The problem with cities in CKIII is that they are a type of holding. The solution is to change the holding type of 'city' to that of 'market' and make the city an optional development available within each holding tied to development (there, that's your TL;DR). Let me try to explain why.
As a historian specializing in historical demography with a focus on cities I am definitely biased. But I am also a roleplayer and have a love for game systems that marry realism with simplicity. I understand what Paradox is going for here: Castles represent the Nobility, Cities represent the Citizenry, and Temples represent the Clergy; the traditional tripartite system. The problem is that cities were not ubiquitous in medieval society. They were the result of specific cultural, economic, and political situations that did not occur everywhere at the same time.
CKIII is a game and it focuses heavily on the roleplaying aspect within the wider genre of grand strategy, so advocating a change to the economy of the game will immediately raise the debates of simplicity vs. complexity and it not being within the 'spirit' of the game. But what if the solution I present is, in my opinion at least, 'simple' and in the 'spirit' of the game? I hope to convince you.
The three types of holdings represent the three different focuses within medieval society that the game wants to represent a far more complex situation with. And this is fine. A focus on military, a focus on economy, and a focus on religion, all within a political context. This last point is important. Holdings are about the way a ruler is able to exploit the resources of a region. Markets are a good reflection of one such way of exploitation, much better than 'cities', because markets are much more similar to castles and temples in that they are places where people come together for a particular purpose.
Why is this distinction so important? Most people associate the term 'city' with a large place full of people, commerce, churches, palaces, etc. Now there could be a semantic debate stating that a place of 2.000 people with regional importance could be called a city, but that isn't an argument that is useful for the scope of CKIII as a game. Cities are entities within a region, within a holding, that stand in contrast and opposition to the rural, not to the castle or the temple. A castle or a temple or a market can be located and function within a city as much as they can be entirely independent from it.
The term 'market', on the other hand, represents a place dedicated to commerce. A market can reflect a small place of local importance where rural people trade, but it can also represent a bustling town. In short, it represents a focus, just like the 'castle' and the 'temple' seem to do in CKIII. Their name does not exclude the existence of a town or a city around these places of power that are conceptual representations more than actual places.
So a simple renaming then? But where are our cities? Well, they're in your holdings. Instead of having that feeling of awkwardness every time you go to [insert major historical city here] and see that it's a 'castle' or a 'temple', you will instead see a little UI box highlighting that lo and behold! There is a city there! The great seat of Archbishop Blabla.
Alright, so how is it going to be simple? Without knowing the intricacies of CKIII's balance, I refuse to throw numbers at you (as much as I love numbers), but the short of it is: besides the 5 building slots they seem to give each holding, with different buildings available based on holding type and culture, have another [insert arbitrary number of choice here] slots dedicated to the 'city' within the holding, and have buildings that can only be built in the city/when there is a city in the holding.
Cities for everyone?! Yes and no. I think cities should be tied to development and the 'era' system (as much as I am highly skeptical about the arbitrary nature of that system and its capability to represent historical reality). The City slot in holdings might begin as empty, with a town growing there organically as development and prosperity in the region increases, giving a minor economic bonus. But to make a place into a city and construct buildings there that are specifically urban, you or another ruler must invest resources, in return for shiny things such as prestige (because cities are prestigious). Buildings represent your personal involvement with a holding, after all.
How does this represent historical reality? Europe's cities were few and far between in 867 and 1066 CE, excepting the Mediterranean (see higher development). But by 1300 economic development and the personal investment of rulers both local and great had filled Europe with cities. A big part of this was patronage and competition, with each lord trying to outdo the other and become more prosperous by giving privileges to and investing in the construction projects of budding towns. Cities are a formalization of a growing concentration of wealth and power.
But there is a downside, and this plays into the roleplaying aspect of the game. Having cities means having a population of citizenry, no longer providing levies but providing militia (a somewhat more professional variant of the former), and these citizens want privileges. The more you develop cities, the more autonomous they want to become, especially if you're a ruler with lots of holdings. Everyone wants your attention only to tell you that they don't like you and they don't want to pay taxes. Having cities means having events. It means having an ever decreasing income from these cities as their privileges deny you their wealth, yet their wealth boosts the entire holding into more and more development. Unless you focus on Stewardship, on keeping your cities your cities.
Am I being vague? A bit. I don't know enough of the inner workings of CKIII to make more than sweeping suggestions. The point of me writing this is not to provide exact details, but to give ideas. I am aware enough of how game development works, and my expectations and chances would be very low if I were to go into numbers and historical accuracy. With this broad idea I hope to reach the developers and give them a little push in the right direction, if not for the immediate future, then one that is further away (be as cynical as you like about this). In addition, I hope anyone who reads this takes this as an opportunity to have a constructive discussion on how to improve this game and its potential for greatness that we all desire through the implementation of ideas such as the one above. I am very much aware that I have left a lot of questions unanswered, but if you have them, I will try to give my ideas on them.
As a historian specializing in historical demography with a focus on cities I am definitely biased. But I am also a roleplayer and have a love for game systems that marry realism with simplicity. I understand what Paradox is going for here: Castles represent the Nobility, Cities represent the Citizenry, and Temples represent the Clergy; the traditional tripartite system. The problem is that cities were not ubiquitous in medieval society. They were the result of specific cultural, economic, and political situations that did not occur everywhere at the same time.
CKIII is a game and it focuses heavily on the roleplaying aspect within the wider genre of grand strategy, so advocating a change to the economy of the game will immediately raise the debates of simplicity vs. complexity and it not being within the 'spirit' of the game. But what if the solution I present is, in my opinion at least, 'simple' and in the 'spirit' of the game? I hope to convince you.
The three types of holdings represent the three different focuses within medieval society that the game wants to represent a far more complex situation with. And this is fine. A focus on military, a focus on economy, and a focus on religion, all within a political context. This last point is important. Holdings are about the way a ruler is able to exploit the resources of a region. Markets are a good reflection of one such way of exploitation, much better than 'cities', because markets are much more similar to castles and temples in that they are places where people come together for a particular purpose.
Why is this distinction so important? Most people associate the term 'city' with a large place full of people, commerce, churches, palaces, etc. Now there could be a semantic debate stating that a place of 2.000 people with regional importance could be called a city, but that isn't an argument that is useful for the scope of CKIII as a game. Cities are entities within a region, within a holding, that stand in contrast and opposition to the rural, not to the castle or the temple. A castle or a temple or a market can be located and function within a city as much as they can be entirely independent from it.
The term 'market', on the other hand, represents a place dedicated to commerce. A market can reflect a small place of local importance where rural people trade, but it can also represent a bustling town. In short, it represents a focus, just like the 'castle' and the 'temple' seem to do in CKIII. Their name does not exclude the existence of a town or a city around these places of power that are conceptual representations more than actual places.
So a simple renaming then? But where are our cities? Well, they're in your holdings. Instead of having that feeling of awkwardness every time you go to [insert major historical city here] and see that it's a 'castle' or a 'temple', you will instead see a little UI box highlighting that lo and behold! There is a city there! The great seat of Archbishop Blabla.
Alright, so how is it going to be simple? Without knowing the intricacies of CKIII's balance, I refuse to throw numbers at you (as much as I love numbers), but the short of it is: besides the 5 building slots they seem to give each holding, with different buildings available based on holding type and culture, have another [insert arbitrary number of choice here] slots dedicated to the 'city' within the holding, and have buildings that can only be built in the city/when there is a city in the holding.
Cities for everyone?! Yes and no. I think cities should be tied to development and the 'era' system (as much as I am highly skeptical about the arbitrary nature of that system and its capability to represent historical reality). The City slot in holdings might begin as empty, with a town growing there organically as development and prosperity in the region increases, giving a minor economic bonus. But to make a place into a city and construct buildings there that are specifically urban, you or another ruler must invest resources, in return for shiny things such as prestige (because cities are prestigious). Buildings represent your personal involvement with a holding, after all.
How does this represent historical reality? Europe's cities were few and far between in 867 and 1066 CE, excepting the Mediterranean (see higher development). But by 1300 economic development and the personal investment of rulers both local and great had filled Europe with cities. A big part of this was patronage and competition, with each lord trying to outdo the other and become more prosperous by giving privileges to and investing in the construction projects of budding towns. Cities are a formalization of a growing concentration of wealth and power.
But there is a downside, and this plays into the roleplaying aspect of the game. Having cities means having a population of citizenry, no longer providing levies but providing militia (a somewhat more professional variant of the former), and these citizens want privileges. The more you develop cities, the more autonomous they want to become, especially if you're a ruler with lots of holdings. Everyone wants your attention only to tell you that they don't like you and they don't want to pay taxes. Having cities means having events. It means having an ever decreasing income from these cities as their privileges deny you their wealth, yet their wealth boosts the entire holding into more and more development. Unless you focus on Stewardship, on keeping your cities your cities.
Am I being vague? A bit. I don't know enough of the inner workings of CKIII to make more than sweeping suggestions. The point of me writing this is not to provide exact details, but to give ideas. I am aware enough of how game development works, and my expectations and chances would be very low if I were to go into numbers and historical accuracy. With this broad idea I hope to reach the developers and give them a little push in the right direction, if not for the immediate future, then one that is further away (be as cynical as you like about this). In addition, I hope anyone who reads this takes this as an opportunity to have a constructive discussion on how to improve this game and its potential for greatness that we all desire through the implementation of ideas such as the one above. I am very much aware that I have left a lot of questions unanswered, but if you have them, I will try to give my ideas on them.
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