The "100-Person Rule" for Realistic City Building — Transcript
Full transcript
- 0:00Let's say you want your capital city to
- 0:02have about a million people in it
- 0:04because that sounds impressive and then
- 0:05your players walk through it and you
- 0:06somehow encounter two taverns and one
- 0:08blacksmith in the same five NPCs over
- 0:11and over again. So, in this video I want
- 0:13to talk about how do you decide how many
- 0:15people do you put in your city? How many
- 0:17buildings are there in your city? What
- 0:19is good? Is 100 buildings enough for
- 0:211,000 people? Is 100 buildings enough
- 0:24for 20,000 people? How many buildings
- 0:26does it take for your city to run
- 0:29appropriately? Let's talk about that.
- 0:31So, what we're going to do is instead of
- 0:33starting with the population, we're
- 0:34going to work backwards the same way
- 0:35that real cities did in that the
- 0:38population increased and buildings
- 0:40increased from there to support that
- 0:42population. So, the first thing that you
- 0:44should decide is how many buildings
- 0:45exist? How many buildings do you want to
- 0:47see in your skyline and what kinds of
- 0:49buildings are they? So, for example, in
- 0:51pre-industrial cities, I'm talking
- 0:52medieval ages and back before that,
- 0:55right? The vast majority of people lived
- 0:57where they worked. That means that homes
- 0:58weren't neatly separated from the shops.
- 1:01A blacksmith didn't live across the
- 1:03town. Their family lived above or behind
- 1:06the forge in a smaller building. The
- 1:07same was true for bakers, cobblers,
- 1:09weavers, tailors, and butchers. Pretty
- 1:12much any skilled trade. And
- 1:14historically, one skilled trade could
- 1:16support roughly 100 to 150 people, maybe
- 1:18200 people if you were quick. Again,
- 1:20this is just ballpark estimates, but
- 1:22that means that in a town of about 1,000
- 1:24people, you would expect six to 10
- 1:26blacksmiths or metal workers, 10 to 15
- 1:28bakers, several butchers or fishmongers,
- 1:31dozens of textile workers to keep up
- 1:33with the demand of repairing clothing
- 1:35and tailoring and that sort of thing.
- 1:36You would have at least 10 to 15 taverns
- 1:39because what you have to think is that
- 1:41there's no TV, there's no internet,
- 1:43there's no phone or newspapers, you
- 1:45didn't have Craigslist or Etsy or eBay
- 1:48or Amazon to go purchase your things.
- 1:50So, a tavern and lots of these places
- 1:52really were like the center points of
- 1:54the cities and taverns especially is
- 1:56where you would got your news, it's
- 1:57where you would catch up with friends,
- 1:58you would look for work, you would trade
- 2:01with people. It was a place for
- 2:03outsiders to come and and visit and stay
- 2:05and drink with the locals. And in a
- 2:07small village it could also be a general
- 2:09store, it could be the place where the
- 2:11stables are, it could be the post
- 2:13office. So, you can really up the amount
- 2:15of taverns because aside from a church
- 2:18or in this case in a fantasy world,
- 2:19temple or a shrine or something like
- 2:21that, this is the biggest part of
- 2:23community life in a pre-industrialized
- 2:25city. Now, obviously if you're in a
- 2:27fantasy setting where the cities are
- 2:29extremely advanced, you can start to
- 2:31kind of veer away from this and start to
- 2:32think in terms of more modern-day
- 2:33settings. But if we're looking at like
- 2:35pre-industrialized medieval setting,
- 2:37this is the the sort of go-to as a like
- 2:40reference what we have seen, reference
- 2:42the things that we know. So, I'm diving
- 2:43into the past. Now, in medieval Europe a
- 2:45rough estimate was that there was about
- 2:47one tavern or an alehouse per 1 to 200
- 2:49people, depending on the culture and
- 2:51depending on how much people drink in
- 2:53your town, that sort of thing, right?
- 2:55Weather would be a huge part of it. So,
- 2:56a town of a thousand people might have
- 2:59five to ten drinking establishments,
- 3:00maybe 15 or 20 if they were big
- 3:03drinkers, that's where my numbers are
- 3:04coming from. So, a city of 10,000 people
- 3:07means that you could have easily 50 or
- 3:08more taverns. Many of them would be
- 3:10tiny, dirty, and like indistinguishable
- 3:12except to locals, but they would be
- 3:14there. They would be places where people
- 3:16would congregate. And hearing that, you
- 3:17might start to think that like wow, like
- 3:19you I really didn't realize how many
- 3:21taverns my city should have, especially
- 3:23if you have like a metropolis where you
- 3:24have people living in a city of, you
- 3:26know, 50,000, 100,000, maybe a million
- 3:28or more, you would have hundreds of
- 3:30taverns. So, you might be thinking to
- 3:31yourself, I don't have enough taverns.
- 3:32Now, when you start placing buildings
- 3:34like that, population isn't so abstract
- 3:37anymore because then you can start to
- 3:38kind of see how many people are going to
- 3:41be in these buildings, how many homes,
- 3:43how many workshops, warehouses, that
- 3:44sort of thing. So, kind of lay
- 3:45[clears throat] that out in your head as
- 3:47far as like what the city skyline looks
- 3:48like, that's what helps me. Again, if
- 3:50this isn't how you do it, you know,
- 3:52maybe this will help jog your creative
- 3:53juices a little bit. But why did I say
- 3:55it like that?
- 4:01So then the next thing that you want to
- 4:02do is just start to decide how many
- 4:04people live in each building because
- 4:06this is where fantasy cities are usually
- 4:09a little generous, at least in my
- 4:11experience. So a small single-story home
- 4:13might have four to six people, right?
- 4:15You're looking at parents, children,
- 4:17maybe a grandparent. That's already
- 4:19really crowded by modern standards.
- 4:20That's three generations in a single
- 4:22household. Now you add on top of that,
- 4:25if you're living in like a blacksmith
- 4:26shop, for example, you would have
- 4:28apprentices sleeping in the workshop.
- 4:29You would have servants living with
- 4:30employers, extended families that are
- 4:33sharing space. And in poorer districts,
- 4:35that density would skyrocket.
- 4:37Historically, tenement-style housing
- 4:39could pack 10 to 20 people in a single
- 4:41structure, sometimes more. Multiple
- 4:43families, shared beds, absolutely zero
- 4:46privacy. This is how medieval cities
- 4:48like Paris or even early London reached
- 4:50tens of thousands of residents without
- 4:53actually growing. I mean, you can see a
- 4:54map of medieval London here and you'd be
- 4:56surprised to know that the population of
- 4:58medieval London, I'm talking about like
- 5:00the 14 to 1500s, was approximately
- 5:0250,000. Some sources will say even more.
- 5:04Now you also want to think about
- 5:06nobility and class status because a
- 5:09noble estate would often house a lot
- 5:11fewer people than say a slum block. A
- 5:14mansion would look enormous, but it
- 5:16would probably only contain one family
- 5:17and a handful of servants and their
- 5:18guards. So maybe 20 to 30 people.
- 5:21Whereas a single crowded street of
- 5:23laborers could completely exceed that.
- 5:25You would have hundreds of people in one
- 5:26single street. And that leads us to the
- 5:28next thing that you want to account for
- 5:30or the third thing, I guess, in this
- 5:31list, which is life expectancy. And
- 5:33that's something that I want you to
- 5:34think about. There is no right answer to
- 5:36this, right? If medicine is prevalent in
- 5:38your world, if magic is common, life
- 5:39expectancy is probably much, much
- 5:41higher. So in most pre-modern societies,
- 5:43average life expectancy hovered between
- 5:4530 and 40 years of age. And that number
- 5:47was really dragged down heavily by
- 5:49infant mortality. And then that's just a
- 5:50really sad truth. I know that's really
- 5:52dark. I'm sorry. That doesn't mean that
- 5:53everyone dropped dead at 35. It just
- 5:55means that cities were constantly losing
- 5:56people and constantly replacing them for
- 5:58a lot of reasons. There was There was
- 6:00constant disease being spread because of
- 6:02the lack of sanitary conditions. And
- 6:05then when you add in war and accidents a
- 6:08city's population is never really
- 6:09stable, at least not historically. And
- 6:11in many historical cities about 5 to 10%
- 6:14of the population might be absent at any
- 6:15given time due to military service or
- 6:18seasonal labor like going off out
- 6:19fishing or you know, that sort of thing,
- 6:21trading. Some people would be on a
- 6:23pilgrimage. There would be displacement
- 6:25from conflicts.
- 6:26So, if your city is frequently being
- 6:28attacked by, you know, insert orcs or
- 6:30goblins or dragons, whatever. If it's
- 6:33constantly under siege or it's being
- 6:34plagued by monsters, that number is
- 6:36going to go up. Population loss is going
- 6:38to become visible. So, there's going to
- 6:39be abandoned homes. There's going to be
- 6:41empty shops. You're going to have orphan
- 6:42children, refugees moving in to replace
- 6:44the dead people. So, when you look at
- 6:46the city skyline, you really want to
- 6:48take into account just how many people
- 6:49live there, but also how many people
- 6:51should live there versus how many are
- 6:53actually living there. Because that's
- 6:54part of the storytelling. Is the city
- 6:56bustling and busy because it's
- 6:57prosperous and it's relatively safe or
- 6:59is it a ghost town because it's
- 7:00constantly under attack. So, when you
- 7:02know how many buildings you want in your
- 7:04skyline approximately, if just imagine
- 7:07you're in a bird's eye view looking down
- 7:08at the city, right? Use the map of
- 7:10London as reference. Use any map of a
- 7:12medieval city as reference. When you're
- 7:13looking down at the city, is it crowded?
- 7:16Is it Is there thousands of buildings?
- 7:18If it's a thousand buildings, 2,000
- 7:19buildings, then you can start to kind of
- 7:21multiply. Well, how many people would
- 7:23there be in these buildings, you know? A
- 7:24thousand buildings times five, you would
- 7:27have maybe 5,000 people. Or if you have
- 7:30a thousand buildings and there's five to
- 7:32six people per building, then you can
- 7:33start to kind of think well, there's
- 7:35also the warehouses, so I can
- 7:37You can start to kind of subtract some
- 7:38of the buildings. Approximately 200 of
- 7:41them don't have people in them because
- 7:43they're storage. And then there's the
- 7:44barracks and you know, this sort of
- 7:45thing. You start to kind of see in your
- 7:48own brain where which buildings have
- 7:50more people, which ones have less and
- 7:51you can start to kind of see the
- 7:52population numbers come to your mind so
- 7:54that you can start to make sort of
- 7:55estimated guesses. Then you take into
- 7:58account life expectancy and you can sort
- 8:00of see the heartbeat of the city if that
- 8:02makes sense. I hope that makes sense.
- 8:04So, now that we have all of that in
- 8:06account, you can start to kind of get a
- 8:07general idea for what you believe the
- 8:09population might be for your town, but
- 8:11now let's talk about vertical growth.
- 8:13Because small towns will spread outward.
- 8:16Large cities will grow upward. So, once
- 8:19land becomes valuable and buildings
- 8:22start to stack, I'm talking like two
- 8:23stories, three stories, then you get
- 8:26into a different sort of realm because
- 8:27you'll have shops on the ground floor
- 8:29and then living spaces above. We see
- 8:30this today in New York and really any
- 8:33major city that has skyscrapers. Usually
- 8:35there's storage below in the basements,
- 8:37there's the shop in the center, the
- 8:38living spaces above. In medieval cities
- 8:40like Florence, three and four-story
- 8:42buildings were super common even without
- 8:44modern engineering. And that matters
- 8:46because the more height you get, then
- 8:49the more population you can get and
- 8:50you're not expanding outside the city
- 8:52walls, which was super important because
- 8:54the walls kept people safe. So, if your
- 8:56city mostly has single-story buildings,
- 8:58it physically cannot support larger
- 9:00numbers after a certain point. So, a
- 9:02city of 20,000 people might require
- 9:044,000 to 5,000 residential buildings,
- 9:06right? Because 4 to 5,000 * 5 is, you
- 9:10know, it times 4 * 5 is around 20,000 to
- 9:1325,000, right? If they're low density.
- 9:15But if those same buildings are three
- 9:17stories tall and densely packed, then
- 9:19you can house the same population in a
- 9:20fraction of that footprint. So, if your
- 9:22city feels big, but looks flat, then
- 9:25something's off.
- 9:27And finally, here's the step that I
- 9:28think makes all of this usable. Decide
- 9:31your desired population last. That's
- 9:33what I would do. And then you can adjust
- 9:34the city to match. So, ask yourself what
- 9:36you want the city to feel like. Is it a
- 9:38small town of 500 to 2,000 people?
- 9:40Because it's an intimate space.
- 9:41Everybody knows everybody. There's one
- 9:43or two taverns. There's a handful of
- 9:44trades. Gossip spreads. You know, is it
- 9:47is it that is or is it a city of 5,000
- 9:49to 10,000? That's busy. It's got
- 9:51multiple districts. There's dozens of
- 9:52taverns. There's specialized trades.
- 9:54There's a city watch. There's maybe
- 9:55slums starting to form. Or is it a
- 9:57metropolis? Is it a massive city of
- 9:5925,000 50,000 100,000 people that feels
- 10:02overwhelming with dense housing. And
- 10:04there's vertical growth. And there's
- 10:05whole neighborhoods that your players
- 10:07never see because there's crime. There's
- 10:08bureaucracy. There's shortages of food.
- 10:11There's constant movement. Anything
- 10:13beyond that starts behaving less like a
- 10:16city and more like this sort of ebbing
- 10:19and flowing like organism, I guess. Once
- 10:21you know what you want your city to feel
- 10:23like, you can adjust the population from
- 10:25there and then work backwards and start
- 10:27to adjust the number of buildings, the
- 10:29number of taverns, the height of the
- 10:31city skyline, all of that stuff. So, if
- 10:33your city feels too empty, increase the
- 10:35density. If you're if it feels too
- 10:37small, then add verticality and add
- 10:39trades. If it feels unreal, then check
- 10:42whether the number of buildings that you
- 10:43have in your head actually supports the
- 10:44number that you picked. Anyways, that's
- 10:46what I would do. What do you guys do
- 10:48when you're building your cities? When
- 10:49you're deciding how many people to put
- 10:51in it, what the population is, how many
- 10:52buildings to put into it? Let me know in
- 10:54the comments down below. Am I just a
- 10:55weirdo and I think way too much about
- 10:56this? Really quick, I just want to
- 10:57interject here. If you want to help
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- 11:52content regardless. Anyways, back to the
- 11:54video. Tabletop Tiger, awesome name,
- 11:55says DJ D Kitty is a regular tavern
- 11:57performer. Some say the music transports
- 11:59them to another place. Whether you mean
- 12:01that in our musical hearts or whether
- 12:03you mean that it's literally taking you
- 12:04to another realm, you're correct both
- 12:05ways. Kevrob1, great catch. Justice_YT
- 12:10says, "I left my phone down away from me
- 12:12and I was starting to wonder where I put
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- 12:28Anyways, thank you so much for watching.
- 12:29As always, forge on my friends and
- 12:31remember, walk quietly, there's
- 12:32neighbors downstairs.
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