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The historical accuracy of medieval city-builder video games

leidenmedievalistsblog.nl

181–190 of 246 posts

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

#181

> 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…

Government is always abstracted in games, rather than being material. If a game had a tax collector, it would have to figure out what would happen if you killed the tax collector. What if the tax collector is actually a tax farmer[1]? Would his gang go after you? If the gang was too afraid of you, would they raise taxes on your neighbors to compensate? [1] https://en.wikipedia.org/wiki/Farm_(revenue_leasing)

I would like to QA the game using the cobra effect - if my kingly subjects start farming cobras then I know the game-AI is seriously good !

https://en.m.wikipedia.org/wiki/Perverse_incentive#The_origi...

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

#182
post #177

Earlier quoted context omitted.

> Also, you wouldn’t feed human edible vegetables to animals, that would be very wasteful. ...yes, you would. What else could you feed them? Animals get lower-quality stuff. Wheat for people and oats for horses. But it's not like people can't eat oats.

Grass. I believe oats and seed is fairly recent development. Historically, you had animals grazing by rotating pastures, or consuming dried grass (hay) when you couldn’t graze (eg winter). Also interesting tidbit — apparently horses of modern sizes cannot eat grass fast enough to sustain their size. They require the higher calorie density of oats and such. Horses that get back into the wild apparently quickly revert…

That assumes you have a lot of free pasture lying around. Odds are, the pasture is already in use, likely for sheep or cows.

All that's really necessary for the draft horse to wind up eating oats is that its economic contribution exceeds the value of the oats.

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

#183

> 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…

Europa Universalis IV has a bunch of tax stuff: * https://eu4.paradoxwikis.com/Tax There are entire Youtube tutorials on it.

The tax stuff in EU4 is the exact kind of modifier-based abstraction of extraction that the article is saying is all-too-common of simulation/strategy games set in this period. EU4 is one of the most "board-gamey" Paradox games with probably the most abstraction of the individuals you're supposedly ruling over. The tax system is truly one of the most bland parts of the whole game. Saying this as someone with many hundreds of hours in EU4, it's a game I used to really enjoy.

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

#184

Earlier quoted context omitted.

Government is always abstracted in games, rather than being material. If a game had a tax collector, it would have to figure out what would happen if you killed the tax collector. What if the tax collector is actually a tax farmer[1]? Would his gang go after you? If the gang was too afraid of you, would they raise taxes on your neighbors to compensate? [1] https://en.wikipedia.org/wiki/Farm_(revenue_leasing)

Majesty had tax collectors, a market economy, and a hands-off governing policy: You funded creation of main buildings, but they were or were not occupied based on demand for those buildings. You put up rewards for actions, but those were or were not acted on based on whatever your citizens were doing. You funded (from treasury) upgrades to goods producers, but nobody got those upgrades until they went and purchased t…

Majesty was a really great game that I spend a lot of time on in my youth. I'd love to see more games that work similarly: every entity is semi-autonomous - gameplay is about incentivizing, guiding progress and managing resources, but the entities don't need input to act.

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

#185

Earlier quoted context omitted.

I believe Pharaoh (mentioned in the previous paragraph) did actually have taxmen that would go out and collect taxes, and could be ambushed and killed by the people if they were sufficiently upset by the living conditions.

But really, they were mostly just killed by Hippos. Just like everyone else in town. I do believe you require approximately two fully-equipped and high-morale legions to kill a singular Hippo in that game, no joke. If you see 2 or 3 Hippos in a singular area, you'll need a substantial Army to clear them out. EDIT: If you're lucky and can push the Hippos out to the river somehow, your Navy can bombard the Hippos with…

> I do believe you require approximately two fully-equipped and high-morale legions to kill a singular Hippo in that game, no joke. If you see 2 or 3 Hippos in a singular area, you'll need a substantial Army to clear them out.

Are Pharaoh's Hippos related to Dwarf Fortress Carp, perchance? Because this situation sounds familiar.

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

#186

> 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…

I always figured that game makers didn't do this because it wouldn't actually be fun to play with. Reminds me of when I played Medieval: Total War and spent most of my time dealing with uprisings. Like, do we want to deal with regulation bloat that causes greater infrastructure costs, so you have to pay billions to build a big road or whatever? Can you account for a Whiskey Rebellion sort of scenario in a SimCity sor…

I agree with your assessment, but I'm also glad that games like Kerbal Space Program exist.

There should be room for experimental, simulationist and niche games too, not just for the tried and true crowd pleasers, because how dreadfully boring would it be otherwise?

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

#187

Earlier quoted context omitted.

Tropico has one of the funniest "speech generators" ever. * Praise a faction (ex: Religious, Academic, Military) * Chastise a faction * Praise a superpower * Acknowledge an issue. * Make a promise ------- For example: * Praise the Military * Blame the Religious * Praise the USA * Acknowledge housing is a problem. * Promise better housing. Then the voice actor comes out and says the lines associated with your selectio…

> otherwise the people will remember This breaks the immersion.

I realize you're joking, but it should be noted that Tropico is constantly breaking the immersion on purpose.

The only score that's saved in your high-score list is the size of your Swiss Bank account. A citizen's car is always located in the nearest parking garage. When you need your first college educated citizen (College Professors must be college-educated), the easiest way to get one is to command your Pirates to "rescue" a bunch of college-educated folk from international waters.

Then again, maybe the size of Swiss Bank accounts is really all that matters for most island-nation leaders and the best measurement of success :-) I do think that the game's sense of humor is among the best attributes... seeing what parts of the game the designers decided to be "realistic" vs "cartoony" is almost the fun of it all.

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

#188

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…

This assumes the differences are purposefully designed rather than out of ignorance of the past. I think you can create a unique game by looking at the historical time periods these games were made about and going from there. This is because most of these games actually start with something like DnD and go from there. As a simple example of where this can lead you into historical inaccuricies... the long sword. Long…

my DnD book from many yeara ago has a two-handed longsword.

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

#189

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…

The settlers.did this AFAIK

Back in the 90's, just to set the record straight. It was probably the first game that did it.

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

#190
post #167

Earlier quoted context omitted.

Imagine the products of a culture with less tolerance for untruth than our own. It might see more films with postscript reality checks, like Jackie Chan's making-of "if you do this, you will get hurt". More children's picture books with errata pages, like Penny Chisholm's. I wonder if some such might be encouraged somehow?

Why would you want such a culture? People love movies and probably can learn how untrue or true they are by just googling stuff. I certainly do.

Because knowledge is power over the environment and filling your head with lies is hard to unlearn.

googling doesn't disabuse you of ingrained lies.

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