![medieval city buildings per person medieval city buildings per person](https://pbs.twimg.com/media/E1RS1TuXMAcGebT.jpg)
Each city belongs to a player and each player can even trade with others, basically running a simulated world. Cities XL also allowed players to interact with one another in a persistent planet. On the surface, it appeared to be a simple city-building game but it had an online multiplayer component which was interesting, to say the least. 18Ĭities XL deserves a spot on this list alone for how ambitious it was back in the time it was released. We've taken another look at this list and added a few more of our favorites. Whether you're after grand megacities or neat village management, there's definitely something for you.
![medieval city buildings per person medieval city buildings per person](https://www.medievalchronicles.com/wp-content/uploads/2015/06/Medieval-London-big-Tower-Of-London-City.jpg)
Updated Decemby Ryan Bamsey: The city builder genre is an ever-changing, ever-developing one with a bevy of titles to choose from. Why brave the real streets when you can just build your own to go anywhere your heart desires? We've constructed our very own list of the Best City Building Games of All Time so that you can find the ideal way to create a world of your very own. Luckily, game designers feel your pain and for years they have provided us with an outlet to play God and construct our very own utopias. If only there was a way to design the perfect city to end all your urban woes. It's noisy, crowded, and commutes can be frustrating. Still, its nice to have some kind of basis, which is where the Magical Medieval Society book comes in.City life isn't always a walk in the park (unless you're actually walking through a park, that is). As they point out in the DMG II, its sometimes better to design D&D worlds to reflect an anacronistic idea of how things were, rather than a realistic representation of the medieval period. In my homebrew, I prefer things to be less dense, poor, and dirty than they were in the real world. In other words, you're either within walking distance of some kind of settlement, or you're in the wilderness.Īll this is based on real world data, and you're playing in a fantasy world. Between cities, there are manors all along major travel routes. Remember that everything in a true medieval city had to be within reasonable walking distance of everything else. The town should contain around 20-30 structures per acre. Most medieval cities were smaller than 1 square mile (640 acres). According the the Magic Medieval Society book linked above (which is really a must have, go buy the thing!) a large town (which is where your population 2000 falls in the DMG) in the real world had a population density somewhere around 40-60 people per acre. There are going to be the crazy hermits, as well as the farmers and livestock producers that live outside the walls, and only come into town for trade, but they are still considered part of the town populace.Īctual medieval towns were in fact very densly populated. But not everyone is going to live inside the town. Now if by garrison town you mean walled, then the size will probably decrease a bit and the density is going to go up. That is still a decent size, but not so large that everyone is too spread out, but they are also not stuck right in each others laps. I would say about 10-15 square km, at most. If it were a city and a walled city at that, then density is going to be alot higher. In a medieval-style town, i dont see them packing themselves into tiny little shacks, 2 or three families to a shack to, simply to save space. It wouldn't be that dense because there are only 2000 people, and im guessing that a large number of them are the garrison.
![medieval city buildings per person medieval city buildings per person](https://www.expatica.com/app/uploads/sites/3/2014/05/delft-370x200.jpg)
The surface area is all dependant on how dense you want the population to be.