Why medieval city-builder video games are historically inaccurate (2020)

leidenmedievalistsblog.nl

168 points by benbreen 14 hours ago


oxfeed65261 - 9 hours ago

Bret Devereaux, an historian blogger, has a long, detailed look at the economics of premodern peasant farmers and their households, called Life, Work, Death and the Peasant, starting at https://acoup.blog/2025/07/11/collections-life-work-death-an...

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.”

lighthouse1212 - 4 hours ago

The tension between historical accuracy and game design is interesting because it reveals what we actually want from these games. We don't want to simulate medieval life - we want the aesthetic of medieval life with modern assumptions about growth, progress, and control. The same 'inaccuracies' appear in fantasy novels, historical films, any media that uses the past as a stage for modern stories.

legitster - 13 hours ago

Economics is something I think about all the time when playing these games or reading fantasy. We know that the ratio of farmers to non-farmers in the medieval period was something like 29:1. But so little thought is given to just the sheer amount of work and space it took to fill mouths and clothe bodies.

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.

dfajgljsldkjag - 13 hours ago

It is fascinating that players would actually reject the game if it showed the true straight roads and planned layouts. We have a mental model of the Middle Ages that is wrong but we still demand that products match our expectations. The truth feels like a glitch because it breaks our immersion. We care more about the feeling of the past than the data.

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.

Peteragain - 6 hours ago

I suspect we focus too much here with good old Methodist values around improvement and work. I seem to recall a study in Arnemland (North (wet) Australia) where the indigenous population spent about 10% of their time hunting and gathering - not an 8 hour day by any means. Two points: this was normal, but of course their numbers were controlled by inconsistent weather. The feast and famine cycle over the year mean even that 10 was not evenly distributed. The people are also of course nomadic, but not as much as you might think in that the procession follows a 'route' which looks much like the seasons in agricultural society. I suspect medieval society also partied hard, and bitched about their love life mostly, with the local brute squad creaming off most of the men for their wars, or disease or crop failure decimating the population every few generations.

michaelteter - 12 hours ago

Historical inaccuracies aside, when making a game it is essential to frequently stop and ask, “does this make the game more fun?”

A lot of realism mechanics make gameplay dreadful, boring, tedious, or frustrating. A simulation is one thing, but a game is another.

kattagarian - 13 hours ago

There is a more recent game that can be used as reference to a city-building experience called Manor Lords. You are basically building your village from scratch in the wilderness and it really looks like a medieval village.

publicdebates - 13 hours ago

Side note, but I did not realize how unoriginal Warcraft was, until looking at these.

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?

musicale - 12 hours ago

Next they'll be telling us that dragons, wizards and elves are not accurately portrayed in medieval RPGs.

It's surprising really, since Mario Kart is a completely realistic driving simulator.

pteraspidomorph - 12 hours ago

RTS like Age of Empires were more geared towards combat, and base building existed only to supplement that. Whereas in games like Pharaoh and Caeser you could plan your city if you wanted to.

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.

morsch - 6 hours ago

I love the line drawings. They immediately seem more real than current games. Just the land use aspect alone (buildings vs farmed land). Modern sims never get that right, either, with coal power plants the same size as a high school. And so many other things out of proportion.

btbuildem - 10 hours ago

These "lords" sounds suspiciously like belligerent parasites. How did they ever bamboozle the people to enforce their nonsense on the innocent?

kevin_thibedeau - 12 hours ago

We need the ability to recreate an authentic anarcho-syndicalist commune.

m4rtink - 13 hours ago

There were no electronic computers in the middle ages - so of all the computer games course are inaccurate! ;-)

zahlman - 11 hours ago

Well, no; this is what's inaccurate about them.

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.)

bee_rider - 11 hours ago

I enjoy going into a city building game and thinking out exactly what I’d like the city to look like beforehand. But, it doesn’t always work because the city will eventually outgrow the original design.

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.

Svoka - 9 hours ago

I urge you to try Ostriv. Ukrainian medieval villager community simulator.

forthwall - 12 hours ago

Interesting insight, I personally am not a fan of medieval builders for that many kinda seem like reskinned modern builders, though to be fair modern city builders are also historically inaccurate, you can basically do anything without political ramification, no nimbys, hoas, ceqa…

gizajob - 2 hours ago

OMG now I think about it, Populous is inaccurate too. I think if I was a godlike entity I would do a lot more than raise and lower land all day just to farm manna.

ginko - 5 hours ago

The author mentions they studied medieval town planning in the Southern Netherlands, but isn't that an extremely flat landscape?

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.

nephihaha - 10 hours ago

Most of these games are based around castles and towns, and so one thing they rarely feature is how monasteries were major drivers of development in their day. Not only did they keep the written records, but they pioneered certain forms of manufacturing, agricultural improvement and engineering. Some became very wealthy as a result.

anthk - 6 hours ago

As a Spaniard, I have to say that medieval ages are very different over centuries. The 7th century has nothing to do with the 13th one, which is a bit closer on mindset with the Enlightenment than the obscurity times.

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.

ChrisArchitect - 10 hours ago

Some more discussion previously:

2021 https://news.ycombinator.com/item?id=28062677

sieabahlpark - 13 hours ago

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