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Why medieval city-builder video games are historically inaccurate - Leiden Medievalists Blog

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Submitted ⁨⁨9⁩ ⁨hours⁩ ago⁩ by ⁨diesisteinusername@feddit.org⁩ to ⁨history@lemmy.world⁩

https://www.leidenmedievalistsblog.nl/articles/why-medieval-city-builder-video-games-are-historically-inaccurate

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  • szprot@sh.itjust.works ⁨3⁩ ⁨hours⁩ ago

    Knights and Merchants is as much a city builder as StarCraft is, which is to say, not at all.

    Other than that, an interesting article.

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  • cobysev@lemmy.world ⁨9⁩ ⁨hours⁩ ago

    I was hoping the article would mention Manor Lords. It’s a medieval city-building game where you fight against brutal changing seasons and invading enemies, hoping to eventually develop your own kingdom from scratch. And you can plan your city pretty early on or grow it from a single small farm. It’s surprisingly difficult because there’s not a set progression. A single bad winter can kill off your entire civilization.

    The article mentions building curved roads rather than just straight plots of land. Manor Lords sort of plots its own roads based on where NPCs travel most. So if you put a well in a central location and a farm off to one side of a strip of homes, roads will automatically form in desire paths between resources and homes. Your city infrastructure can follow these desire paths while expanding, or cut them off and force your citizens to form alternate roads around new buildings.

    I haven’t played much of Manor Lords because it was so difficult. I was having trouble keeping a civilization alive with neighboring armies ransacking my villages, or not stocking enough resources before winter set in to survive the season. But it seems like a game the author of this article should check out.

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    • kaitco@lemmy.world ⁨7⁩ ⁨hours⁩ ago

      Okay, you’ve sort of convinced me to jump into this game.

      I’ve had it on my list for a long time, but these days, I’m so skeptical of anything that sounds like convenient praise, so I spent five minutes reading through your comments to make sure you were legit and not some AI bot made to pimp the game.

      Manor Lords sounds a lot like the game Banished, but the dev of that game has long been radio silent and it won’t be getting updates. Manor Lords, however, sounds like what Banished would have become if it were continued and evolved further.

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      • cobysev@lemmy.world ⁨6⁩ ⁨hours⁩ ago

        I blog about video games as a hobby (all my posts here on Lemmy are blog reviews of games I play), so I tend to write a lot when I’m interested in a game. I’ll admit, this is the first time I’ve been accused of potentially being an AI bot, but I get your skepticism.

        Manor Lords is not a game I’m particularly interested in, because as I mentioned, it was pretty difficult for me and I gave up pretty early on. But it was a unique style of gameplay compared to other city builder games, so the experience has stuck in my head.

        When I read this article, every complaint about modern city builder games reminded me of Manor Lords, and I was disappointed that game wasn’t addressed anywhere in the article. I had hoped to see the author’s thoughts on it compared to other games in the genre.

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    • FinjaminPoach@lemmy.world ⁨6⁩ ⁨hours⁩ ago

      I haven’t played much of Manor Lords because it was so difficult. I was having trouble keeping a civilization alive with neighboring armies ransacking my villages, or not stocking enough resources before winter set in to survive the season. But it seems like a game the author of this article should check out.

      It is pretty difficult at first! Like many other city builders there’s a sort of, objectively-correct build order that you have to follow, and I find that building a trading post as soon as possible is pretty essential because you need to replenish on tools.

      I’ll go into the other stuff I’ve learned in the spoiler section if anyone is interested.

      spoiler

      Most territories give you access to Furs or Salt which are goods you don’t need (salt is used in tanning later on) so it’s best to just sell these at a trading post. If you have a route selling these or wooden products (machine parts / shields), you don’t face any money problems. Since raising an army is impossible without iron, and very hard to do early on in the game, i believe the game expects you to utilise mercenaries quite early on. This is pretty easy to do when you have one of the afforementioned trade routes - you don’t need as many mercs as you expect. So to clarify, the build order is basically: - Lumberjack - 3 burgage plots with room for an expansion, which gives you room for 1 more family after expansion is built - 1 food gatherer (usually forage hut or hunters hut) - storehouse + granary - Salt mine or Hunter if you haven’t already, so that you have stuff to sell - At this point you’re good to go - you’ll be generating enough timber to make a Trading post in the near future [4 timber], and can staff it with the extra family that joins. There’s wriggle room to do other stuff before you do this Some tips from previous updates that I think still stand: - In a previous update, it was recommended that you build burgage plots with a garden as small as possible, because it makes it easier for the villagers to fully work that plot, which makes it more productive. - Chickens are some of the best source of food (They do seem a good deal more productive than goats and pigs) - You will be relying a lot upon your burgage plots to produce food

      There are many things i still haven’t grasped with manor lords - beer economy and the farms (i don’t get why the workers do nothing for winter, it’s a bad system to have to reassign them all). I revisit it for about 4 days every 6-12 months.

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  • FinjaminPoach@lemmy.world ⁨7⁩ ⁨hours⁩ ago

    Image

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    • chuckleslord@lemmy.world ⁨2⁩ ⁨hours⁩ ago

      Very much not. Reads more like “here’s this interesting thing about old school towns and we’re using video games as a hook to discuss them”

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  • neutronbumblebee@mander.xyz ⁨9⁩ ⁨hours⁩ ago

    Manor Lords. As a game, pretty much ticks all the things mentioned in the article.

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  • JohnnyEnzyme@piefed.social ⁨3⁩ ⁨hours⁩ ago

    TL;DR?

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    • chuckleslord@lemmy.world ⁨2⁩ ⁨hours⁩ ago

      Medieval towns were planned almost in their entirety before anyone moved there, they followed some set standards on what to build, and once established they remained mostly unchanged in size or population. As opposed to games, where you place a city center and organically grow out from there in a linear fashion in both terms of buildings and population.

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    • DonAntonioMagino@feddit.nl ⁨2⁩ ⁨hours⁩ ago

      Curvy roads better than straight roads.

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      • JohnnyEnzyme@piefed.social ⁨2⁩ ⁨hours⁩ ago

        Thanks! But haha, that’s it? That’s the main critique?

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  • devolution@lemmy.world ⁨7⁩ ⁨hours⁩ ago

    Hey! Townsmen is pretty accurate! /s

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  • Royal_Bitch_Pudding@lemmy.world ⁨4⁩ ⁨hours⁩ ago

    I’ve never seen Knights and Merchants mentioned anywhere, I used to love that game!

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  • Jayjader@jlai.lu ⁨7⁩ ⁨hours⁩ ago

    Ostriv fits many of their recommendations.

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