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The historical accuracy of medieval city-builder video games

leidenmedievalistsblog.nl

131–140 of 246 posts

Re: The historical accuracy of medieval city-builder video games

#131

Hrm. My opinion is that complete accuracy isn't all that fun. Folks have used tax records to do analysis of, say, how many farmers it takes in a village for a blacksmith to be present, and so on and so forth. It was a lot more than you might imagine. On the other hand, looking at the D&D 3.5 Dungeon Masters Guide 2 , they have finally fleshed out Saltmarsh. Bizarrely, a town of less than four thousand people actually…

Bizarrely, a town of less than four thousand people actually has an assassins' guild, with roughly ten members. Do they take turns, each assassinating one person a year? The charitable interpretation might be that, in addition to being responsible for assassinations in the town, the guild is also responsible for assassinations in the surrounding countryside; in medieval times the rural population significantly outnum…

In one of my campaign worlds the assassins guild was run by a church; you had to pay once to kill them, and again to make sure they stayed dead :P

Introducing magic, or any kind of efficient machine or analog for modern medicine that might appear as magic in a fantasy setting means you get to throw out most of the rules that are learned from historical observations, except where you base those lessons learned on post-industrial revolution studies where the availability of electricity and modern industrial tools haven't been made readily available to developing communities and countries.

Re: The historical accuracy of medieval city-builder video games

#132
post #130

Earlier quoted context omitted.

I've been meaning to revisit Paradox games for a minute. Crusader Kings II hooked me the most. I never really delved into EU. The big problem I had with Stellaris is that I usually lose interest in the mid-game. I love the exploration, the building and even the initial diplomacy, but I just lose interest when everything levels out. I understand from AARs and the like that there are late game effects to disrupt the st…

Under no circumstances you should get Crusader Kings 3. If you value your time at all that is.

I was kinda disappointed in it. Crusader Kings 2 were much better.

Re: The historical accuracy of medieval city-builder video games

#134
In case anyone is wondering.

seigneury the linguistic equivalent in other latin languages as Don, Señor, Monsieur, or less so as senior (Mister) in english, in the context of the article its understood to mean the "employee" duties owed to the lord/boss

Re: The historical accuracy of medieval city-builder video games

#135

I would love a building game where you can't build roads. All of those building games so far allowed that, but I think it would be more fun to just allow for constructing building, and roads/pathway would form depending on their connectivity inside the production chain. I.e. you wouldn't connect your farm to a butcher, but pathways would form and eventually turn into street based on the amount people from dependent s…

That's how roads are formed in ostriv, an alpha title.

Re: The historical accuracy of medieval city-builder video games

#136

Hrm. My opinion is that complete accuracy isn't all that fun. Folks have used tax records to do analysis of, say, how many farmers it takes in a village for a blacksmith to be present, and so on and so forth. It was a lot more than you might imagine. On the other hand, looking at the D&D 3.5 Dungeon Masters Guide 2 , they have finally fleshed out Saltmarsh. Bizarrely, a town of less than four thousand people actually…

Bizarrely, a town of less than four thousand people actually has an assassins' guild, with roughly ten members. Do they take turns, each assassinating one person a year? The charitable interpretation might be that, in addition to being responsible for assassinations in the town, the guild is also responsible for assassinations in the surrounding countryside; in medieval times the rural population significantly outnum…

Well, Raise Dead is pretty pricey. And face it, nobody is out there paying to assassinate farmers. If you really want a particular farmer dead, ask some of the nearby lizardfolk to do it for a song.

Farmers are really interesting in the tax records, at least a function of property. They're the plankton of feudal society: necessary but otherwise nobody pays much attention to them. The miserable hamlets of D&D have an over-representation of every conceivable occupation but that of the farmer. Aside from being menaced by various low hit die creatures or being subject to the odd bout of lycanthropy, they're background figures only. Sad, but true.

Re: The historical accuracy of medieval city-builder video games

#137

> And finally, something that would, in my opinion, really add to the realism and historical flavor of a medieval-themed city builder would be the introduction of mechanisms in which agricultural surpluses are skimmed by the church and the feudal lord. Tithes, taxes and rents! Instead of merely abstracting the taxes into an income modifier or letting the player be the extractor himself, we could be shown the tax coll…

My historical accuracy may be lacking here, but IIRC weren't "tax rates" in roman and subsequent medieval times relatively light as a percentage of one's wages? Specifically in Mideval england, the taxes were mostly on land, which the majority of the population would have had to pay, since most weren't land owners. I mean obviously taking a dollar when you only make 100 a year will feel disastrous, but I mean, it's nothing compared to what we experience today in the developed world. It might be one reason for why this particular mechanic isn't so prominent. I would imagine if you were making an industrial age/Americana game some 100-200 years in the future, tax policy would be a primary mechanic.

Re: The historical accuracy of medieval city-builder video games

#138
I'd like to recommend Kingdom for an unusually elegant take on these game tropes https://www.kingdomthegame.com/

An apparent city builder at first glance, it lands firmly in "survival" territory. The ultra-simple control scheme belies surprising depth and brutal difficulty.

Re: The historical accuracy of medieval city-builder video games

#140
I learned most of what I know about the Three Kingdoms era from playing hundreds (thousands?) of hours of Dynasty Warriors. I later read Romance of the Three Kingdoms and the game was pretty close!

(Holy shit I had a lot of free time before I had kids.)

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