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How many buildings in a medieval city?
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<blockquote data-quote="howandwhy99" data-source="post: 6292464" data-attributes="member: 3192"><p>Yeah, "A Magical Medieval Society: Western Europe" is the best thing I know of too without asking a professional historical geographer. </p><p></p><p>My answer is: It's going to be what you want it to be, but you can account for all kinds of stuff you want accounted for. </p><p></p><p>So, cities are basically treated as fortifications of non-mobilized monster populations in D&D. How these are built depend on Alignment (culture, religion), race or monster type (including life needs), knowledge and classes, population size, time, available building materials, and plenty of other potential factors over time (history matters). In short, Lawful creatures build, Neutrals take what they can, and Chaotic ones kill others and move in. </p><p></p><p>So a lot of your buildings will be run down and empty. With a wealth of housing populations will more likely disperse by relationship then (family, marriage, friends) not just money and availability. I expect the poorer parts of the city are those evacuated by the civil population. A large refugee population means there was likely a large area of makeshift housing in parks, outside the city center, outside the gates, or wherever else they could be accommodated. But how long ago were the refugees there? Temporary housing doesn't last nearly as long and materials like wood are scavenged for their value. </p><p></p><p>A very old city like you have will almost certainly have many large buildings, famous locations, repurposed areas and buildings, varied architectural designs over time, several different population groups with lasting ties to the city, some serious cosmopolitan tastes either current or in aged traditions, a good deal of interbreeding and intermixing of other cultures into its own unique variety, and not least a ton of secrets built in over the years (many forgotten).</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6292464, member: 3192"] Yeah, "A Magical Medieval Society: Western Europe" is the best thing I know of too without asking a professional historical geographer. My answer is: It's going to be what you want it to be, but you can account for all kinds of stuff you want accounted for. So, cities are basically treated as fortifications of non-mobilized monster populations in D&D. How these are built depend on Alignment (culture, religion), race or monster type (including life needs), knowledge and classes, population size, time, available building materials, and plenty of other potential factors over time (history matters). In short, Lawful creatures build, Neutrals take what they can, and Chaotic ones kill others and move in. So a lot of your buildings will be run down and empty. With a wealth of housing populations will more likely disperse by relationship then (family, marriage, friends) not just money and availability. I expect the poorer parts of the city are those evacuated by the civil population. A large refugee population means there was likely a large area of makeshift housing in parks, outside the city center, outside the gates, or wherever else they could be accommodated. But how long ago were the refugees there? Temporary housing doesn't last nearly as long and materials like wood are scavenged for their value. A very old city like you have will almost certainly have many large buildings, famous locations, repurposed areas and buildings, varied architectural designs over time, several different population groups with lasting ties to the city, some serious cosmopolitan tastes either current or in aged traditions, a good deal of interbreeding and intermixing of other cultures into its own unique variety, and not least a ton of secrets built in over the years (many forgotten). [/QUOTE]
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How many buildings in a medieval city?
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