[HN Gopher] The historical accuracy of medieval city-builder vid...
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       The historical accuracy of medieval city-builder video games
        
       Author : jsnell
       Score  : 320 points
       Date   : 2021-08-04 16:08 UTC (6 hours ago)
        
 (HTM) web link (www.leidenmedievalistsblog.nl)
 (TXT) w3m dump (www.leidenmedievalistsblog.nl)
        
       | sprafa wrote:
       | It'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
        
         | a4isms wrote:
         | When creating an entertainment product, be it a movie or game,
         | your user's expectations are the canvas you paint on. In some
         | places you deliberately violate them, in others you accommodate
         | them at the expense of "realism."
         | 
         | An amusing example: In the Sly Stallone rock climbing action
         | movie "Cliffhanger," they shot a scene where he ice climbs
         | without an axe. To get past a certain section, he dips his
         | gloved hand in cold water and freezes it to the ice, using that
         | for traction.
         | 
         | This is an actual technique alpinists have used. But test
         | audiences (who are not alpine climbers) rejected it as
         | preposterous. So it's on the DVD as a "deleted scene," but
         | wasn't in the cut they released to theatres.
         | 
         | The movie also features a "bolt gun" he carries that can sink a
         | bolt into rock, which can then be used as a hold or to attach a
         | carabiner. No such thing is possible with current technology,
         | but audiences accepted it as possible, so it plays a prominent
         | role in the plot.
         | 
         | The movie's producers were catering to their audience's
         | expectation as they actually were, not as we may wish they
         | were.
        
           | mncharity wrote:
           | 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?
        
             | sprafa wrote:
             | 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.
        
           | mastax wrote:
           | This is very evident in historical media where medieval
           | people are portrayed as wearing burlap sacks and misshapen
           | clumps of fur inside plain brown plaster castles rather than
           | wearing brocade, silks, or brightly died wool inside
           | colorfully-painted palaces or churches. To some extent you
           | have to meet the audience where they are.
        
         | cryptoz wrote:
         | There's a really great scene in HBO's Barry (Bill Hader) with
         | an attempt at a more realistic fight scene. It's quite
         | interesting actually!
         | 
         | https://www.youtube.com/watch?v=m_MjQRqEk5M Spoilers possible
         | if you haven't seen the show. Definitely recommend it btw.
        
           | philwelch wrote:
           | Wow, that was very entertaining though obviously a bit
           | comedic. Both characters also seem to have much better
           | technique than conditioning.
        
           | sprafa wrote:
           | If you watch MMA you would know that this fight would be over
           | around the 1 minute mark.
           | 
           | The impression of realism you get here is not real realism -
           | just a way to simulate it, still holding onto the tropes of
           | the genre and the "time dilation" necessary for suspense in
           | filmmaking.
           | 
           | Real street fights don't last long, and fights between
           | trained fighters are even shorter. one sucker punch or one
           | good chokehold is all it takes.
        
           | ceejayoz wrote:
           | The same episode, hilariously, includes one of their _least_
           | realistic fight scenes. Wild ride.
        
         | 0xdada wrote:
         | > 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.
        
           | eigenket wrote:
           | Once you get over the bonkers UI its pretty easy to make a
           | dwarf fortress that can survive essentially forever, farmers
           | are ridiculously productive so you can support a population
           | of 100-200 pretty easily with 10 or fewer farmers.
        
           | whywhywhywhy wrote:
           | > but it would probably be a lot more niche
           | 
           | Dwarf Fortress also proving that if you hit the correct niche
           | that your game can get a huge following if you're scratching
           | an itch people never knew they had.
        
         | Aerroon wrote:
         | Sword fights certainly could seem more realistic without losing
         | the excitement. Check this out ('fighting' starts at around 2
         | minutes): https://www.youtube.com/watch?v=4GoQlvc_H3s
        
           | [deleted]
        
           | sprafa wrote:
           | This is great but virtually all of this is similar to what I
           | know about the samurai - most fighting with a sword ends VERY
           | quickly with someone getting stabbed. We are talking about an
           | encounter between two men being decided in a few
           | swordstrokes. Seconds, not minutes. There is not much room
           | for 3-5-10 minute fights and acrobatics.
           | 
           | Yes it's interesting as a YouTube video, but for filmmaking
           | suspense comes from "dilating" the moment in time, spending
           | as much as possible in each step before the final blow.
           | 
           | With realistic sword fighting, this is mostly impossible
           | afaik.
        
             | thaumasiotes wrote:
             | > most fighting with a sword ends VERY quickly with someone
             | getting stabbed.
             | 
             | Tanner Greer recently posted about teaching the Iliad to
             | high schoolers, and made this point explicitly. The Iliad
             | is composed for an audience that is familiar with hand-to-
             | hand combat, and depicts it exactly this way: two people
             | close, and one of them kills the other one and moves on.
             | Fighting is mostly done with spears, not swords, but it
             | happens the same way.
             | 
             | Homeric depictions of combat impressed my mother in a
             | different way (she is a doctor): "Wow! Homer really knew
             | his human anatomy!"
        
       | skmurphy wrote:
       | A realistic Medieval city game could do a good job of teaching
       | key aspects of history. I learned a lot from SimCity about
       | thinking in systems. I think well-designed games can teach quite
       | a bit.
       | 
       | It would also be an interesting challenge to model the Industrial
       | Revolution accurately. The Civilization tech tree is a good first
       | approximation but in reading                  "The Lunar Men" by
       | Jenny Uglow        "The Lever of Riches" by Joel Mokyr
       | "Turning points in Western Technology by Donald Cardwell
       | 
       | you get a very different impression. This could tie in to
       | "Science of Progress" thinking in
       | https://www.theatlantic.com/science/archive/2019/07/we-need-...
        
       | finwhat wrote:
       | I wonder how much of our focus on growth in 'city builder' games
       | stems from the US's past with colonization, and its current
       | cultural heft. if the americas and 'virgin' (i.e. easily
       | depopulated) areas existed, would this concept be so popular?
        
         | freemint wrote:
         | I personally doubt it. The 4x play loop emerges naturally once
         | you start to populate an empty map. There is also enough
         | excuses about historic (pre medieval) colonialism that this
         | give similar justification independent from whatever happened
         | in the USA.
        
       | dragontamer wrote:
       | City builders, such as Sim City or even City Skylines are all
       | inaccurate to various degrees. I find it more "honest" when
       | Tropico 6 makes fun of the concept entirely: with your hackers
       | stealing the White House from the US Government.
       | 
       | Strangely enough, I find Tropico to be a more believable setting.
       | 
       | * Citizen simulation: Citizens need to travel between different
       | areas. Miners need to enter the mines, but when they get tired,
       | they need to travel home to rest. Every now and then, they must
       | travel to Church to fulfil their personal religious needs
       | (religious citizens need more church than non-religious). Etc.
       | etc. for all the personal needs of citizens (food, housing,
       | religion, entertainment). Citizens also grow up: adults give
       | birth to children, children go to school (or not: if you don't
       | have schools they'll grow up uneducated), 20 years later they
       | enter the workforce as either "uneducated", "high school"
       | educated, or "college educated". Higher education levels can
       | perform more jobs (ex: Petro-chemical engineer), while uneducated
       | are forced into the lowest wage jobs (farming or mining).
       | 
       | You do need farmers and miners however. So you kind of need to
       | balance the number of high and low educated fellows in your
       | island.
       | 
       | * The economy: Tropico simulates a small island country in a
       | world of "Superpowers". Tropico 6 has 4 ages and therefore
       | different sets of superpowers. Early ages is "The Crown" (the
       | sole superpower), your hypothetical king who sent you to colonize
       | the island. Then comes "Axis" and "Allies" as the two
       | superpowers. A few decades later you get USSR vs USA. Finally the
       | superpowers split into the modern age (Europe, USA, Russia,
       | China).
       | 
       | * You're a small fish in the world. Your entire economy consists
       | of satisfying the superpowers with goods. More advanced goods
       | means more money from a superpower. Too much relations with one
       | superpower (ex: USA) will piss off rival superpowers (ex: USSR in
       | Cold War era).
       | 
       | ----------
       | 
       | This leads to some very believable situations:
       | 
       | * The city center naturally flows from the harbor: your sole
       | connection to the superpowers of the world. While there's some
       | trade / economy within Tropico (ex: various food items, meat,
       | entertainment, and maybe tourism), the vast majority of your
       | wealth will be from trade with the superpowers you're aligned
       | with.
       | 
       | * Rich vs Poor citizens -- Poor citizens work the mines. Educated
       | citizens can be university professors, pharmacists, or engineers
       | (who can turn raw petroleum into plastic and sell for even more
       | money to the superpowers). Rich people want to live in nice
       | houses and drive cars. Poor citizens can't even afford to ride
       | the bus and walk everywhere (meaning you need to plan poor
       | communities very differently than rich communities).
       | 
       | * "Ghettos" -- If you have a valuable resource in a far-off
       | corner of your island (such as Coal, Gold, Bauxite, Oil, or
       | Uranium), you naturally have to build a mine over there. But your
       | workers also need to live there (otherwise they'll spend too much
       | time traveling between the city center and the mine, never
       | actually working). Your compromise is to build a low-quality
       | housing area... a "Ghetto", with just barely enough needs to
       | survive. That way, your workers are encouraged to stay on that
       | corner of the island without spending too much of their free time
       | walking back and forth to the higher quality town center. Raw
       | materials (mines) don't have as much value as higher-grades of
       | products, so its not worth the investment improving that corner
       | of the island.
       | 
       | Besides, if you upgraded all of the housing in the "Ghetto" area,
       | those workers couldn't afford those houses. I guess you can enact
       | the "free housing" edict, but that pisses of the USA-superpower
       | (though it makes you closer to the USSR...). Free-housing also
       | means free: you no longer get income from homes but instead lose
       | money on every house. So its harder to make money.
       | 
       | -----------
       | 
       | Ceasar / Pharaoh also did the rich/poor thing better IMO (the
       | richest citizens leave the workforce!! You may suddenly find
       | yourself in a worker shortage if you "upgrade" your citizens too
       | far). A big issue with Sim City / City Skylines is that the
       | entire interaction of rich / poor is completely neglected.
        
         | hellotomyrars wrote:
         | I think Tropico really cuts a balance in scale/scope that hits
         | the perfect sweet spot for me. I also think the thematic
         | elements are inherently more interesting than most other city
         | builders. The bigger the scale, the more you have to abstract,
         | so in Cities Skylines or large-scale city builders you
         | literally don't have to or need to care about any individuals,
         | nor is there much in the way of meaningful simulation of them.
         | Skylines ultimately devolves into traffic management, since
         | that ends up being the (perhaps realistic) breaking point when
         | you build a large city.
         | 
         | Tropico manages to keep the maps at a scale that they really do
         | build out and look like a city, but the citizens/agents are
         | still represented in a way that makes them matter individually
         | in some cases. The way tourism works as a means to base the
         | economy on is also something pretty unique to Tropico, largely
         | down to the thematic elements.
         | 
         | One thing that really bothers me about a lot of city builders
         | (The Anno games are where this really stuck out to me but a lot
         | of them do this) is the strict adherence to a fixed radius of
         | influence for certain types of buildings. It makes the games
         | feel like a puzzle to be optimized instead of an enjoyable
         | construction set to build a city. It also doesn't make that
         | much sense. If there is only one church in town and you're one
         | house too far away from it, you're probably not going to decide
         | that you won't go to church, right?
         | 
         | I really hope we get more city builders in the near future that
         | allow less rigidly structured building. While you don't have to
         | adhere to a strict grid in most city-builders, you are often
         | giving up so much space that it both doesn't look very nice or
         | sensible since everything that does fill in around the edges is
         | still trying to smash itself in to a grid.
        
           | dragontamer wrote:
           | For those unaware: Tropico sits approximately one step higher
           | than "The Sims", and one step lower than "Sim City".
           | 
           | You don't have as many personalities / needs details per
           | citizen as "The Sims". But every single citizen's life is
           | completely simulated (home, walking, work, walking, church,
           | walking, eating, walking, home. Yes, there's a lot of
           | walking: you'll be thinking of transportation /
           | infrastructure to make things better). Citizens also have
           | full life cycles from birth, to children, to adulthood, and
           | finally death.
           | 
           | A "Big" Tropico has maybe 2000 citizens. At this point, you
           | need significant thought into transportation to keep things
           | working (and one transportation hiccup can topple your entire
           | economy). Tropico 6 is a bit better about it, but Tropico
           | always "scaled poorly" at the end of simulations. (While Sim
           | City / City Skylines felt like games you could keep watching
           | for many months, I don't think I ever put much more than a
           | few weeks of effort into any particular Tropico playthrough).
           | 
           | Tropico is more about playing, reaching the modern era, and
           | then starting over again. Tropico has a "poor steady state",
           | but an excellent "growth" phase that feels very natural. (Ex:
           | setting up a Pro-Communism Newspaper in a neighborhood will
           | slowly turn that neighborhood into pro-communists, pleasing
           | the USSR. Seeing these trends play out over 10+ in-game years
           | is very pleasing)
           | 
           | In contrast, Sim City / City Skylines feel like they "hold
           | steady state" very well, but are kind of unrealistic from a
           | growth perspective.
        
       | tills13 wrote:
       | I feel like the author doesn't understand the point of games...
       | 
       | Sorry! Your villagers all died by a plague. Game over!
        
         | dragontamer wrote:
         | I mean... I found Oregon Trail fun despite dying of dysentery
         | more times than I could count.
         | 
         | The thing about games is that when everyone dies, you just
         | click the "New Game" button and try again. Failing over-and-
         | over again in a game is allowed. In fact, I dare say that
         | modern games don't provide enough room for failure compared to
         | older games.
        
         | mcphage wrote:
         | Given the popularity of Dwarf Fortress, I'm not sure that the
         | author is wrong.
        
         | stordoff wrote:
         | See the "Why not?" section: "There are some good reasons why
         | city building games are not that historically accurate and
         | instead adhere to the established formula of the city building
         | game."
         | 
         | I'd say the author understands perfectly well. It's still
         | interesting to discuss where they deviate from reality and to
         | what extent.
        
         | anyfoo wrote:
         | The author addresses in a section how well or not well this
         | realism could potentially interact with actual gameplay and
         | fun.
        
       | MeinBlutIstBlau wrote:
       | I just want Banished, but with better performance and with some
       | basic AoE elements of an RTS. Fend off raiders, create military
       | units, deal with pillaging. I remember the guy at CrystalRock
       | talking about it saying the way the AI determines what to do is
       | the primary reason it's a little slow as populations get larger
       | since they dynamically change the items they get and where they
       | go on the fly.
       | 
       | Songs of Syx however seems like the real deal. I haven't bought
       | it but it looks very promising in terms of what Banished couldn't
       | entirely deliver.
        
         | mastax wrote:
         | The Anno series is somewhat in this direction.
        
         | mastax wrote:
         | Rise to Ruins is also somewhat in that vein - more of a city-
         | builder combined with a tower-defense game.
        
       | larsiusprime wrote:
       | > 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 collector visiting
       | the village, counting the sheaves by the side of the road,
       | selecting the calves and chickens. This way, the experiences of
       | our medieval forebears are visualized and may help to educate the
       | public about medieval village life.
       | 
       | This is the part that's most interesting to me. I always feel tax
       | policy & land use is very rarely explored in games; in most of
       | these games if you can set tax rates at all it always seems to be
       | a straight tax on productivity so you just have to pick the
       | amount of deadweight loss you're willing to accept to generate
       | the revenue you need to run your government. There's also very
       | rarely any distinction between government spending and private
       | spending, and how government spending on public goods influences
       | the asset values of private interests. You could make an entire
       | game about just that subject.
       | 
       | EDIT: As a follow-up, I found this history of land & tax policy
       | in Denmark going back to the middle ages to be quite fascinating
       | and might be a useful point of contact for this sort of thing:
       | https://bibliotek1.dk/english/history/centuries-of-experienc...
        
         | pessimizer wrote:
         | 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)
        
           | jvanderbot wrote:
           | 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 those
           | things from their own money.
           | 
           | You had a little tax collector dude (or dudes) that went
           | around knocking on doors and collecting a % their on-hand
           | assets (which you set). You could exclude areas if they were
           | too far away, or too dangerous. Your tax collector(s) could
           | be ambushed, which frankly was the primary reason to build
           | defenses.
           | 
           | And, you could tolerate some thievery so that you could
           | occasionally extort money from the thieves guild in sort of
           | an unofficial tax collection of unreported income.
           | 
           | All that in a fantasy game. It can be done.
           | 
           | I believe there's a modern revamp version for mobile:
           | https://www.microsoft.com/en-us/p/majesty/9nblggh1850p
        
             | baud147258 wrote:
             | Steam also a version that runs on modern systems
        
           | mrandolph wrote:
           | seems like an opportunity for some fun game mechanics!
        
           | lifeisstillgood wrote:
           | 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.
           | ..
        
         | dimitrios1 wrote:
         | 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.
        
           | learc83 wrote:
           | >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 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.
        
             | Robotbeat wrote:
             | Yeah, and from what I understand, it was a tax on revenue,
             | not profit. If you harvested 10 carrots and had to give 3
             | or 8 carrots to your horses, you were still tithed 1
             | carrot.
        
               | xyzzyz wrote:
               | Only the very wealthiest of land-cultivating peasants
               | owned large animals at the time, though (and pretty much
               | never horses). Also, you wouldn't feed human edible
               | vegetables to animals, that would be very wasteful.
               | 
               | More importantly, these income taxes were based on rather
               | small fraction of revenues, since they were only based on
               | agricultural production, and not on household production.
               | Obviously, it was extremely impractical to tax household
               | production, and it still is. Importantly though, back
               | then, typical household consumed much more of its own
               | production as a fraction of all consumption than today,
               | and as a result, less of their real income was taxed.
               | 
               | Here is a way to think about it: if you buy a shirt from
               | someone, you might need to pay the sales tax. However, if
               | you make your own shirt, you aren't going to pay tax on
               | it. Today, you wouldn't actually do it, because other
               | people can make a shirt with much less effort than you
               | ever could, so it's still worth it for you to buy someone
               | else's product and pay the tax, because the productivity
               | gains of trade will more than pay for what government
               | skims from the transaction. However, back before
               | industrial revolution, the differences in productivity
               | weren't nearly as big, so it didn't alway make much sense
               | to specialize in everything and trade.
        
               | thaumasiotes wrote:
               | > 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.
        
               | setr wrote:
               | 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 to much smaller sizes with a couple generations
               | (according to acoup.net, which I never verified further)
        
               | Robotbeat wrote:
               | We don't tax household consumption today, either. If you
               | grow veggies, cook, mend/sew your own clothes, wash your
               | own clothes, change your own oil, mow your own lawn, 3D
               | print your own stuff, or produce your own solar power,
               | you're not taxed on it (although that doesn't stop some
               | folk, whether utilities or whatever, from trying to
               | effectively tax you on it). Of course, household
               | production is massively less efficient for many things,
               | although people are forced into becoming DIYers if tax
               | rates are high, prices are artificially high (think rent-
               | seeking behavior by monopolies like utilities), or if
               | money is scarce (ie if there's a recession/depression).
               | 
               | And my point about carrots was deliberately cartoonish.
               | The point is that revenue, not profit, was taxed.
        
           | larsiusprime wrote:
           | Some bits on roman taxation:
           | https://www.unrv.com/economy/roman-taxes.php
        
         | mcphage wrote:
         | > mechanisms in which agricultural surpluses are skimmed by the
         | church and the feudal lord
         | 
         | In these games you play as the feudal lord: you control all of
         | the money, and dictate what can be built, where. Units in the
         | game have no agency outside what you tell them to do, and they
         | have no resources outside what you give to them to build, and
         | they give to you from production.
        
         | Macha wrote:
         | The closest to modelling this skimming comes from Tropico,
         | where the player's offshore bank account is effectively the
         | player's "score", but the process of skimming off money to the
         | bank account causes problems for your settlement.
        
         | perihelions wrote:
         | > _EDIT: As a follow-up, I found this history of land & tax
         | policy in Denmark going back to the middle ages to be quite
         | fascinating and might be a useful point of contact for this
         | sort of thing: https://bibliotek1.dk/english/history/centuries-
         | of-experienc..._
         | 
         | Tangentially, there's a remarkable painting of a tax collection
         | in medieval Denmark:
         | 
         | https://en.wikipedia.org/wiki/Valdemar_Atterdag_holding_Visb...
         | 
         | ("Valdemar Atterdag holding Visby to ransom, 1361", by Carl
         | Gustaf Hellqvist in 1882)
        
         | Brendinooo wrote:
         | 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 sort of game?
         | 
         | Plus, most of these are predicated on the idea that you're the
         | supreme despot. People can protest if you increase taxes, but
         | they can't vote you out/execute you in public and put in new
         | leaders who knock down the tax rate.
         | 
         | Maybe it's the difference between Kerbal Space Program and
         | Galaga. There are certainly markets for both, but less for the
         | former.
        
         | Arnavion wrote:
         | 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.
        
           | tigertigerbb wrote:
           | You should check out 'tax farming'. There's probably a
           | wikipedia page for the 20,000 ft view.
        
             | jaytaylor wrote:
             | ...
             | 
             | Direct link:
             | https://en.m.wikipedia.org/wiki/Farm_(revenue_leasing)
        
           | dragontamer wrote:
           | 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
           | impunity, but it takes a long time for those ships to kill a
           | Hippo. (I've literally built the Pyramids before the Hippos
           | died. So a really, really long time)
           | 
           | The other plan is to set up a lot of Police Stations. Police
           | don't have morale-stat and will fight to the death (in
           | contrast: your armies will break formation and retreat). Each
           | time a Police dies, they hire a new citizen rather quickly,
           | eventually your infinite stream of Policemen kill the Hippo.
           | This works because Hippos only attack citizens, never
           | buildings. (In contrast, if you actually had an approaching
           | army, the Police would die, and then they'd destroy the
           | Police Station... so no new Police would come out to defend.)
           | 
           | Also, immigrants come extremely quickly in Pharaoh. You
           | pretty much convert immigrants into Police (and then
           | subsequently dying) at unrealistically high speeds. Armies
           | actually need "training", "Morale" and all that stuff...
        
           | jonshariat wrote:
           | I learned so much from that game as a kid: Taxes, real estate
           | values, city planning issues, money management, so many more
        
             | tomwojcik wrote:
             | Pharaoh, Cleopatra, Zeus, Poseidon, Stronghold, Tzar: The
             | burden of the crown, Theocracy, Settlers, SimCity,
             | Cossacks, AoE2, HoMM3... There were many great city
             | builders/strategy games back when we were kids :) and I owe
             | them a lot as well. I'm glad we havent been raised in an
             | era of battle royals.
        
               | cellis wrote:
               | Caesar III was one of my favorite games, but Aoe2 and Civ
               | II ( both came out around the same time IIRC ) are the
               | best strategy games of all time imo, followed closely by
               | Civ 5 ( but I have no time for games anymore haha )
        
               | datameta wrote:
               | Mmm, Stronghold. Tax and ration tiers were an interesting
               | mechanic for morale management. That game also had
               | perhaps the most intricate siege simulation I've seen
               | (ignoring the fact that many historical sieges had
               | attrition as the goal). Had quite the large community of
               | map and castle makers.
        
         | mrVentures2 wrote:
         | 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.
        
           | larsiusprime wrote:
           | That's cool! Does it say what exactly you are taxing (labor,
           | land, capital, income, wealth)?, or is that left abstract?
        
             | rebuilder wrote:
             | There were times that the Romans auctioned off the right to
             | tax a region. So you'd pay the state some sum and then have
             | the right to extract whatever you can from the population.
             | 
             | I'm sure the whole story is much more nuanced than that
             | outline.
        
               | bserge wrote:
               | And I thought debt collection agencies are shit. We
               | really do live in the best times so far.
        
               | jhbadger wrote:
               | Even 18th century pre-revolutionary France did this sort
               | of thing. The great chemist Lavoisier was executed by
               | revolutionaries, not because he was a chemist, but
               | because he was also an administrator of the _ferme
               | generale_ , the privatized tax system of the time.
        
               | depaya wrote:
               | This is how parking enforcement works in some major
               | cities (e.g. Chicago).
        
             | mrVentures2 wrote:
             | You said taxes for the different markets (such as luxury
             | goods, Granary, and imports) all of the citizen shop at,
             | and then you set separate real estate taxes for the
             | patricians which are the wealthiest class in the society.
             | And you can see the little dude walk around and get the
             | taxes. The game really holds up, it's my fav =)
        
         | unbalancedevh wrote:
         | > You could make an entire game about just that subject. Which
         | is probably why it's abstracted away in most games. If I want
         | to play a game of growth and conquest, I don't really want to
         | have to micro-manage too many details of peasant life.
        
         | throw0101a wrote:
         | Europa Universalis IV has a bunch of tax stuff:
         | 
         | * https://eu4.paradoxwikis.com/Tax
         | 
         | There are entire Youtube tutorials on it.
        
           | shakezula wrote:
           | Makes sense that they also developed Stellaris. Looks like I
           | have a new game to buy and play.
        
             | gspr wrote:
             | 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).
        
               | mmcdermott wrote:
               | 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 status quo, I've just never
               | had the patience to wait for them.
        
               | semperdark wrote:
               | You should adjust the "mid-game start year" and "late-
               | game start year" sliders at game setup. Note that those
               | are just the _earliest_ possible start times, and the
               | chance starts rolling yearly.
               | 
               | Definitely frustrating that you have to try to predict
               | the game trajectory in advance. A game going well is
               | almost a bad thing - you end up ahead of the curve and
               | sit around doing nothing.
        
               | lovecg wrote:
               | Under no circumstances you should get Crusader Kings 3.
               | If you value your time at all that is.
        
               | ajuc wrote:
               | I was kinda disappointed in it. Crusader Kings 2 were
               | much better.
        
               | Davidbrcz wrote:
               | Ck2 was released roughly 10 years ago amd had tons of
               | extensions.
               | 
               | 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 :~)
        
               | cwdegidio wrote:
               | Crusader Kings 2 and 3 are the only games that have ever
               | recaptured the accidental all-night gaming session for me
               | like Civ I and II did back in the day. Since discovering
               | CK, I can't tell you how many times I innocently started
               | a game on a Saturday night, have my partner come in and
               | say good night... just to have my partner walk in the
               | office and ask when I was going to sleep only to realize
               | it's morning (my office has no windows). God I love it.
        
               | throw0101a wrote:
               | I once heard someone remark that for CK3 it is better
               | dial back the grand strategy component and dial up the
               | role playing aspect. Not to try to optimize an awesome
               | long-term winning strategy, but to make choices with each
               | ruler along their personality traits.
               | 
               | This may cause you to crash and burn with your kingdom,
               | but it's probably more akin to how humans (and rulers)
               | actually operated.
        
               | mttyng wrote:
               | Personally, I prefer Aurora and Distant Worlds: Universe.
               | Paradox games are fantastic but these are Dwarf Fortress-
               | level detail (if you're into that sort of thing).
        
               | shakezula wrote:
               | God, don't I know it. Between Crusader Kings and
               | Stellaris I've burned a good-sized hole in my time budget
               | haha. Great games, though. Stellaris' political modeling
               | is one of my favorites in any sim game.
        
       | daltonlp wrote:
       | A remarkably fun and educational medieval city-builder game:
       | https://scriptwelder.itch.io/waterworks
       | 
       | It's an absolute gem.
        
       | rossdavidh wrote:
       | "Since many of us are working from home in these trying times, it
       | seems safe to assume that more people than ever are indulging in
       | playing the occasional computer game..."
       | 
       | Hey! No way, man. Working, we're all working, honest.
        
       | SavantIdiot wrote:
       | I could read a entire book on this topic.
        
       | malkia wrote:
       | I dunno about historical accuracy, but seeing K&M again brings
       | good memories - also such good graphics that hasn't dated (IMHO).
        
       | danso wrote:
       | My first reaction to this headline was "Oh my god, there exists a
       | blog that combines my 2 favorite rabbit holes: computer games and
       | ancient history" -- i.e. filfre.net and acoup.blog
        
       | publicola1990 wrote:
       | Even 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 Uzbekistan?
        
         | mountainb wrote:
         | Cool then start an indie dev shop in Uzbekistan and make it
         | happen. I will preorder the game if you do it for the hell of
         | it, even if it is bad.
        
         | ecshafer wrote:
         | Why don't YOU make a game with rustic Indonesian scenery?
         | Someone wants to make a game set in Europe, so they are now
         | annoying Eurocentrics. To criticize someone because they are
         | not making some setting choices that you would prefer, as some
         | kind of moral failure, is not good.
        
         | ThePadawan wrote:
         | > Eg: See the recent game Dorfromantik, its aesthetically
         | pleasing, its rustic european scene, but why isn't it not set
         | in Indonesia or Ecuador or Uzbekistan?
         | 
         | That seems a bit harsh judgement for a game with a German name,
         | made by 4 German game design students living in Berlin, with
         | funds from the German state [0].
         | 
         | [0] https://toukana.itch.io/
        
           | Derek_Mudaxe wrote:
           | Yeah, if a European developer attempted to make a non-
           | European city builder then they'd probably get accused of
           | appropriation, and in addition would also get slammed for the
           | inaccuracies and socio-cultural misunderstandings that would
           | inevitably manifest. Also, what stops developers in those
           | aforementioned regions making their own games, there are
           | plenty of relatively cheap and reasonable options in terms of
           | game engines.
        
           | vagrantJin wrote:
           | You make an excellent point.
        
         | grawprog wrote:
         | >Cities skylines for example has no concept of slums.
         | 
         | That was one thing it seemed to simulate pretty well in my
         | experience. Last time I played it, I set up the city with a
         | bunch of low income housing areas in industrial zones, roads
         | all through them, small housing plots next to industry and
         | under overpasses and stuff.
         | 
         | The neighbourhoods looked exactly like the low income housing
         | neighbourhoods around industrial areas I've seen in real life.
         | The people in those houses were typically unhealthier than in
         | other areas. I put the closest hospitals and schools just
         | outside those areas, the waste water from the city was dumped
         | nearby etc.
         | 
         | It's quite possible to create extremely disparate neighborhoods
         | and areas. From slums to McMansion filled suburbs to bustling
         | industrial areas.
         | 
         | Sadly though, my in game city started with me trying to model
         | my real city. It turned out pretty accurate at least as far as
         | neighbourhood layout and visual income disparity went.
        
           | dragontamer wrote:
           | Slums in Cities Skylines are useless. The only point of a
           | "slum" in that game is to convert the slum into a richer
           | neighborhood.
           | 
           | In contrast: creating Slums in Ceasar, Pharaoh, or Tropico is
           | an explicit strategy. Why? Because low-income industries
           | (such as mining or farming) cannot afford better housing. The
           | slum is the best that you can give that population as a
           | leader.
           | 
           | In Ceasar, they're extremely cheeky about the highest class
           | of citizens. Only plebeians work. If you "upgrade" housing to
           | the point of attracting patricians, you LOSE workers (because
           | patricians don't work!!). There are entire strategies in the
           | game about attracting as many plebeians (working-class)
           | citizens needed to have a functioning economy, but then
           | converting the excess workers into Patricians for higher-tax
           | collection.
           | 
           | As such, you need to keep the plebeians purposefully at a
           | lower class to keep your industrial sector working. If you
           | convert everyone into patricians, no work would get done at
           | all. Its a challenge to build road-networks that separate the
           | housing units, but provide the workers needed to serve the
           | upper class (ex: services such as bath-houses and
           | marketplaces are run by plebeians, but should be placed
           | inside of Patrician neighborhoods)
        
             | mbg721 wrote:
             | If I recall correctly, in at least some of the
             | Caesar/Pharaoh/Zeus/Emperor games, access to workers is a
             | binary "Did a worker walk by here recently?" check, and if
             | the answer is yes, then the whole city's population of
             | workers is available to the building. So to serve a remote
             | cluster of mines or whatever, you can have a "slum" that's
             | one or two houses big.
             | 
             | There might be seven or eight levels of "common" housing
             | that provides workers and then two or three of "upper
             | class" housing that doesn't. But at least to me, a block of
             | insulae isn't a "slum" in the game--a couple of huts with
             | no water or food are.
        
               | dragontamer wrote:
               | Oooph. I definitely did not know that.
               | 
               | Sim City btw, does the same thing with Residential /
               | Commercial / Industrial zones. All "traffic" start from a
               | residential zone, then goes to a industrial zone, and
               | finally ends in commercial.
               | 
               | That means a singular tile of "Residential" zone can
               | "feed" the entire industrial sector. While a singular
               | "Commercial" tile can serve as where the industry drops
               | off their goods.
               | 
               | ----------
               | 
               | So I knew that fact for Sim City (and took advantage of
               | it in some designs). I never really knew that for Caesar
               | / Pharaoh.
        
             | grawprog wrote:
             | To be fair, almost everything in Cities felt useless. It
             | didn't really feel like much of a game at all. Nothing you
             | did really actually mattered at all. Cities was more like
             | an interactive city model building toy than what I'd think
             | of as a game.
             | 
             | Ceasar, Pharoh and Tropico are actual games with goals, win
             | conditions and a point.
             | 
             | I didn't like Cities mostly because nothing you did
             | mattered. Not just slums or anything else. You can kill off
             | half the city by accidently routing waste dumping to the
             | city's drinking water and within 15-20 minutes your city's
             | back to being fully populated.
             | 
             | Trying to play Cities strategically the way you would those
             | other games is going to be disappointing no matter how you
             | build the city. It's just not that kind of game.
        
       | modernerd wrote:
       | Townscaper and Dorfromantik are more fun for me than any city
       | builder or Sim game.
       | 
       | https://store.steampowered.com/app/1291340/Townscaper/
       | 
       | https://store.steampowered.com/app/1455840/Dorfromantik/
       | 
       | I like them because they're _not_ rooted in realism, so they're
       | free from the things that some days feel more like work than play
       | (tax collection, agricultural shortfalls, physical material
       | limits etc.).
        
         | agentwiggles wrote:
         | Those both look really cool, thanks for sharing! I especially
         | love Townscaper's self description as being more of a toy than
         | a game.
         | 
         | I love toys! Whether they are physical objects or programs
         | there is something so _lovable_ to me about using craftsmanship
         | and creativity to create something for the sole (and very
         | noble) purpose of just being fun to play with. I think I'll
         | have to buy Townscaper and engage in some goal-free play
         | tonight!
        
       | r0s wrote:
       | 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.
        
       | goda90 wrote:
       | I'd be curious to hear this professor's take on the villages of
       | Kingdom Come: Deliverance, which is a medieval RPG that attempts
       | to bring some aspects of realism. It even has a DLC where a lord
       | appoints the player to be the bailiff for an effort to rebuild an
       | abandoned fort town, and you work with the "master builder" to
       | choose what industries to foster, while bringing in money and
       | skilled workers from elsewhere.
        
         | jhgb wrote:
         | Clearly the environment in KC:D is historically accurate
         | because it's derived from extant historical records.
        
       | JoeAltmaier wrote:
       | After the Black Death, many villages were too small to be
       | functional. You needed a cobbler, smith, cooper, farmers, bakers
       | etc. So Lords just moved peasants around like pawns and
       | consolidated villages. Also they changed from farmholds to large
       | grazing areas and obsoleted some villages. Obsolete villagers
       | were just 'let go' meaning "Load up the wagon and leave! Good
       | luck finding another home!"
       | 
       | The Scottish Highland Clearances resulted in the wholesale
       | exportation of entire populations to Nova Scotia. At least they
       | had a chance of finding some land to homestead.
       | 
       | These kind of arbitrary actions served more to sculpt the
       | landscape of villages and towns, than all the Villager's efforts
       | ever did.
        
       | unglaublich wrote:
       | If you find this interesting, you might want to read:
       | https://www.upenn.edu/pennpress/book/16152.html
        
       | littlecranky67 wrote:
       | 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 shops walking to it
       | (also depending on terrain and usage of i.e. horse carriages).
        
         | tshaddox wrote:
         | That could be a fun visual feature, to watch as paths and roads
         | appear procedurally based on the layout of the town, but I
         | don't think it's particular realistic, and might miss out on
         | some strategic richness. Designing road networks is actually a
         | complex and nuanced thing in and of itself, and it's certainly
         | not as simple as "pave over the paths that people walk on the
         | most." I think I would prefer road design to be a crucial part
         | of the strategy in designing an efficient town.
        
         | max_alquzt wrote:
         | Ostriv! It is developed by one guy and incredibly addictive.
         | Set in the 18th century.
        
           | drran wrote:
           | https://store.steampowered.com/app/773790/Ostriv/
        
         | [deleted]
        
         | mpfundstein wrote:
         | The settlers.did this AFAIK
        
           | skitter wrote:
           | Specifically Settlers 3 & 4. In 1, 2, 6 and I believe 7,
           | paths are build manually; 5 doesn't have roads.
        
           | FooHentai wrote:
           | I recall in settlers 2 you put down the initial walkway, but
           | it widening into a 2-way path and eventually a carriageway
           | that donkeys would traverse was down to how much traffic it
           | saw.
        
         | paavohtl wrote:
         | This is exactly what Foundation [1] (which was also shown in a
         | screenshot in the article) does.
         | 
         | [1] https://store.steampowered.com/app/690830/Foundation/
        
           | Aperocky wrote:
           | Looks like it's windows only..
        
             | paavohtl wrote:
             | As are most games. According to ProtonDB [1] it should run
             | more or less perfectly on Linux with Proton.
             | 
             | [1] https://www.protondb.com/app/690830
        
               | jaytaylor wrote:
               | Proton [0] looks like a really nice exanple of Open
               | Source collaboration.
               | 
               | [0] https://www.protondb.com/
        
             | [deleted]
        
         | mcjoken wrote:
         | Civilization 6 does this a bit, where roads are constructed by
         | running trade routes, not built manually.
        
           | dragontamer wrote:
           | 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))
        
             | dntrkv wrote:
             | It's not completely manual. If you have cities A, B, and C
             | and you have an existing route from city B to C, and you
             | add one from A to C, it will automatically choose the
             | optimal route by utilizing existing roads and connect the
             | new city from there.
        
               | dragontamer wrote:
               | That's not what the original commenter is talking about.
               | 
               | The "decision" to build a road from A to C was not really
               | a top-down decision from the medieval periods. Rome built
               | roads in a top-down manner that sometimes benefited the
               | Empire as a whole... but Feudal Lords built roads in a
               | smaller and more selfish scale.
               | 
               | The growth of roads at that time was more akin to animal
               | paths (animals deciding to travel the same path as other
               | animals: because the well-trodden areas are flatter and
               | easier to walk). Its an organic growth, rather than a
               | top-down planned growth.
               | 
               | I seem to recall playing a few games where roads grew
               | naturally like this, but I've forgotten their names by
               | now. Feudal lords built Roads more akin to Death
               | Stranding (where the player builds a road to try to
               | connect to the online community. Once the road exists,
               | you gain the benefits of the entire community's efforts)
               | 
               | So people are talking about that kind of "locally selfish
               | but community building" behavior. And also in a
               | management simulator and... not whatever Death Stranding
               | is (First person Post-apocalyptic UPS simulator?)
               | 
               | ----------
               | 
               | Different mechanics for different eras of history. Again:
               | Civ6 probably is akin to some Emperor declaring a road
               | should be built between two major cities. But Medieval /
               | Feudal society didn't have top-down edicts from an
               | emperor (at best: maybe from the Pope but... the Pope
               | didn't have that much power). Having a simulator for the
               | medieval time-period could be an interesting gameplay
               | mechanic.
        
         | bspammer wrote:
         | Frostpunk kinda does this - you build roads later on but in the
         | beginning people leave deep tracks in the snow as they go out
         | to collect supplies. It looks really cool. The whole game has
         | an awesome aesthetic.
        
         | Jowsey wrote:
         | I believe this is coming in Manor Lords.
        
           | mastax wrote:
           | Wow, that game looks impressive especially for a solo
           | developer.
        
         | YeGoblynQueenne wrote:
         | Before we leave has this:
         | 
         | https://store.steampowered.com/app/1073910/Before_We_Leave/
        
         | Robotbeat wrote:
         | You would need to model the "roads" becoming an impassable
         | hazard (thick muddy mess) to wheeled vehicles and horses during
         | heavy rain.
         | 
         | Even ancient people threw gravel down (or logs) to help address
         | this problem. But that's a heck of a lot of work.
        
           | setr wrote:
           | The logical implementation seems fairly easy to imagine to
           | me.
           | 
           | You do ant-like pheromone tracking for movement by all
           | peasants of the world. (Each cell keeps a tracker, which gets
           | incremented by passing peasants and decays over time).
           | 
           | Upon sufficient pheromone build up, your walking tile
           | upgrades. Perhaps in the form of grass -> well-trodden ->
           | dirt road -> gravel road -> stone road. Simple model of decay
           | would be to simply downgrade back down the list. More complex
           | might be that stone/gravel degrade into some special state to
           | maintain permanence (dirt roads goes back to grass, but stone
           | roads turn to grassy stone or whatever).
           | 
           | Your peasant/wagon/etc pathfind accordingly, getting
           | speedboosts (or losses) by road type -- and in your example,
           | by road type + local weather (modeled separately)
           | 
           | You could also have different pheremone types producing
           | different artifacts. Human pheremone only produces dirt roads
           | at max, but wagon and tamed horse pheremone jump from
           | grass->road with sufficient buildup. Wild animals only build
           | up to well-trodden paths.
        
         | danlugo92 wrote:
         | Rise Of Nations did it like this.
        
         | dunnevens wrote:
         | Foundation does this. No road building at all. Paths are
         | created organically by activity. In addition, the player never
         | builds houses either. The townspeople pick where they want
         | their house to go.
         | 
         | There is road building in Banished, but the townspeople will
         | only use them if it's an optimal path. They're not the least
         | bit shy about ignoring the roads if they can get to their
         | destination via a shortcut. Since the roads do give a
         | substantial movement bonus, the most effective roads are the
         | ones which trace out the organic movement of the citizens.
         | 
         | I like both systems, but prefer the one in Banished. It's
         | rewarding to build a heavily used road system based on
         | observing patterns.
        
           | thaumasiotes wrote:
           | > Foundation does this. No road building at all. Paths are
           | created organically by activity.
           | 
           | You can put the roads where you want them by placing taboo
           | zoning where you don't want them. Foundation's villagers have
           | an unnaturally strong preference for staying on existing
           | roads, so this is necessary if you want to straighten a road
           | that was kinked due to an obstacle that no longer exists.
           | 
           | > In addition, the player never builds houses either. The
           | townspeople pick where they want their house to go.
           | 
           | This is even less accurate; the townspeople can only build
           | houses in areas that have been actively zoned for housing.
           | 
           | And their "desirability" requirements also mean that they
           | won't build houses unless you've specifically built a lot of
           | decorations nearby, so even if you zone everywhere houses
           | will only appear in places where you make an effort to get
           | them to appear.
        
         | INTPenis wrote:
         | That's how roads are formed in ostriv, an alpha title.
        
       | samstave wrote:
       | OH MY GOD!
       | 
       | The FIRST game (and one I LOVE so much) that popped into my head
       | just upon reading the post title was "Knights and Merchants" --
       | Played the SHIT out of that game while at Intel... All nighters
       | and such.
       | 
       | Clicked the link thinking no way that game would be in here --
       | and its the FIRST image on the submission!
       | 
       | Great post.
        
       | brutus1213 wrote:
       | I love this genre and RTSes. I want to recommend a game called
       | Northgard (really an RTS and if you into vikings, norse
       | mythology) but has some interesting and novel game mechanics.
       | These include the effects of Winter and periodic calamities
       | (fire, frozen waterways).
        
       | SimianLogic2 wrote:
       | 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.)
        
       | pphysch wrote:
       | The basic problem is the disparity in control mechanisms. As a
       | city-builder player, you have central planning capabilities that
       | would make Stalin jealous--and were completely unattainable in
       | the relevant time period due to poor communications technology.
       | 
       | One solution is to make "social power"/"control"/"influence" an
       | actual gameplay mechanic, rather than leaving it entirely to the
       | players cognition/dexterity. Lack of player control is
       | counterbalanced by powerful AI.
       | 
       | For example, at the start of the game you might play as a local
       | authority that manages land rights. You merely specify who owns
       | what land and have limited control over how they use it.
       | Eventually, the peasants build organic settlements, and if they
       | get big enough, you can get transferred there and act as mayor--
       | with the ability to set more precise local policy and therefore
       | begin to shape the town... And so on and so forth.
        
         | svachalek wrote:
         | According to TFA however, one flaw in medieval city builders is
         | that they are too organic, when actual villages were centrally
         | planned. The more major one however is that growth was
         | apparently near hopeless, which would really make them play
         | like a different genre entirely.
        
           | Robotbeat wrote:
           | I think with modern hindsight, growth would be fairly
           | straightforward, but it's anachronistic to bring 21st century
           | intellectual tools to bear in a 10th Century context, like
           | bringing a machine gun (and plenty of ammo) to a medieval
           | battlefield. Even things like knowing about sanitation (so
           | don't put wells where you dump your sewer) would help
           | massively.
        
           | pphysch wrote:
           | Villages are planned to some extent, but they almost
           | certainly are placed in areas with existing settlers i.e.
           | productive capacity. The farms (settlers) come first, then
           | the village follows.
        
       | slingnow wrote:
       | This just in: video game discovered that doesn't completely
       | adhere to <history / physics / reality / etc>. More at 11.
        
         | Macha wrote:
         | This is a case of HN's clickbait prevention hurting the title.
         | The original title is "Why Medieval city builder video games
         | are historically inaccurate" and considers some of the details
         | rarely represented.
         | 
         | However to stop titles like "Why are 9/10 moms using XYZ?" that
         | are badly disguised ads, HN strips opening questions from
         | titles.
        
       | jonbaer wrote:
       | This is probably one of the better reasons why I like 0AD [1]
       | more than anything (besides being open sourced [2]). If you read
       | the forums and traverse the amazing artwork it's like a history
       | lesson and there was no 0AD so they can mix/match.
       | 
       | [1] - https://play0ad.com/ [2] - https://github.com/0ad/0ad
        
       | INTPenis wrote:
       | No mention of Ostriv. That Cities Skylines screenshot is amazing
       | but definitely heavily modded.
       | 
       | But I'd love to see the author try Ostriv because while it is
       | very unpolished it does allow for free placement of buildings.
       | You can actually construct a little place similar to that
       | screenshot from Cities skylines in Ostriv with ease.
       | 
       | The problem of course is that you want good supply lines and he
       | illustrates that in his medieval village plans from real
       | archaeology. How they all fan out from a central point.
        
       | [deleted]
        
       | duxup wrote:
       | 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 ;)
        
         | drewzero1 wrote:
         | 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.
        
           | eigenket wrote:
           | Frostpunk has a little of this - there aren't any elections
           | but if you piss people off enough they'll run you out of town
           | (and you lose the game).
        
           | krab wrote:
           | Tropico has this component of elections.
        
             | dragontamer wrote:
             | 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 selection. Paraphrasing:
             | 
             | My people of Tropico! I wish to congratulate the Military
             | for their outstanding service. But the Religious among us
             | are holding us back from progress. The USA has given us a
             | great amount of aid and we thank them for it. Our growth
             | has caused a lack of housing in some areas. If you elect me
             | again, I promise to fix our housing problem.
             | 
             | ---------
             | 
             | EDIT: The speech has a big effect on the election.
             | 
             | Every faction has a rival faction. Praising the Military
             | pisses off the liberals. Blaming the Religious encourages
             | the Academics. Praising the USA pisses off your communists,
             | but pleases your capitalists.
             | 
             | Acknowledging a problem lowers a citizen's "needs penalty"
             | in the election. (If everyone's housing score is low, then
             | acknowledging the problem reduces their penalty with
             | regards to the election/vote).
             | 
             | Promising to fix a problem is even stronger than
             | acknowledging a problem, but has repercussions in the next
             | election. You need to have had substantial progress in 10
             | years otherwise the people will remember.
        
               | biryani_chicken wrote:
               | > otherwise the people will remember
               | 
               | This breaks the immersion.
        
           | dragontamer wrote:
           | Hearts of Iron (3 in particular)
           | 
           | One of the biggest problems with playing as the USA in Hearts
           | of Iron is that you need to actually convince your Democracy
           | / citizens that its worthwhile to go to war. And unless you
           | click the "Crisis of Democracy" button (aka: turn yourself
           | into a dictatorship), you don't actually have full control
           | over the policies of your country.
           | 
           | Which is why its more fun to play as Germany / Hitler (where
           | the button was already pressed before the game started). But
           | playing as the USA (where you have to build support and
           | convert the peacetime economy into a military economy in time
           | for the war) is a big challenge... a "hard mode" for those
           | who have already mastered the military portions of the game.
        
             | DaedPsyker wrote:
             | I think HOI problem (more familiar with 4) is that it feels
             | much more half baked. US Congress is mostly click a few
             | event popups, click a few policy stuff in a menu and see
             | the congress members just flip. It's more shoehorning it
             | into the HOI system.
             | 
             | I think you could make the process fun, but in paradox
             | style games where you need to generalise a system to fit
             | everywhere in the world, it can fall flat.
        
               | dragontamer wrote:
               | I feel like most events in HOI in general are just...
               | popup windows.
               | 
               | You need a very active imagination to piece together
               | those popups into a cohesive story. HOI is a pretty
               | abstract game, but a lot of simulation stuff is going on
               | under the interface.
               | 
               | The map is realtime, so you can see your troops movement.
               | But otherwise, its got a very "newspaper" like feel to
               | events. If something happens, its reported as a popup
               | window.
        
               | afterburner wrote:
               | > but in paradox style games where you need to generalise
               | a system to fit everywhere in the world
               | 
               | Interesting that you say this, because EU4 is filled to
               | the brim with region-specific mechanics (to the point
               | where it's actually kind of annoying).
        
           | myself248 wrote:
           | Last night, I was musing over the notion of a zoning board of
           | appeals, where some percentage of your decisions are
           | overridden or just plain tied up for years, and the city ends
           | up looking like a patchwork.
        
       | mimixco wrote:
       | I love these kind of games and others have mentioned Tropico 6 as
       | a standout in the field.
       | 
       | I've put lots of hours in that game and it's amazingly subtle and
       | complex. There are many, many ways to achieve whatever you want,
       | but also several hard constraints that you have to work around.
       | 
       | If you want to be rich (treasury over $1M, for example), you have
       | let people live in shacks while you build up foreign relations
       | until you can get ridiculous prices for your goods. If you don't
       | have several contracts at 70% over standard price, you can't
       | really get big. You also can't be totally arbitrary in what
       | industries you decide to develop. If you get in good with a
       | country and your island can produce what they will pay (extra)
       | for, you kind of have to do it, regardless of whether it makes
       | your island ugly or puts people in shacks to work there. If you
       | don't give in on the natural resources and foreign demands,
       | you'll never have enough in the treasury to really help people.
       | Kind of a disturbing realism there.
       | 
       | Getting those contracts means you have to give in to foreign
       | demands, like building a $2,000 embassy for China when you'd
       | probably, as a person, think you should buy houses for your
       | workers. Turns out, they'd rather have bread and circuses and a
       | strong economy and you're better off pleasing your betters until
       | you have lots of steady cash flow coming in every month.
       | 
       | And this is just one scenario. There are many ways to play the
       | game that aren't even about the economy. You can run it as a
       | prison island, a military scenario, a spy vs. spy setup, or any
       | combination of these. I think the best thing about Tropico is
       | that, rather than one goal, you as the dictator choose what kind
       | of goals you want and that leads to entirely different kinds of
       | island setups and gameplay.
        
       | jorblumesea wrote:
       | > the demography of many European villages remained relatively
       | stable between the twelfth and the eighteenth century
       | 
       | I don't think this is true. Medieval demographics is a very
       | interesting subject and seems to have fluctuated a fair amount.
       | Medieval populations doubled between 1100 and 1300.
       | 
       | https://en.wikipedia.org/wiki/Medieval_demography#High_Middl...
        
       | SahAssar wrote:
       | > However, also in Banished it is your goal to overcome the
       | stagnation and lead your settlement to expansion.
       | 
       | Is it? My view of banished was always that the goal was survival
       | and living with the finite resources. Of course at some point you
       | realize that with your foresters, miners, stonecutters, tailors,
       | brewers, priests, teachers, blacksmiths and all the other people
       | you need you have to build more food production, which requires
       | more people and so on.
       | 
       | But I have never felt in banished that my goal is expansion, my
       | goal was always a stable equilibrium that I could hold without
       | touching it. It's sort of like software development for a
       | specific problem, the best solution is one you never have to
       | think about again.
        
       | mxfh wrote:
       | I just recall that _Stronghold_ (2001) was being quite honest
       | with that all you economic settling exploits are just there to
       | bet taxed into oblivion to fuel your local feudal war machine.
        
       | 1123581321 wrote:
       | Good article. The difficulty with simulating these plots and new
       | settlements is that the player's interests aren't the same as any
       | individual freeman's. Letting the player map out fields could
       | certainly be done, but it wouldn't meaningfully change the game
       | as conventional city-builder players of any skill also have a
       | layout in mind before they begin the game.
       | 
       | Players also value a high quantity of content and replayability,
       | again at odds with the interest of a medieval freeman, churchman
       | or lord who preferred consistency to novelty for the reasons
       | mentioned in the preface.
        
       | dec0dedab0de wrote:
       | _The city builder has its origins far back in the 1990s in the
       | combination of the strategy genre and the management genre,
       | leading to games such as Sim City (1989), Caesar (1992) and Age
       | of Empires (1997)._
       | 
       | Utopia for Intellivision/Aquarius came out in 1982. It was one of
       | my favorite games growing up. I highly recommend it if you're
       | into these kinds of games, or retro gaming. I guess I was retro
       | gaming when I played it in the late 80s/early 90s, but we didn't
       | call it that then. Some caveats, It's a 2 player game, you need
       | to read the instructions, and it's annoying without the overlays.
       | 
       | https://en.wikipedia.org/wiki/Utopia_(video_game)
       | 
       | edit: When Sim City, and Populous made their way to Super
       | Nintendo, I remember explaining to my older cousin that they were
       | kind of like Utopia.
        
         | svachalek wrote:
         | Interesting. We actually had an Intellivision back in the day,
         | but not this game. I think I would have loved it.
        
           | xbar wrote:
           | I still play this game against my brother-in-law when I visit
           | for the holidays. He's gotten really good, and I haven't
           | played it consistently since 1984.
        
       | [deleted]
        
       | cupcake-unicorn wrote:
       | Making stuff that historically accurate also would make it less
       | fun, I think, even with the Sims and stuff and SimCity a lot of
       | stuff is abstracted away. Otherwise you're just doing work :)
       | 
       | This is such a funny youtube channel about a game, Saelig, that I
       | think it supposed to be more accurate than most, but of course
       | since it's a game (and in beta) you can do pretty ridiculous
       | things with it : https://www.youtube.com/watch?v=VxRPirVgkpU
        
       | smoldesu wrote:
       | My favorite medieval city-builders aren't historically accurate
       | at all: namely Rimworld and Dwarf Fortress keep me coming back
       | for more. I've never been a huge fan of 4x titles or real-time
       | strategy, but the gameplay loop of these titles feels the most
       | "authentic" to me. I think most people will agree, too: confining
       | a role-playing game to the accuracy of non-fiction isn't much of
       | a roleplaying game at all.
        
       | occupy_paul_st wrote:
       | Since a common critique of city sims is that they are not organic
       | enough, it's exciting to see this case where the mechanics are
       | TOO organic!
        
       | MaxLeiter wrote:
       | Not directly related to the article, but it mentions one of my
       | favorite games, Banished. The entire game, from the engine to the
       | models to the music, was created by one developer. The dev log is
       | no longer online, but I recommend scrolling through it on the
       | wayback machine:
       | https://web.archive.org/web/20201208071123/http://shiningroc...
       | 
       | (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...
        
       | Rd6n6 wrote:
       | I'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
       | <country> during <year>? It's an interesting time with massive
       | social, scientific, and religious change, it's been really fun to
       | read about so far
       | 
       | Edit: if anybody has books or articles to recommend, I'd love to
       | hear about them
        
         | mastax wrote:
         | ACoUP is incredible, though not specific to that time period:
         | https://acoup.blog/resources-for-world-builders/
        
           | veddox wrote:
           | I was waiting for ACOUP to pop up in this thread - surprised
           | it took so long :D
        
         | Retric wrote:
         | 17th century Europe was quite modern with for example long
         | distance power transmission.
         | https://solar.lowtechmagazine.com/2013/01/mechanical-transmi...
         | 
         | 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.
        
       | thewebcount wrote:
       | This was a really cool article! Fascinating to learn how some of
       | this stuff really worked. That said, game makers need to balance
       | making their game fun, having a goal, and not being too tedious.
       | It takes a lot to run a town and most of it isn't fun, so it's
       | understandable that they simplify and leave things out.
       | 
       | I've had a lot of fun playing Outlanders[0] on Apple Arcade. It's
       | similar to what's described here. You get a small island and a
       | few people and have to make a town using only resources from the
       | island. Looks like it's set in maybe the 1700s or 1800s. Works on
       | the iPhone and is a great time killer.
       | 
       | [0] https://apps.apple.com/us/app/outlanders/id1463407936
        
       | hyperion2010 wrote:
       | Figuring out how to take these realities and tweak the gameplay
       | cycle to make it "fun" seems like a fantastic design challenge.
       | 
       | I wonder what the author would think of Dwarf Fortress forts that
       | have been played on the surface.
        
         | mLuby wrote:
         | I played a group of dwarves who, instead of burrowing into the
         | mountain, deforested their land to make a town of wooden
         | buildings on the surface (complete with archer towers,
         | drawbridge, and moat). Naturally, the neighboring elves weren't
         | too pleased with all the tree felling and eventually wiped the
         | dwarves out.
        
       | at_a_remove wrote:
       | 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 has an assassins'
       | guild, with roughly ten members. Do they take turns, each
       | assassinating one person a year? Because that's roughly how
       | infrequently it would have to occur for their little club to
       | escape notice. Hardly worth paying dues for, sitting around,
       | discussing that murder you managed five years ago and how you
       | look forward to one in another five.
       | 
       | Take a look at city-building ... in most games you rarely see the
       | hub-and-spoke develop around a port city, despite that being a
       | prevalent pattern, or the unique feel of isoheight versus steep
       | streets in a hilly region (the San Francisco pattern). If you
       | watch city maps over hundreds of years, many forces are at work,
       | and I think they might be simulable but I don't know if the end
       | result would be _enjoyable_ enjoy to warrant it.
       | 
       | If you look at our actual cave ecosystems, troglobionts, which
       | are adapted for living strictly in caves, are typically quite
       | tiny. There's simply no food down there! Resources are scarce.
       | Hence you would get no gelatinous cubes or hook horrors or
       | carrion crawlers stumbling around the caves, lurking about,
       | waiting for adventurers or the average bear. Instead you get some
       | very small, pale shrimp. This is not exciting for the adventurer.
       | Some handwaving of a source of energy called "Faerzress"
       | eventually takes place and is only vaguely acceptable if one does
       | not look hard, serving as kind of a bottom trophic level for the
       | game.
       | 
       | The balance between actual plausibilty and what one might call
       | "fantastical satiation" is quite difficult. Your large-sized
       | dragon, perhaps your standard-issue Vermithrax Pejorative, would
       | need something like a log flume ride of virgins delivered
       | straight to its gullet to sustain its bulk, not to mention the
       | caloric expenditure. Clearly, this isn't very satisfying for your
       | story-telling, either.
       | 
       | The balance is rough and I suspect that nitpicking in the name of
       | accuracy can undermine most of what is constructed.
        
         | scyzoryk_xyz wrote:
         | Yeah, success in this type of game is definitely about
         | channeling a very specific set of power fantasies, delivered
         | along with all those addictive brain reward feedback loop game
         | mechanisms.
         | 
         | You're totally right about the limited potential for enjoy-
         | ability of realistic forces in city/system simulation games.
         | After all, the best examples of these games usually simplify.
         | Like, the old SimCity games focus just on the zoning mixed with
         | some taxes. Or, the Anno games depict colonization of
         | (unsettled - haha) land mixed with maintenance of trade routes
         | to reward the player with 'growth'.
         | 
         | The article however does deliver a pretty good idea of how one
         | could go about depicting the specific area of interest studied
         | by the author - medieval farming and village planning. I think
         | all of us can easily imagine a very enjoyable game there.
         | 
         | The question of balance is interesting, and IMO highly
         | dependent on how strong and original the selected set of core
         | mechanics is. The better they are, the less of this
         | 'fantastical satiation' aspect is needed to cover them up. But
         | what is most interesting to me is the question of what _should_
         | mechanics in such games themselves actually depict? Like, to
         | actually be worth spending time playing?
        
         | bcrosby95 wrote:
         | 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 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.
        
         | cperciva wrote:
         | _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 outnumbered the urban population. (Also, a world
         | with Raise Dead might be able to sustain a greater rate of
         | assassinations per capital per year...)
         | 
         | But yes, plausibility gets distorted in favour of playability.
        
           | at_a_remove wrote:
           | 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.
        
           | ygjb wrote:
           | 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.
        
           | minsc__and__boo wrote:
           | Also an assassin guild may be paid to do it discretely - i.e.
           | disappear someone rather than just kill. That would allow for
           | more assassinations per year to go unnoticed.
        
         | thaumasiotes wrote:
         | > Your large-sized dragon would need something like a log flume
         | ride of virgins delivered straight to its gullet to sustain its
         | bulk, not to mention the caloric expenditure.
         | 
         | Just to point out, virgin-demanding dragons are an entirely
         | separate mythic tradition from hoarding dragons, which spend
         | their time hibernating.
        
       | IG_Semmelweiss wrote:
       | In case anyone is wondering.
       | 
       | seigneury the linguistic equivalent in other latin languages as
       | Don, Senor, 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
        
       | blunte wrote:
       | The point is not to be historically accurate. Ideally you strike
       | a good balance of fun, challenging, and historically accurate -
       | in that order.
       | 
       | I can't speak for the games listed, but for the one AAA game I
       | had the opportunity to work, "but is it fun?" was a question we
       | would ask ourselves periodically. The natural tendency was to
       | strive for correctness and simulation level accuracy. But that's
       | usually very much not fun.
        
         | mmcdermott wrote:
         | That tracks, I think. Most strategy games are about things that
         | real people had to be paid to do. There haven't historically
         | been many who would govern a province for "fun". For money,
         | glory or influence, sure, but not really for the visceral
         | thrill of the thing.
        
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