Historical Strategy Sim
Games like Anno 1800, Civilization, and Banished make their citizens and economies legible by flattening them — uniform needs, no aging or illness, the player as an all-seeing placement-god personally siting every building, self-sufficient production chains that don’t reflect how real 18th–19th century economies actually relied on trade. This is a deliberately narrower attempt at the same genre — one map, a handful of England-flavored regions — built to take citizen agency and economic realism more seriously than its inspirations do.
It’s the first of two related concepts, built first on purpose: a top-down game is a better place to work out data models, production chains, and economic mechanics than a first-person game would be, before tackling the harder embodied version. V1 scopes down to a single region and the core loop — population grows, needs food, works the land, pays tax — with individual citizens who have real needs rather than uniform tiers, kept small enough to ship a playable browser demo and get real feedback fast.
Primarily a learning vehicle for systems and economic design, before attempting its more ambitious sibling concept below.