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...
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.
> So the models we’re going to set up are going to be most applicable in that space: towards the end of antiquity in the Mediterranean.
> I’ll try to be clear as we move what elements of the model are which are more broadly universal and which are very context sensitive
The author addresses this in the first paragraphs before getting in to the meat of it.
He's a professional historian who ... unthinkable i know ... cites his sources in every article.
> So the models we’re going to set up are going to be most applicable in that space: towards the end of antiquity in the Mediterranean. They’ll also be pretty applicable to the European/Mediterranean Middle Ages and some parts – particularly mortality patterns – are going to apply universally to all pre-modern agrarian societies. I’ll try to be clear as we move what elements of the model are which are more broadly universal and which are very context sensitive (meaning they differ place-to-place or period-to-period) and to the degree I can say, how they vary. But our ‘anchor point’ is going to be the Romans, operating in the (broadly defined) iron age, at the tail end of antiquity.
https://acoup.blog/2025/07/11/collections-life-work-death-an...
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.
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.
And then something like The Expanse comes out and it turns out that realism is actually really interesting. Sure, the space is unfamiliar realism, but so is serf life to most viewers. And direction is also very important.
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...
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!
Although I would question if multiple hours of daily labor isn't itself a significant demand pull? I assume everyone wants to free up time spent on monotonous tasks, but maybe this is wrong.
The Aeolipile was not a functional steam engine - it was essentially an unpressurised two-spouted kettle that span on an axle. It had no way of maintaining enough pressure (no valves) to do useful work and the metal working techniques of the day weren't good enough to contain useful pressure without exploding. Real steam engines only came about after people had spent centuries building cannons that didn't explode.
The first practical application of steam engines was pumping water out of deep coal mines (which the Romans didn't have or need) where it didn't matter if the engine was both underpowered and massive. Even after these engines became commercially viable, it took another 70 years or so for the engines to become small enough to be mounted on vehicles.
https://www.cambridge.org/core/journals/early-china/article/...
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.
We tend to think of weaving as the time consuming thing but that’s because the spinning wheel had been around for a while by the time the Industrial Revolution happened.
People don’t understand that there are ebbs and flows to a farming life. There is always work to do but no one is out in the fields much unless it’s harvest or seeding times.
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.
It was fine when I was playing Doom ][ but that's something that started bothering the hell out of me back when Half-Life came out with its believable sci-fi setting, as it kept breaking my suspension of disbelief.
"Can carry only two, maybe three tops with sidearm" seems to be the rule these days.
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?!"
Edit: as a kid my friends and I dreamed of the day car games would have realistic and dynamic crash physics and well BeamNG gets pretty close.
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.
Besides, there’s Dwarf Fortress if you’re into this sort of thing.
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.
It's surprising really, since Mario Kart is a completely realistic driving simulator.
One thing this article points out is that the growth of settlements is unrealistic. they follow a linear path of constant expansion whereas real medieval villages were very stable in a sort of subsistence mode for centuries.
I mean... yeah. But it's not a simulator, right? It's also not a time capsule. Should we write a blog post about how these game villages never actually existed with the people depicted in the game? Or write a blog post about how medieval villages actually existed in 3D space and not pixels on the screen? These are all true things but who was misinformed about them?
Like using a free form road builder like modern city building games use is neither unfeasible or unfun?
Preplanning a settlement is also something that is done in modern city builders, zoning areas for different use?
Taxes dont seem to be difficult to implement either.
Article seems more reasonable than the reaction. And its probably not going to go unnoticed by people playing in the genre.
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.
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.
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.)
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.
Even worse if your income depend on these feudals (e.g. all the gig-workers who are working without the benefits that exists with an employer-employee relationship).
But to answer your question, I guess it would've started with cooperation between friends/neighbors, the "alpha" person would've led the group of people in some sort of enterprise, his son became the next leader because that's how that was done, this enterprise got bigger and stronger that it encompassed land and resources, and people would want to work for them to earn a living. Heh some even owned navies and colonized places half around the world (the various East India Companies), some are content to work locally (various Mafias).
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.