price of the goods – the Willingness meter. Willingness meter shows how happy the other family is about the deal on the table. It combines all the elements what makes the opponent happier or unhappier with the deal and valuation of items is just one part of it. Families that like each other are more willing to trade with one another and if there is a crucial need for resources then the willingness is higher.

Willingness meter is also a reflection of potential outcomes of the trade proposal. If the willingness is at the center, probably the resource exchange is all there is. But if you propose a trade deal with high willingness – you know you’re probably going to get other benefits in the process. If the opponent is about to build an upgrade and therefore needs the associated resource and you’re willing to give that – the willingness is going to go higher and probably an extra outcome is improved relations. If you’re proposing a trade with low willingness, you might not get a deal and if you do that might come with extra strain on the relations also. So we wish this to transform the trade into something more than just exchange of goods – into exchange of partnership as well.


In Great Houses of Calderia, nothing teleports in the game. Transferring large amounts of resources from one part of the map to another doesn’t just happen – it takes time. So most trades that families initiate are actually trade routes that run their course, going back and forth. And when there are caravans going around the map – that opens space for good old Intrigue. Attacking other families caravans is one way to gain resources that wouldn’t belong to you otherwise. But if one is particularly successful in those attempts, they might cause a strain in the relations of the associated trading partners when goods did not get delivered. After EA launch we hope to push this even further and help these types of attacks also impact the relations of the fiefdom owner, where the attack took place.



[h3]Not so mercantile society[/h3]
Part of the design goals of our game is that we don’t want the game to be a “multiplayer solitaire” like many grand strategies often are. This means that player would be mainly just dealing with his own realm and would only deal with other factions via warfare. We want dealing with other families to be a meaningful and constant part of the gameplay and trade also has a role to play there. For that we are trying to balance the in-game economy – as well as AI behavior – to favor situations where it is better to provide a surplus of some resources and trade in the resources one lacks. When this is the optimal way to play, grow and gain influence, it means your growth is dependent on other families as well. And if that is the case – then diplomacy has a bigger space to operate as well. Angering others would reduce their willingness to trade and therefore you would be forced to produce your own resources. But when that is clearly an inferior strategy – then you would have to swallow your pride and try to make relationships better with at least selected families. But we don’t want a trade to just impact your own diplomacy, it should influence your scheming as well.



[h3]Bigger than the sum of its parts[/h3]
With grand strategies that operate as “system soup”, or different mechanics bumping into each other, being impacted by each other and influencing the overall balance, these are all not easy tasks. How impactful trade, or some other part, plays is a result of balancing work of the other elements as well. While trade is nowhere near the most important part where we use our Conflict resolution model – it is easy to showcase how we want players to play-through the most important moments in the game. Same is with trade – that those tricky moments when haggling might go one way or the other – we want to let the player and his family have the final say. This final say is in the social conflicts which we of course use for many other elements as well. There, the player uses their family members and companions to debate the trade deal to a favorable outcome.


Trade... trade is a perfect example, for us, how we want to integrate different systems to operate with each other. How you deal with your own fiefdom, what you build, and what you produce should be impacted by trade opportunities. How you deal with other families should be part of who you want to befriend and who is fine left with less attention. And trade, like other systems, should be part of the conflict resolution model we use.

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

- Great Houses of Calderia Team -

Demo patchnote

Oy playtesters,


[h3]We read carefully your feedback and made an update on the current demo. [/h3]

Your bug reports, suggestions, and comments are extremely valuable to us developers. We encourage you to continue sharing as much feedback as possible. Our goal is to create a game that you understand and to your liking.

Register for our playtest here: https://docs.google.com/forms/d/e/1FAIpQLSf72WXhSHkAOPsynQ1XM9u_1g3yHhTs8dCf5ayRhayw9YHuNg/viewform?usp=sf_link

[h2]Patchnote[/h2]
[h3]Additions:[/h3]
  • Enhanced tutorial with plenty of extra steps
  • Objective system added, guiding player forward
  • Lots of new tooltips
  • Ability & profession unlock icons
  • New events

[h3]Changes:[/h3]
  • Event illustrations
  • AI behavior on wars & intrigue
  • Start building situation of different fiefdoms
  • Spaces allowed in family names
  • Action Prompt: Unmarried click goes to action menu
  • New outcomes on some events, allowing then more varied selection of events to launch
  • Profession unlocks

[h3]Fixes:[/h3]
  • Problematic event outcomes
  • Building progression
  • Recruit spy message on diplomatic event
  • Problems with trait tooltip during social conflict
  • Information duplicate in other fiefdom view when clicking on a portrait
  • Raise Army Overlapping Scroll Bar
  • Bourg Title In Wrong Location
  • Able to see dev buttons in locations view
  • When starting a new game, all fiefdoms have the same name
  • Official Visit Error
  • Opponent unit in social conflict act on starting point like it was a neutral slot
  • Tax Level Increase - Social Conflict Not a Victory
  • On army creation, message "click on unit" doesn't disappear after clicking on unit
  • Can accuse endlessly
  • Caught a Spy! event make wrong house and spelling mistake
  • Resource view is showing wrong data


Share your feedback in the comments, and on Discord: https://discord.gg/vsxD6n8P8J

- Great Houses of Calderia Team -

Try our new demo!

Hear ye, hear ye!


[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/1FAIpQLSf72WXhSHkAOPsynQ1XM9u_1g3yHhTs8dCf5ayRhayw9YHuNg/viewform?usp=sf_link

The demo will be live from today until the 18th of November. 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's new? A lot! We don't want to spoil you everything but here is an overview of the additional content compared to the TactiCon demo:
  • Around 250 events available now
  • New starting locations (and level of difficulties)
  • Hundred of traits available
  • More possibilities to improve your fiefdom
  • New diplomatic actions :interesting:
  • First implementation of the ranks of Calderia
  • A first overview of to scheme with intrigue actions
  • Military actions and conflicts are now implemented


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

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

Enjoy

What a magnificent fresco!

Oy architects!

[h3]
Today, we'll share a bit more about the reference used for our key art background. See the differences between the real fresco and our version at the end of the news![/h3]

You often see a particular background in our communications. It's an extraordinary fresco! Since our game is located near the Mediterranean area and in Renaissance times, we naturally chose to have a look at Italian Renaissance art.
[h3]The fresco without other elements[/h3]


[h2]The inspiration[/h2]
The background of our key art is inspired by an existing wall, the main Hall of the Months in Palazzo Schifanoia, in Ferrara. This specific wall has been painted by one of the Ferrarese artists in the Quattrocento, and is the fresco cycle lining the Salone dei Mesi (Room of the Months).
Picture: The Hall of the Months at Palazzo Schifanoia, Archivio iGuzzini, Archello, 2020.

Our artists used these two parts of the walls for the game's fresco. The left one is called Allegory of August: Triumph of Ceres, and represents August, and the right, September, called Allegory of September.
Picture: Le Salone dei Mesi Salon des Mois du Palazzo Schifanoia, Archivio iGuzzini, 2020.

[h2]History[/h2]
[h3]The palazzo[/h3]
"Built in about 1385-1391 as a suburban retreat 'to escape boredom' (in Italian, 'schifar la noia', hence its name), the palazzo was later expanded under Borso d’Este (1450-1471), who shaped the building in his image, rendering it sumptuous and unique, equal to Ferrara’s high status in Europe at the time." from the Ferrara terra e acqua website.

[h3]The room[/h3]
"The Hall of the Months conserves one of the most important 15th-century cycles of frescoes in Italy. It is the collective work of different Ferrarese painters from the school of Cosmè Tura, among whom were Francesco del Cossa and Ercole de’ Roberti. The high walls are divided into 12 sections, one for each month, but today only the months from March to September can be seen (to be read anticlockwise). Each month is in turn divided into three horizontal bands: in the upper one (the World of Gods) are the triumphant chariots of pagan gods, surrounded by mythological or ordinary life scenes. The world of man, upon which are inflicted the divine laws, is painted in the lower part showing the activities of the court and the townsfolk, and in which the figure of the patron, Duke Borso d’Este is portrayed, glorified as a wise and fair governor of his states. The third band is placed between men and gods and shows Western and Egyptian Zodiac signs, evidence of the great importance held by astrological “science” in the Estense court." from the Ferrara terra e acqua website.

[h3]The Frescoes[/h3]
  • Allegory of August: Triumph of Ceres: "The upper scene depicts the triumphal car of Ceres and agricultural scenes. In the centre the astrological symbol Virgo. Below, Duke Borso receives dignitaries, and setting out on a hunt." from the Web Gallery of Art website.
  • Allegory of September: "The upper scene depicts the triumphal car of Maia, to the left Vulcan's smithy, to the right the love nest of Mars and Venus. In the centre the astrological symbol Libra. Below, grape harvest, setting out on a hunt, Duke Borso receives ambassadors. The attribution to Tura is debated, some scholars attribute it to Ercole de'Roberti." from the Web Gallery of Art website.


Allegory of August: Triumph of Ceres, and Allegory of September.next to the Great Houses of Calderia's fresco

Picture: Frescoes in the Palazzo Schifanoia at Ferrara: Allegory of August: Triumph of Ceres and Allegory of September, WGA (Web Gallery of Art),

Do you like deep diving into the references used for our game? We love to share them and our passion for Renaissance art.


Join our Discord to chat with the developers of Great Houses of Calderia: https://discord.gg/vsxD6n8P8J

- Great Houses of Calderia Team -

Events in Great Houses of Calderia

Oy Choice Makers!


[h3]Events in a strategy game like Great Houses of Calderia? Of course![/h3]

We all know events are important in strategy games. Hopefully, there will be a ton of events in Great Houses of Calderia. Have a look at what the event will look like in the game.

All the images shared are Work In Progress.

Great Houses of Calderia is based on an ambitious design – to be a Grand Strategy game mixed with RPG. RPG is a broad genre term, but in our game, it means that all your trials and tribulations and strategic ambitions have to be performed by a member of your house.

[h3]Events back Early 2022[/h3]


As our world is inspired by Renaissance, our nobility is also more akin to wealthy merchant families of Venice rather than the medieval royalty, that lived in their ivory towers and had everything given to them on a silver platter. That means that the main characters of our game, your family, have to get their hands dirty every now and again, as they negotiate with other families. Another difference between the Renaissance and Medieval times is the freedom of individuality and desire for comfortable (or event hedonist) lifestyles.

You as a player of course have the control to command the members of your family to do the gameplay actions you want, but as nobles are fickle and selfish people, it sometimes feels like herding cats. This is what we represent with Events.
 
There are roughly three different types of events in Great Houses of Calderia: Delegation-, Life- and System Events. System events are basic and informational, they just tell you about things you need to know, like someone reaching the age of adulthood, or the growth of your population. They have no options to choose from and not much story in them either. Delegation and Life Events however are the salt of Great Houses of Calderia, because you never know what may happen.

All gameplay interactions with other noble families in Caldera have to be done via Delegations. You may want young singles to court each other, in order to arrange a marriage and an alliance with another family. You might want to establish a deal for trade caravans to deliver your resources for the next 6 months. You might want to find suitable individuals in your rival’s court, that could spy for you...


For any of these actions, you need to assign a member of your family to perform that task. They will happily do it, but the outcome is not always what you might want. Let’s say you wanted to establish a trade deal. You select a member of your family to try to make that happen, but sadly that poor sod is a drunkard by their nature. You might find yourself in a situation, where that person didn’t even arrive at the negotiation table but rather was found passed out behind a local tavern. That trade delegation has suddenly changed into a PR disaster that you must now handle. The reputation of your family name comes before individuals, but it’s the responsibility of the members of that family to uphold that reputation. Maybe next time you’re going to be wiser, or maybe the drunkard has learned their lesson.
 
When your family members are not on delegations, they live their lives and do their appointed tasks in your Fiefdom. However, even when doing nothing significant, life goes on, and you will be presented with Life Events. Life events are moments in life where something unexpected has happened to the members of your family, and you are given a chance to decide how they handle the situation. Life events can vary from suspicions of a cheating spouse to winning a hefty amount of money, by cheating at a game of dice.


Whatever event you get presented with, it’s always advisable to consider what the character is good at (their stats) and what kind of personality and habits they have (their traits). A simple event with a few outcomes doesn’t mean that you would always get the same result out of them. Great Houses of Calderia features quite a complicated dynamic event engine, that allows an event to have lots and lots of possible outcomes (40 000 in theory), and even the most simple ones we have usually have 10-20 different outcomes. I won’t go into all the details of how things are calculated (maybe in a future post), but I’ll tell you the general principle.

Every option presented you have calculations based on various factors in the game. How big is your Diplomacy skill? Is it better than your opponent’s? By how much? Are you in good relations with each other? Are your personalities compatible with each other? Do you have relevant traits to the event? How easy is the option depending on the situation at hand? How much luck is involved?


All of these factors (and more) create an output number between (-100) & (+100) for both X and Y values. All the possible outcomes that an event has been plotted into a 2D-coordinate system, and depending on where the choice calculations landed, the corresponding result will be given to the player. So, events are simple on the surface, but quite complex beasts under the hood.


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

- Great Houses of Calderia Team -