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.
of course harvest would be all hands on deck to farm, and preserving the harvest was part of that. However mostly that was not done.
women's work is mostly using a drop spindle - it took every woman in the village 10-12 hours a day, every day, working a drop spinele to get enough thread for their clothing. This was however an activity compatible with stopping to nurse a baby or otherwise care for kids.
you are thinking 1800s when the spinning jenny made thread in a factory. Or slightly before then when the spinning wheel (which should have been invented 1000 years before it did if inventors thought about it at all) which greatly freed up women's lives.
not to say that women couldn't do other the things. Different cultures had different splits. but most were making thread - we know because we know how much work that takes and how much clothing someone had (not much!)
[1] https://upload.wikimedia.org/wikipedia/commons/7/7a/An_amoro...
https://www.cambridge.org/core/journals/early-china/article/...
Nope. You can invent it, but if there is no economics to drive its adoption it won't spread.
Medieval thread production and thread consumption was roughly balanced so there was no great economic incentive to engineer it.
A spinning wheel is significant labor from a craftsman which means you need to have excess cash to buy and maintain it--farmers surely didn't have that. In addition, if you suddenly generate 10x the amount of thread, that doesn't mean that it can be consumed--weaving doesn't magically get faster. There isn't a lot of trade beyond a single village, so there is nowhere for excess thread to go in order to become money. All this is even before you have engineering limitations--spinning wheels didn't create great thread for weaving from most fibres.
(Side note: In fact, the excess thread from spinning wheels basically didn't get consumed initially. It just created a surplus of rags. Which then led to printing because there was suddenly a cheap supply of something looking for a usage to consume it all ...)
Contrast this to later: The invention of the flying shuttle suddenly kicked up demand for thread which then needed the spinning jenny which then needed the cotton gin. That was all "demand pull"--there was pent up demand that would result in profit if you could fill it. And, even still, a LOT of "inventors" went bankrupt inventing all those things!
Similarly by adding ‘and clothe bodies’ that captures well over half of a typical woman’s labor back then. Drop spindles sucked up an enormous amount of labor before you even had cloth.
It’s weird because in these settings a successful settlement is usually portrayed as basically impossible for the zombies to break into. Then, somebody has to do something stupid to let them in. Movies where things fall apart despite nobody making an obviously stupid mistake are a lot more satisfying IMO.
expanding is done when the fields get too far to walk there and back in a day. Then you make a new village.
more likely you practice what birth control you can to limit population. Your other choice is go to war and kill some other village so your kids can move there. There was essentially no unclaimed land you could expand into.
Also, there are now dozens of games that took the concept and ran with it. From Space Base to Manor Lords to Timberborn.
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.
Meanwhile in Minecraft I'm carrying around 2000 cubic metres of gold in my pockets.
A lot of realism mechanics make gameplay dreadful, boring, tedious, or frustrating. A simulation is one thing, but a game is another.
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.
https://theonion.com/ultra-realistic-modern-warfare-game-fea...
It's surprising really, since Mario Kart is a completely realistic driving simulator.
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.
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.)
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.