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Great Houses of Calderia News

1.0 Release and a word from the team

Oy rulers,

[h3]Great Houses of Calderia is now in 1.0![/h3]

Watch the full release trailer:
[previewyoutube][/previewyoutube]

[h2]A word from the team[/h2]

It's been quite a journey so far since the Early Access release last year. We've been developing and crafting the game alongside you, thanks to your feedback. We like to say that a video game is an organic product that evolves not only with the people who make it but also with its community. We are extremely grateful and thrilled by your support and commitment to making the best version of the game.

As the game is releasing in 1.0, comes one of the biggest features: the Civil War. We've been hard at work designing, coding, illustrating, and testing this big chunk that represents the late game. We are preparing a devblog to introduce its content. We want to keep expanding the game and its content with your support.

Now that the game is in 1.0, we are still committed to assessing your constructive comments and incorporating your ideas into future updates. Thank you once again for your support, and your continuous contributions to the development of Great Houses of Calderia.



[h2]What changed during Early Access?[/h2]

The game is now much more dense and challenging with your contribution. In our latest Monthly Development Update, we shared the biggest additions and improvements made during Early Access. We’ve been hard at work to prepare for the 1.0, many features have been refined with your help: more events, Siege mechanic, Military overhaul, Bandits and safety, character skill training, World map and map modes (filters), new winning paths, character appearance customization, AI and UI improvements, overall balance, and more!
https://steamcommunity.com/games/1812910/announcements/detail/4173223997939831069

You can read 1.0 update patch note with all the details regarding the Civil War, overall balance, and other changes!
https://store.steampowered.com/news/app/1812910/view/4216008828232832153


Throughout Early Access, we shared Monthly Development Updates highlighting the biggest things that changed and what was made thanks to the community:

We are beyond excited to read your comments on these new additions and changes! We got this far thanks to you, let’s keep expanding the world of Calderia together!

- Great Houses of Calderia Team -

1.0 Release Discount—40% off!

Oy Rulers!

The Early Access has now come to an end, to celebrate the new update with the full release, we're offering a 40% discount from today to May 16.

This is another milestone for us, and we hope you are as excited as we are about the new content! Ready your blade for the Civil War!

[h3]Special sale—40%[/h3]
Become the most powerful House in Calderia! Manage your noble family members, develop your fiefdom, and nurture diplomatic relations. Get the game at a discount until May 16.

[h3]Player-driven development - Share your feedback![/h3]
Your suggestions and ideas are always considered. We have implemented some of them, and your contribution helped us improve the game. Thank you for your words, reviews, and posts, we really appreciate them!

You can read 1.0 update patch note with all the details regarding the Civil War, overall balance, and other changes!
https://store.steampowered.com/news/app/1812910/view/4216008828232832153


Curious about what changed during Early Access? You can read our recap here!
https://store.steampowered.com/news/app/1812910/view/4173223997939831068


[h3]Support us by leaving a review![/h3]

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

- Great Houses of Calderia Team -

Major Update Patch Note — 1.0.0.1282 (b14243395)

A new major update [1.0.0.1282 (b14243395)] is now live with the following changes:

Added
  • Civil War
    • Event: Make Player choose allegiance for Civil War
    • 8 different main ways to end the game relating to civil war
    • 13 different minor ways for civil war to end
    • Emperor has 6 totally unique units
    • Emperor as a faction with its own armies
    • 30 civil war related events
    • 3 new war types
    • Main Path to Victory now finalized
    • Isolationist Path to win before Civil War
    • New Civil War illustrations
  • Difficulty level Choice
    • Apprentice: No change
    • Bourgeois: AI gets no worker efficiency drop, small production bonus
    • Maested: Same as previous, but bonus bigger and few free buildings
  • 14 new tradition related events
  • Law Unites Us All -tradition
  • Incident type text to added to Incident indicator
  • Slander and Propaganda actions have proper notification events
  • Show Army UI when clicking a garrisoned army under siege
  • Notification on conflict planning when opponent can bring more units
  • Show upcoming siege assault progress in army control panel
  • New crest icons, organized in categories
  • New Character names
  • New Feudalism map mode functionality
  • New War map mode functionality
  • System event for a Commander without an army
  • System event for an army without a Commander
  • New Steam achievements
  • Event choices show in black if your choice would cause you to lose tradition points
  • Events can now change relations to someone’s vassals and their vassals
  • Conflict resolution has unit direction pointer
  • Keeper of Secrets and Seers of Old companion art
  • Show trait based passive effects in character conflict card
  • Tip for character customization in landing
Updated
  • Armies in War View now show Commander Icons instead of Crests
  • Assign Military Conflict illustrations
  • Polaxers unit name update
  • Windows command prompt removed from the game
  • Landing flow, readability, typos and text spacing adjusted
  • A variety of minor event variable adjustments
  • Improve Social and Military unit tooltips
  • Improve conflict planning
  • Improve military conflict result screen
  • Trade Delegation button shows a reason why it can’t be sent
  • New checkboxes in Production View
  • Clicking on Army Icon in the War View now centers the map on the army location
  • Show Diplomacy type on Palatine token in social conflict
  • Change unit names in Dozen Peers tradition into Palatine and Palatines
  • Show only max range value for ranged weapons, change melee attack effects different from ranged attack effects
  • Conflict planning tooltip and unit counter improvements
  • Army to disband if only commander is alive or if commander dies
  • Victory Conditions new Illustrations and UI tweaks
  • Coat of arms minor improvements
  • Show negative tradition icons in events, if choice is negative for you
  • World map textures update
  • World map sounds update
  • Mediate and Request Mediation UI improvements
  • Reduced probability for few events that were more likely to happen than others
  • Autoresolve math simulation improved
  • New Military Morale indicator in conflict resolution
  • New melee attack FX for conflict resolution
  • Little Toe Tradition has new effects
  • Tradition based units and companions rebalanced
  • Road to Victory screen text update
    • Victory Screen texts updated
    • Victory Screen has the timeline bar both at bottom and top
  • Clicking on Army Icon in the War View now centers the map on the army location
  • Checkboxes in Production View
  • Durations of event relations changes unified
  • Tradition Ready window has scrollbar for longer texts
  • Pregnancy event has new image
  • Armies don’t appear on top of widgets
  • Fiefdom View has now also text for Building and Production tabs
  • Change unit stats in UI to match damage done in conflict
  • Disable siege assault button on Conquered fiefdoms
  • New production balance
    • Farmers base production 3->2,5
    • Vineyard basic wages of crops 0.4 -> 0.5
      • Appellation +25% -> 15%
      • Vintage 20% ->10%
      • Wine Alchemy 20% -> 10%
      • Noble Rot 20% -> 10%
      • Ice Grapes 20% ->10%
    • Herdsmen basic wages of crops 0.4 -> 0.5
      • Base consumption of crops 0.25 -> 0.5
    • Masons:
      • Quarry +25% -> +15%
      • Opus Caementicium +25% -> +15%
      • Sawmill +20% -> +15%
      • Architect +10% -> +0%
      • Wind Sawmills +10% -> +20%
      • Regulated Training +0% -> +20%
    • Freeholders:
      • Free Pastures: Crops consumption -10% -> -25%
      • Groom Housing: Crop consumption -25% -> 0%
    • Winemakers:
      • Dilution chambers: Grapes consumptions +50% -> 0
      • Cooperage: Grapes consumptions 0% -> +25%
      • Aging Tuns: Grapes consumption +50% -> +25%
      • Dessert Wines: Wine production +10% -> +15%
      • Grapes consumptions -10% -> -15%
      • Alchemical Laboratory: Wine production 0 -> +10%, grapes consumptions 0 -> -10%
    • Miners:
      • Instantly consume 0,25 horses
      • Flatdom now requires Fire Setting
      • Whim Gin horse consumption 0 -> +25%
      • Trolley Way horse consumption 0 -> +50%
      • Deep Digging horse consumption 0 -> +25%
      • Geological Prospecting +25% -> +15%
    • Scholars:
      • Pumice Treatment livestock consumption -25% -> -20%
    • Smiths:
      • Base ore consumption 2,5 -> 2
      • Cupellation ore consumption -25% -> 0
      • Blast Furnace ore consumption +50% -> +25%
    • Crafters:
      • Spinning Camillas production bonus +50% -> +25%
      • Jeweller consumption penalty 0 -> +25%
    • Work efficiency improvement speed 2x
  • New building cost rebalance
    • Total costs changed:
      • Crops 10300 -> 10800
      • Grapes 1200 -> 3800
      • Livestock 2600 -> 5250
      • Materials 38500 -> 28000
      • Metal ore 6000 -> 11500
      • Horses 557 -> 1277
      • Steel 5000 -> 6775
      • Wine 2100 -> 3000
      • Luxuries 255 -> 675
      • Parchment 1700 -> 3150
      • Gold 18500 -> 13500
    • New costs more heavily reflect building Tier
    • New costs more heavily reflect building and costs use related resources
    • Some upgrades might be cheaper than others in the same tier but take longer time
  • Tradition costs rebalanced, ~20% cheaper
    • First steps: no change
    • Second steps: no change
    • Third step when reaching end of chain: 500 -> 400
    • Third step when just a midstep: 250 -> 200
    • Fourth step when end of chain: 500 -> 300
  • Experience points gained from actions rebalanced
    • Training skills every second day gain 5 -> 2
    • Court based skill frequency changed from every 30 days to every 10 days
    • Trade delegation skill gain for cities visited changed from 2 -> 5
    • Training still fastest, but a lot closer to others now
Fixed
  • Game crash when loading save
  • AI won’t spam armies close to home anymore
  • AI not conquering fiefdom if player doesn’t raise garrison
  • Start Siege Offensive AI action handled better when no enemy is present
  • Unnecessary siege slowdown production text removed from production view
  • Can’t start peace negotiations under certain circumstances
  • Skill icons missing tooltip
  • Can’t cancel army send home command after defeat
  • War score requirement stops surrendering
  • Tooltip stays on screen
  • After customizing character in landing, none is visually selected, but one still is
  • Character Traits in events highlighted incorrectly from choices
  • Can't start Title War
  • Male gender symbol did not reset to female symbol when rerolling family
  • Can press Assault button on conquered fiefdom
  • AI Official Visit relation changes had durations with 365-day calendar
  • Courtship not advancing because other leaves for other delegation
  • Overloaded Wagon event pops less frequently
  • Bad Trading Manners conflict had attacker/defender in wrong order
  • War declaration log text has participants the wrong way around
  • Social stamina not counter correctly
  • Small family member list in tutorial
  • Text wrap issue in Victory Screen
  • Text Wrap issue in Building Ready Screen
Known Issues
  • UI scaling might cause some buttons to go outside the screen on some resolutions. To fix this, adjust 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.
  • Building constructed notification might not show
  • Army movement with “intercept” command, might not work correctly all the time
  • Tooltips may not work properly on all zoom levels. Try zooming into the map to fix issues.
  • Characters show Military damage FX in Conflict Resolution

- Great Houses of Calderia Team -

Livestream—Celebrating 1.0 launch with the devs!

Rulers,

Kormakrtv and Jussi, the Game Director, at Resistance Games will be live on Steam and Twitch to celebrate the 1.0 release!

[h3]Livestream on our Steam page: May 2, at 4 PM GMT+2 on Twitch[/h3]

Meet us there and ask any of your questions; we'll be pleased to answer them and show you the game!

- Great Houses of Calderia team -

April Development update

Oy rulers,

It’s the final stretch before the 1.0 release! We’re working on all the final tweaks and tests to prepare for the update. Before you can explore the new content, let’s take a look back at some of the biggest changes made during Early Access. We cannot stress enough how impactful your feedback is to us, and we encourage you to keep sharing them to help us improve the game!


[h2]Biggest Early Access features[/h2]

[h3]Civil War[/h3]
This addition coming with the 1.0 update will please the community, as it gives much more purpose and deeper meaning to your decisions, while adding a significant twist to the late game. It starts by slowly building up over the midgame while you and different Houses progressively choose sides. You can decide whether to embrace the old or the modern, as well as the kind of Calderia you desire. This also adds to the game's sense of urgency. Other Houses are also moving forward, so if you want to be among those who shape the future, you must hurry! Try to rise in the ranks so that you may be one of the primary actors in the end-of-war conflict, rather than a pawn in other people's games. During the Civil War, the Emperor would send out large armies to defend his rule over the lands, with the army composed of troops that are entirely unique to the Emperor. This conflict cannot end with a Calderian victory before the Emperor is cast out, and the Calderian side must also win the overall conflict. We have been designing tradition features and perks with your various playstyle preferences in mind, as well as how they will play out during the Civil War.



[h3]Traditions & Winning paths[/h3]
During Early Access, we progressively added over 25 Traditions and two alternative winning paths to complete the game.
  • The first one, the Scholarly path, is a more peaceful and scheming option using both Schemers and Scholars Traditions. This playstyle is for those who wish to build rather than fight. It is still heavily involved in politics with other Houses, and relies on good diplomatic relations with others to spread your network of schools to their fiefdoms. So it allows you to build something for other fiefdoms, giving them improvements, starting by building your own School of Wisdom for your Fiefdom.
  • The second, the Isolationist path, relies more on war and seeks independence from the Empire, it combines Warriors and Isolationists Traditions. You abandon the idea of a unified Calderia and will much rather rule a smaller part alone and be left alone. So this winning path is for those who prefer to play more hermit-style gameplay and keep both enemies and friends away.
To make these paths, we designed and implemented a handful of Tradition nodes in the Traditions Tree menu which unlocks various bonuses like: unique delegations and actions, additional points in war or social conflicts, new units or companions, for example.



[h3]Character customization[/h3]
In September, we added this feature for more freedom on your nobles’ creation. You can rename and customize your characters’ appearance with a set of portrait parts (head, hair, clothing, background) when you create your House and at any other moment in the game.



[h3]Bandits, safety, & map events[/h3]
In December, we implemented Bandits and the Safety features. This addition led to the appearance of bandits on the roads of the world map. They appear if your fiefdom’s safety is not high enough. No path is as safe as it used to be for merchants and soldiers. This feature came with a series of brand new and unique events you’ll have to deal with when they appear. With your help, we balanced how bandits attack fiefdoms and the way AI handles them. Bandits used to attack you too often and affected the beginning of your rule by starting their raids quickly after you created your fiefdom. To make sure that you had the time to prepare for them, we made a few changes: fiefdom starting set to 2 (instead of 0), preventing bandits from sieging repeatedly, and adding more outcomes, choices, and dynamic costs to bandits delegations and events.

[h3]Siege[/h3]
The Siege feature, as well as the military unit overhaul, have made war more complex and strategic. We gradually introduced the Siege feature in December. For this mechanic, we added perks to some building upgrades, affecting both siege duration and speed. Attacking the city of a fiefdom at war will start a siege. When besieged, the defender must establish a garrison (without the expense of forming an army, although upkeep is still required). With your help, we introduced the ability to adapt your garrison to match the approaching army. The attacking army begins constructing siege equipment and, when completed, attempts to invade the fiefdom. The siege tower symbol shows the progress of the siege equipment. While under siege, the defending army loses health, and all production and trade resources are temporarily halted. The defense may try to lift the siege at any moment. To improve the clarity and information regarding siege, we worked on the garrison view UI and tooltips. The AI has been tweaked so that it handles sieges much more effectively and is less likely to lack defensive forces. We also created an event for when a siege begins without defense to provide information.

[h3]War and military units[/h3]
February was busy with the rework of the military units thanks to your constructive criticism. We focused on improving the new military unit logic. While the battle system will remain fundamentally unchanged (a mini-game with a board and soldiers to manage), we have worked to make it more exciting and tactical. We chose to make battles and social conflicts (negotiations) completely skippable when we published the game in Early Access in August. If you aren't keen on playing the mini-games, you are free to select your units as well as the objectives and outcomes that are most relevant to you before clicking the "auto-resolve" option.
You can read more about the changes we made in this devblog:
https://steamcommunity.com/games/1812910/announcements/detail/7356139324008352974


[h2]Player-based additions highlight[/h2]

[h3]Difficulty settings, AI & Balancing[/h3]
Balancing the game proved to be challenging, with the more experienced members of the community finding it too easy in the end game, while newcomers faced the intended level of challenge. So, also with the 1.0 update, to adapt to various skills and experiences, we kept improving AI behavior and will implement three difficulty levels: Apprentice, Bourgeois, and Maester. Apprentice AI operates the same as before, AI manages production and worker efficiency slightly less effectively than you. Bourgeois AI maintains efficiency when moving workers and receives a small production boost. Maester AI, similar to Bourgeois, enjoys a larger production bonus and a head start with the buildings. To compensate, we've made the economy more challenging. We advise less experienced players to start with an easy fiefdom and Apprentice AI. We've reduced production bonuses and adjusted food production to 2.5 per farmer instead of 3. Building upgrades are now considerably cheaper, with costs remaining stable across levels and fewer resource requirements. Traditions have also been made more accessible. Your save files have been invaluable in these adjustments, providing crucial insights. Thank you for your continued support and feedback!



[h3]Character skill training[/h3]
In March, we added one of your suggestions: the ability to train your characters to improve their skills (Diplomacy, Economy, Intrigue, or Military), one level at a time. The duration of the training depends on the skill level, the higher the skill, the longer it will take to improve it. Based on your feedback, we've adjusted the skill Exp. distribution to narrow the gain gap between training and other tasks by respectively reducing training Exp. and boosting Exp. from the other tasks. Skill training is considered a task, this means characters won’t be able to undertake additional ones while training, and it cancels their current assignment. Upon reaching a new skill level, the training automatically ends. To initiate training, navigate to your Fiefdom's Diplomacy menu and select the desired skill category. Additionally, we've introduced a Character skill preview accessible via the Left ALT button in Settings > Input Settings.



[h3]UI and map filters (“modes”)[/h3]
UI has been an important part of the game and feedback. We’ve added many tooltips and icons, improved the tutorial for the 1.0, and the map clarity with filters (modes), while adding clearer army icons to identify allies and enemies better. These modes provide critical knowledge by activating them and clicking on each region, such as the relationships between Heads of House, and we added the ability to view unmarried characters using this map option. It is also possible to examine each House's feudal status (vassals and lieges), resources, spies recruited, ongoing wars (and who is at war with whom), and alliances. We've implemented an active map mode indicator for better clarity and as a reminder. For the “Resource” mode, you can select multiple resources from a window that opens above the map mode toggle.



[h3]Optimization & memory leak fixes[/h3]
We have been testing and improving the optimization of the world map, its textures, and the simultaneous events happening on the map and for all the Houses. Thanks to your reports and save files, we were able to investigate and fix the issues and calculations which led to crashes.


The 1.0 update is just a few days away! We can't wait to hear your feedback on the Civil War, the difficulty settings, and all the features we refined over the course of Early Access. Thank you for being part of the journey and for your help!

- Great Houses of Calderia Team -