1/2/2024 0 Comments Medieval town buildingsIf the culture builds, then the building(s) will be optimized for a single use, or multiple in a more complex culture. I think you're going about this differently than I would. General merchandise shop would be the LAST thing you'd have a LOT of individuals plying their own specific trade from their homes long before you'd have real shops. Formal places of business don't develop until there's a need for trade with outsiders if the community IS a trade center, then it will have many inns, a few taverns, a place for the poorest travelers to seek refuge (ie a church-run hostel), shrines or places for travelers to make offerings, and some sort of law-enforcement facility, whether that's a feudal keep for the Lord and his knights, or the Army, or some other variant. A mill, if the local grain requires grinding, a community well if there is no running source of water (or even if there is), a communal burial ground, a communal oven, and you're pretty much set. If they produce enough extra food, they will then need a few other things, such as a metalworker/blacksmith, a person collecting taxes and administering the law of the land, a meeting hall which could also serve as a temple or place of worship, and a drinking hall, which again can be the same building. There needs to be a place where these people meet and exchange their goods. There need to be some people who raise/care for those animals. The combat system is supposed to be "non-target" in this game.I think it is simpler than that: each village needs residents who produce enough food crop to feed the town and have enough left over to feed some animals. To defend it, you have to build walls, towers and hire guardians (planned to be implemented in the future, but there are walls and gate in the game now).Īnd finally - the war! A war for resources, towns and glory! And this building will attract the raiders. The paid taxes and different resources are stored in the Townhall.
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