Lords and Villeins
A feudal settlement sim where families own goods, run shops, trade, pay taxes, and form a local economy.





Lords and Villeins is a good economics-focused adjacent pick. It is less about raids and survival, more about simulating a medieval settlement where families, land, housing, taxes, supply, demand, and trade shape the community.
Lords and Villeins belongs in the catalog because it pushes the core colony-sim question: can a settlement keep functioning when people, resources, environment, and bad timing all collide?
Core mechanics
People pressure
Colonists, settlers, crew, or citizens create needs and priorities that turn a base into a social system.
Base planning
Rooms, storage, production, defenses, temperature, oxygen, water, or logistics decide whether the settlement works.
Failure stories
The best run is rarely perfect. Shortages, bad layouts, events, and cascading mistakes create the memory.
Long-term arc
Research, expansion, seasons, raids, diplomacy, or self-sufficiency give the colony somewhere to go.
Related colonies

Dwarf Fortress 9.9
A legendary fortress simulator where a generated world, stubborn dwarves, and one bad tunnel can turn a settlement into history.

Going Medieval 9.6
A medieval colony builder about turning a few survivors into a fortified settlement with rooms, food stores, jobs, and defenses.

Clanfolk 9.4
A Scottish Highlands family survival sim where warmth, food, schedules, skills, and winter preparation matter more than combat.