It begins:
“This is the first post in a series (I, II, IIIa, IIIb, IVa, IVb, IVc, IVd,IVe, V) discussing the basic contours of life – birth, marriage, labor, subsistence, death – of pre-modern peasants and their families. Prior to the industrial revolution, peasant farmers of varying types made up the overwhelming majority of people in settled societies (the sort with cities and writing). And when I say overwhelming, I mean overwhelming: we generally estimate these societies to have consisted of upwards of 80% peasant farmers, often as high as 90 or even 95%. Yet when we talk about these periods, we are often focused on aristocrats, priests, knights, warriors, kings and literate bureaucrats, the sort of folks who write to us or on smiths, masons and artists, the sort of folk whose work sometimes survives for us to see. But this series is going to be about what life was like for the great majority of people who lived in small farming households.”
[1]:https://acoup.blog/2019/07/12/collections-the-lonely-city-pa... [2]:https://acoup.blog/2019/07/19/the-lonely-city-part-ii-real-c...
You could make it as a mod to CK3. Instead of a royal household, you manage a peasant one.
Most of the same mechanics of personnel and resource management, decisions and succession still apply.
I find the idea that every pre-modern peasant in every society had the same basic contours of life extremely silly.
Maybe he means British or French peasants? That's what people usually mean by "peasants".
Even within Europe the very basic ideas on when and how you marry and how you treat land ownership were wildly different.
I'm glad there was a mention of Banished, which does a decent job of capturing the slow struggle of subsistence living. It cannot be understated how many games Banished inspired - of them Manor Lords probably comes the closest to something historically accurate. And definitely fits the author's interests in a non-linear, non-grid based city builder.
Also, it is logical that we optimize the past to make the gameplay loop satisfying. Real history was full of system failures like floods and unfair taxes that prevented any real progress. We code these simulations to give players a sense of progression that the actual people never had.
And people play for fun, not for feeling the misery of war. Or, in that case, of the slow and restricted early medieval life.
I expect an RTS game like Age of Empires to be balanced for competitiveness rather than realism.
Sim City 2000 at least markets itself as a simulation game, which I'd expect to be more realistic in terms of city building. For better or worse, though, the simulation seems rather simplistic, which could lead to unrealistic city designs or confusion around why the Sims don't want to drive over the fancy highway bridge I just spent $5000 on...
A lot of realism mechanics make gameplay dreadful, boring, tedious, or frustrating. A simulation is one thing, but a game is another.
I told him it would be annoying rather than fun and negatively impact the pacing. It wouldn't work well in our specific games.
Actually, during development there are always so many interesting ideas which don't pan out because they wouldn't actually be fun. Some even get built then scrapped because it didn't work as well as one would think. That's the kind of thing you'll often see internet forums bring up framed like "why didn't the devs think of this?!"
https://theonion.com/ultra-realistic-modern-warfare-game-fea...
Also, having my village randomly wiped out from time to time by events beyond my control (plague, wars, etc.) would be realistic, but no fun at all in a game.
Also there is the question of _who you are_ in a city builder, because he seems to be assuming that the player is playing as an average villager, and not the people who actually make planning decisions (monasteries and lords, etc).
Most of these games are sort of explicitly designed to be power fantasies on some level. I am sure you could make a truly great game that is sort of down in the muck, a villager eye view, or whatever, but it might not be as popular or fun.
Incidentally, when I last played Banished there was a loophole in its simulation and you could just build a few modules consisting of like 3 or 4 basic buildings and that solved all your survival problems with no need for later intervention.
Gamers gonna optimize.
My iteration of The Settlers was The Settlers II (also its later 3D remake) which is very much designed around roads that units mostly had to use! This was found in other early instances of RTS but later discarded (including in The Settlers series).
It's true, however, that events like floods or the tax collector were missing. Those are more easily found in board games.
Medieval RTS games have a special place in my heart. But I'm almost convinced it's because of nothing but pure nostalgia, being the first RTS I ever played.
But no. It's the same reason I have a soft spot for the LotR movies, and for forests and earthy colored clothing in general, and wool clothing. There's something so... wholesome about it. Or simple. Or, je ne sais pas... preter-nostalgic?
of course we have a lot more colors available today, but there is every reason to think they would use all the color they could. Some of the colors decay fast (lasting longer than the garment if in use but not surviving to today if the garment was stored). Mostly this is something not written about in history so we have to guess but we have plenty of reason to think color was common.
It's surprising really, since Mario Kart is a completely realistic driving simulator.
I don't think the same geometric approach could be taken in a town established somewhere in the Alps or modern day Norway for instance.
Of course you have no way to get some/improvement in your life as a peasant except if you wanted to join a church which could give you some education and literacy. And a granted dinning table for sure.
It's honestly amazing how this was the norm for so much of our history, given how much it demotivates the villages from growing more produce, which in turn means the lords can't get any more of it either (unless they wage constant wars against their peers, which they naturally did).
The need to have the city constantly growing is a real killer for realism here, I think. It basically makes super careful planning impractical.
I think most of the problems are downstream of this. For example, your fields will probably have to be moved after a couple years. The city will expand and you’ll want to replace it with higher-value industry. And you’ll be scouting out a new massive area for your new fields, which will make your old ones obsolete. So, you’ll move your fields every few years. Now, crop rotation doesn’t make sense, unless the crops destroy the soil at some ridiculous rate.
Why they're inaccurate is down to some combination of lack of research, lack of interest, or apparent conflict with making the game fun to play. (Possibly other things that don't occur to me at the moment.)