Earlier quoted context omitted.
Makes sense that they also developed Stellaris. Looks like I have a new game to buy and play.
Consider yourself warned: all Paradox games are highly addictive drugs. What you must have experienced with Stellaris is representative of most their games. EU IV is indeed a good choice if you liked Stellaris (I usually explain Stellaris to people as EU in spaaaaace).
The historical accuracy of medieval city-builder video games
141–150 of 246 posts
Re: The historical accuracy of medieval city-builder video games
#142Earlier quoted context omitted.
Civilization 6 does this a bit, where roads are constructed by running trade routes, not built manually.
But you choose the trade routes individually. Its not natural, that's the player's choice in where the roads go (except for Rome: all roads lead to Rome lol (special power where every city auto-builds a road to Rome in the early ages))
Re: The historical accuracy of medieval city-builder video games
#143(the posts in 2013-2015 are Banished related)
It's a great resource for anyone interested in game design, game development, or the fields involved in both (which is most).
Here's one of my more recent personal favorites: https://web.archive.org/web/20201208071205/https://www.shini...
Re: The historical accuracy of medieval city-builder video games
#144> 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 n…
You owed the lord a percentage of what you produced as rent. You owed the church a tithe. You also potentially owed service to the lord and the church. Taxes were also paid on certain goods purchased. Taxes that in many cases nobles were exempt from. Kings and feudal lords could also enact special taxes to pay for specific projects.
If you were a merchant of some kind and you wanted to float your barge down a river, you had to pay nearly every town you passed through.
>it's nothing compared to what we experience today in the developed world.
Your overall tax burden could still be tremendous even if it's not paid to 1 central taxing authority.
Re: The historical accuracy of medieval city-builder video games
#145Earlier quoted context omitted.
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.
I played recently ck3 and, even if the vanilla gamw is better than ck2, i got the same dull - boredom after 20 hours than i had when i played vanilla ck2 for thr first time. Give it some time :~)
Re: The historical accuracy of medieval city-builder video games
#146> 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 n…
Re: The historical accuracy of medieval city-builder video games
#147Hrm. 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…
As a simple example of where this can lead you into historical inaccuricies... the long sword. Long swords are two handed swords. It's not a hill I'm gonna die on but the reason why people think long swords are 1 handed is completely because of DnD and everyone copying them.
Re: The historical accuracy of medieval city-builder video games
#148Earlier quoted context omitted.
See the the Caesar franchise (Caesar IV, 2006). You have to hire tax collectors, set taxes, and yes you also have a separate income as a governor. It does all of this.
That's cool! Does it say what exactly you are taxing (labor, land, capital, income, wealth)?, or is that left abstract?
Re: The historical accuracy of medieval city-builder video games
#149Earlier quoted context omitted.
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.
This may cause you to crash and burn with your kingdom, but it's probably more akin to how humans (and rulers) actually operated.
Re: The historical accuracy of medieval city-builder video games
#150Earlier quoted context omitted.
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 n…
>subsequent medieval times relatively light as a percentage of one's wages? You owed the lord a percentage of what you produced as rent. You owed the church a tithe. You also potentially owed service to the lord and the church. Taxes were also paid on certain goods purchased. Taxes that in many cases nobles were exempt from. Kings and feudal lords could also enact special taxes to pay for specific projects. If you we…