I always thought city builders are a weird mix of sort of free market / authoritarian beliefs: In most city builder games involve some planning, incentives provided, and people just show up, do their thing, growth is endless, build a business, and there you go. On the other hand in most city builders the player makes all the decisions and can act at will with no regard to his local citizens ;)
Can you imagine a real mayor simulator, where you'd have to get elected and answer to the city council and constituents? I expect most would find that boring, but it might be a fun (or at least educational) experience for some.
The historical accuracy of medieval city-builder video games
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Re: The historical accuracy of medieval city-builder video games
#52Even modern city builders are inaccurate in the sense that timelines of how long it takes to build things aren't Modelled correct. Plus organic city growth is rarely simulated. Cities skylines for example has no concept of slums. Also the annoying Western/Eurocentrism. Eg: See the recent game Dorfromantik, its aesthetically pleasing, it is rustic european scenery, but why isn't it not set in Indonesia or Ecuador or U…
Re: The historical accuracy of medieval city-builder video games
#53I always thought city builders are a weird mix of sort of free market / authoritarian beliefs: In most city builder games involve some planning, incentives provided, and people just show up, do their thing, growth is endless, build a business, and there you go. On the other hand in most city builders the player makes all the decisions and can act at will with no regard to his local citizens ;)
Can you imagine a real mayor simulator, where you'd have to get elected and answer to the city council and constituents? I expect most would find that boring, but it might be a fun (or at least educational) experience for some.
Re: The historical accuracy of medieval city-builder video games
#54I 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…
I believe this is coming in Manor Lords.
Re: The historical accuracy of medieval city-builder video games
#55I’m actually beginning some informal research on 17th century Europe for a small game right now. There are some village life and village builder aspects. It’s the beginning of the “modern” period and just after the renaissance. What is life like for the local business owner? Who would they be? What extent is it still feudal serfdom in during ? It’s an interesting time with massive social, scientific, and religious ch…
Re: The historical accuracy of medieval city-builder video games
#56It’s interesting and most likely not applicable - for the very same reasons you cant get realistic sword fighting (or even street fighting) in most Hollywood movies: realistic fighting doesn’t look as exciting as the fake thing. Glad the author sees into that very clearly. * Could be an interesting art game tho as someone pointed out below
> Medieval villagers were often living on the edge of subsistence. Agricultural surpluses were skimmed by the church and the feudal lords. Bad harvests, banditry, warfare and disease might decimate a village community at any time. Dwarf Fortress has shown that this would in fact be quite exciting, but it would probably be a lot more niche.
Re: The historical accuracy of medieval city-builder video games
#57Re: The historical accuracy of medieval city-builder video games
#58I 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
Re: The historical accuracy of medieval city-builder video games
#59Even modern city builders are inaccurate in the sense that timelines of how long it takes to build things aren't Modelled correct. Plus organic city growth is rarely simulated. Cities skylines for example has no concept of slums. Also the annoying Western/Eurocentrism. Eg: See the recent game Dorfromantik, its aesthetically pleasing, it is rustic european scenery, but why isn't it not set in Indonesia or Ecuador or U…
Re: The historical accuracy of medieval city-builder video games
#60I’m actually beginning some informal research on 17th century Europe for a small game right now. There are some village life and village builder aspects. It’s the beginning of the “modern” period and just after the renaissance. What is life like for the local business owner? Who would they be? What extent is it still feudal serfdom in during ? It’s an interesting time with massive social, scientific, and religious ch…
The spinning wheel similarly had already transformed transformed the making of cloth and rope. By the 1700’s cottage industries where setup to leverage the free time of village workers on an industrial scale. Communities would specialize based on local resources including transportation networks.
Also, rivers where the medieval equivalent of highways and railroads. A 500 mile journey by waterways was generally cheaper than a 50 mile trip by land.