We can't thank you enough for your active role in Great Houses of Calderia. Your participation in discussions and feedback sharing had a significant impact on the game's development. This summary shines a light on the changes, improvements, and system adjustments that have been made, all thanks to your invaluable input. We're excited to keep shaping the game with your feedback. Enjoy!
Design & Balancing
Game ending and further: As requested, we added the possibility to pursue your rule even after the end of the game, whether you completed the objectives of “Road to Victory” or not.
Ranks: The Ranks of Calderia feature wasn’t working as intended. It has been reworked and improved, it should now be working as designed. Rank appeal social conflicts no longer provide skill increases to avoid save-load scumming to rapidly grind skills.
Conflict Resolution: We added more outcomes to the social conflicts to make them more impactful and meaningful. Failing or winning a conflict now has consequences for each character.
AI: This month allowed us to iterate and rework the AI in several aspects. We improved its behavior and plans for long-term play. This is part of our ongoing balancing and one of our main focus points during the whole Early Access phase.
War: Warscore has been revisited, as has army behavior on the map. The work on AI has an impact on war. It does more checks before considering starting a war or taking a decision during a war. This includes assessing the strength of its enemies and adapting to the course of the war. Regarding UI, there are new war icons for the Fiefdom Widget, making it easier to know what is happening in the game. If you click on a Crest icon during a war, the camera will focus on the Fiefdom related to it.
Traditions: A set of new Traditions has been added to expand the Tradition tree. You can choose from a larger set of perks to customize your family and rule. On top of this, the AI and its behavior are now more influenced by its Tradition.
Events: There was a problem with the Marriage Action Prompt, but it has been fixed now. We added new event text and added results to make it more diverse. Building "Schools of Wisdom" in other fiefdoms now provides better events connected to them. When appealing for a higher rank or dealing with trade events, you will sometimes face social conflicts, if you successfully solve them, you can get free spies as a reward.
Visuals & Interface
Character customization: In September, we added the Character customization feature. More portrait pieces have now been added so that you can customize your characters even more! We also added more tooltips regarding this feature.
User Interface scaling: We kept working on the UI scaling. This is a long, ongoing process and we welcome feedback to help us optimize it during the whole Early Access phase. 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.
Technical fixes & optimization
Crash fixes: You reported crashes could occur when loading a save and when setting the day/night cycle. These crashes have been fixed. If you encounter any crashes, please use the Unreal Engine Crash report window and don’t hesitate to inform us on Steam or Discord.
For more information, read the full aggregated patch notes below:
Added
Continue game after Game Over
New portrait pieces
Tradition: Smoothsayer
Tradition: Lovers of Wisdom
Tradition: Hundred Schools Of Wisdom
Tradition: Mercantilism
Tradition: Whose land, his rule
‘Decrease Skill’ effects on Social Conflicts
Bread and Circus has tooltip in Fiefdom View
Faux pas and Rejected Help relations
AI measures enemy strength before declaring war
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
Character customization tooltips
UI Scale Curve to linear instead of stepped
"Not Implemented" texts removed from Bread & Circus and Light Mathemagic
Crest texture aliasing
Warscore accumulation increased for capturing a fiefdom, decreased for killing units
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
Event text fixes and added outcomes
Building School of Wisdom in other fiefdom 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 ‘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
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
AI better checks if they are already in a war before considering declaring a war
Resource widget
Fixed
Crash when loading the save
Clicking day/night cycle setting crashes the game
Marriage Action Prompt missing
Clicking on a character in Character Details Screen sometimes also opens the next character
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
One war reparation playground had “End War” outcome, causing null reference
Ranks: Back button moved off screen on some resolutions
Rank appeal social conflicts no longer provide skill increase
Ranks doesn’t happen
Ranks Back button not visible on all resolutions
Cannot Drag&Drop the crest in Ranks of Calderia Event
Once more, we appreciate all your comments and feedback. Stay tuned for further updates on the game's development and new content!
A new regular update [0.8.1.1091 (b12596110)] is now live with the following changes:
Added
Bandit Crest
8 new Family Traits that influence everyone in the House
Some Family Traits can be earned by secret Tradition combinations
Events can now give Family Traits, a few possibilities to do so have been added
Events can give Experience points to skills, quite a few added
All war events gained GainExp effect to Military skills.
Skill tooltip has a new tooltip about experience points, which also explains where to get those experience points
Crest hover and War FX
AI action - move worker to building that is currently upgrading
AI condition checks if the fiefdom has a profession that is building something but doesn't have any workers
Updated
AI ‘Handle Plans’ checks building upgrade situations better
AI 'Handle Plans' removed a lot of additional weights that sometimes made War planning the only thing specific AI families would do.
UI fit on screen with UI scale
Noble Advisor illustrations
Fixed
AI - ‘Upgrade Buildings’ returns false from Build into Fiefdom even when it shouldn't
UI fit on screen with UI scale
Losing-side now has the intended disadvantage in peace negotiations
Some playgrounds showed different winning effect text in tooltip than the actual effect (a few might still do so)
Conflict Resolution Setup now wraps long texts
Problems around the Can Marry message prompt
Graphical glitch in World View Portraits
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 -
Halloween Sale!
Oy Rulers!
Great Houses of Calderia is on discount to celebrate Halloween!
20% Off - Limited discount during Halloween
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.
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.
- The 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.
Units and warfare
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.
Rising in the nobility ranks
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.
Peace negotiations and war weariness
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.
Resource management and war impact
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.
Siege and warscore
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!
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!
Design & Balancing
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.
Visuals & Interface
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.
Technical fixes & optimization
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.
For more information, read the full aggregated patch notes below:
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!
A new regular update [0.8.0.1058 (b12311299)] is now live with the following changes:
Added
Character portrait customization
Social Conflict allows movement while being engaged in debate
Two armies can be merged or exchange units with
Notification shows nearby armies that can be paired
More female portrait pieces
Ending the game is now possible with two different outcomes for now:
Lose in 50 years if not in Viceroy rank
Win if you reach Viceroy rank
Winning and losing the game end screens
Tutorial event that launches Social Conflict
New Tradition: Bread and Circus
New Tradition: Light Mathemagic
Cooldown indication for units' Abilities in Conflict
Conflict Resolution Ability Icons
Losing army retreats and shows white flag
Winning army stays still for a while before it can pursue losing army
5 ‘Mood category’ events
Virtuous traits now give skill changes
New Companions and one Military unit
New hairstyles and clothing
Updated
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 refinement ratio worse
Some buildings make the 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 is 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 a level IV companion. Modiste to Level III
Bread and Circus tradition checkbox to enable & disable its effect in Fiefdom View
Conflict Special Abilities icons and text
Conflict Unit and Companion cards
Pregnancy set as its 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 checks happiness requirements when moving population
AI Fiefdom Growth Plan can no longer aim for population growth. Building upgrades are emphasized
AI Plan Optimize Workers can now also start 'Aim for population growth' plan
AI Fix Shrinking Population Plan now correctly removes the bad overseer
AI Optimise Workers Plan has Assign Overseer action if AI has idle characters at home
AI's Plan for War is renounced if AI hasn't declared war in 5 years
Fixed
Tutorial step unresponsive
Wards will no longer change to their 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
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.
Building upgrade ‘Cementation Process’ increases crop consumption instead of metal ore consumption
Slow Production spy mission is missing description
Tutorial points to a button that doesn’t exist
Army doesn’t stop at intersections
You can select to (re)play Tutorial by pressing RMB on Tutorial button
House member can be stuck in delegation for months at a targeted fiefdom
- Great Houses of Calderia Team -
Making the fashion of Calderia
Oy rulers!
This is the beginning of Fashion Week in Paris! To celebrate this opportunity, we wanted to give you an insight into our process behind making the fashion and clothing for Calderia.
The world of Calderia is a mix of history and fantasy. We drew inspiration from the Late Medieval to Early Renaissance periods, focusing on Mediterranean cultures. This was the starting point for the inspiration research. Calderia is a society built on gender equality, ancient mythology, Renaissance technology, and living on rough but rich soil where danger is constant. We wanted to highlight and create a tapestry of style that is both unique and meaningful to the setting. The process of making the fashion of Calderia is very similar to the steps of actual fashion design.
Setting and early research
To bring this world to life, we undertook extensive research. We immersed ourselves in the historical era, studying everything from clothing to architecture, art, and culture. This diligent research allowed us to develop an intuitive understanding of the era, which would later help us in our creative choices. Moreover, we explored not only real-world historical sources but also drew inspiration from other fantasy realms set in similar time periods. Games like Warhammer Fantasy, The Witcher, and Dungeons & Dragons served as valuable references, but we still aimed to find our own touch.
An illustration showing the mix between Ancient history and Renaissance.
Intuitive sketching and exploration
One of the key creative processes in fashion design for Calderia involved intuitive sketching. We aimed to produce as many drawings as possible without imposing strict limitations. This freedom to explore different styles and directions allowed us to establish the essence of Calderian fashion. It was essential to explore the wrong paths as well, as this enabled us to better understand the surrounding styles and ultimately led to the one that felt right to us.
Examples of approved sketches with interesting mood and style.
Examples of disapproved sketches which didn't fit our vision.
Chosen art direction: Italian and Spanish Renaissance
After extensive research and exploration, we settled on a fashion direction that drew heavily from Italian and Spanish influences. Our focus spanned from the Late Medieval to the Early Renaissance, with hints of the High and Late Renaissance, particularly in Italy. We deliberately avoided the more commonly portrayed British, French, Burgundian, and German styles, seeking to establish a unique identity for Calderian fashion. Armour pieces integrated with court dresses became a prominent feature, signifying the noble status of characters in the game. This deviated from historical accuracy, as in Renaissance Italy, wearing armour was considered dangerous, as one would be then likely "looking for problems". However, it was a deliberate choice to emphasize the Calderians' interest in armours, and how they could be used to show off the quality of craftsmanship and the wealth of their fiefdoms.
An illustration showing nobles walking in the city in a Mediterranean-inspired setting.
Blending History and fantasy
Finding a balance between low fantasy and history posed an interesting challenge for us. We strived to explore historical components and take them slightly further towards fantasy. Elements such as gorgets and bevors, elaborate hairstyles, the extravagant use of pearls, and unique hats all contributed to the fantastical aspect of Calderian fashion. The game's roots in ancient mythology are reflected in religious attire and ceremonies, blending with modern Renaissance garments. This fusion adds depth to the world, contributing to building the history and culture of Calderia based on a unique tapestry woven from various sources of inspiration.
Examples of portraits mixing fantasy and real-life inspired clothing.
Imperial distinction
The presence of the Imperial overlords is rare in Calderia, but when it does happen, it is unmistakable. Their style is a blend of Medieval and High Renaissance influences, leaning toward the British, French, and Burgundy styles that are consciously avoided in Calderian fashion. Layering of opulent fabrics, the use of fur and leather, and a penchant for gloves all serve to distinguish the Imperial elite and show their wealth.
Examples of research for imperial clothing.
Calderian fashion is a visual exploration of History and fantasy, a uchronia that nurtures our creativity. You can find more information about the art of Calderia in our art book.