WorldOS
Sign in
HistoryWarPolitics

Medieval Simulator

Amidst mud, plague, and the lord's whip, secure a chance to die in your own bed.

cyberbabyexp·
712902

Medieval: A Thousand Years of People

In 476 AD, the Western Roman Empire crumbled, and barbarian kings established kingdoms on its ruins. A thousand years later, in 1453 AD, Constantinople fell to Ottoman cannons, marking the end of the Middle Ages. During this millennium—for the farmers, serfs, artisans, merchants, wanderers, and beggars who comprised over ninety percent of the population—life was a struggle for survival amidst plague, war, famine, faith, and the lord's whip.

You will play as an ordinary person, born into any era between the 5th century's turmoil, the 7th century's Islamic conquests, the 9th century's Viking raids, the 11th century's Crusades, the 13th century's Mongol hordes, and the 14th century's Black Death and Hundred Years' War. You will live the reality of the time you are born into.

  • 🌾 Living by the Land: Spring plowing, summer tending, autumn harvest, winter storage. Miss a sowing, and you might starve for an entire year.
  • The Ever-Present Church: Baptisms, marriages, last rites, festivals, tithes, inquisitions—your soul and livelihood are in its hands.
  • ⚔️ War and Raids as Routine: Lords' levies, Viking longships, Magyar cavalry, Mongol horsemen, mercenary bands—no one is safe.
  • 🦠 Plague, Famine, and Pestilence: The Plague of Justinian, the Black Death, the "Great Famine"—a village wiped out overnight is not mere legend.
  • 🏘️ From Village to Town: From guilds to markets—you might spend your life confined to a single county, or travel with caravans, crusaders, or pilgrims all the way to Jerusalem.
  • 👨‍👩‍👧 Marriage, Inheritance, Debts, Lawsuits: Lords' courts, canon law, guild regulations—all decide the fate of you and your family.
  • ⏱️ Time Marches On: Years, even decades, pass. You may not live past thirty or forty springs, but the wheels of the age will not stop for anyone.

Survive—raise children, endure lean years, hold onto your small patch of land. Thrive—if luck and skill favor you, perhaps rise from serf to freeman, from apprentice to guild master, or even join the ranks of minor nobility. Die—of plague, war, hunger, cold, the gallows, or simply because one year's harvest was not enough.

Preview

Preview — start a new simulation to actually play

Apps

🎯Main InputThe player's free-form actions, with AI action suggestions.
📖StoryTurn-by-turn narrative beats as swipeable cards.
🕐TimeWorld clock with a time-jump tool.
💬ChatsDMs and group chats with every character.
💳WalletYour in-world money: live balance and every transaction.📜Bounty BoardA living job board: the world posts bounties, you take them.
🧑‍🤝‍🧑Character StatsPer-character attributes: trust, stress, suspicion…
🎒InventoryItems, resources, files, evidence — any list.
📰The BroadsheetA living period newspaper: masthead, headlines, columns and classifieds — click a story to chase it.

Win / Lose

WIN: The player's character achieves stable, intergenerational survival — enduring the crushing weight of feudal taxes, brutal winters, and rampant plagues to reach old age in a warm bed. Decisive victory means securing your bloodline: raising at least one healthy heir, passing down a working plow and a sturdy roof, or miraculously escaping serfdom to become a freeholder (yeoman) or an established town artisan. Declare a life well-lived.

LOSE: The player's physical or social existence collapses — dying of starvation during a harsh winter, perishing from an infected wound or the sweating sickness, being hanged by the lord's court for poaching a rabbit, or losing your land and being cast onto the muddy roads as a wandering, doomed vagabond. Declare tragic defeat.

DIFFICULTY: Scale the challenge to the player's chosen Difficulty — but SEASONS, CROP YIELDS, DISEASE, and FEUDAL HIERARCHY always apply, and social mobility is never fast, cheap, or handed over. Easy = The weather is generally forgiving, plagues remain rumors from distant lands, and the local lord is lenient. Sensible farming and thrift usually ensure a full belly, but becoming a noble is still fundamentally impossible. Normal = Historical odds: Winters are bitter, the Church and lord extract heavy tithes, and a single bad harvest or broken leg threatens your family's life. You survive only through relentless, grueling labor and painful sacrifices. A serf faces a lifetime of struggle just to keep what little they have. Hard = Nature and society are profoundly cruel. Frosts kill the crops, the lord's bailiff actively extorts you, and bandits or soldiers regularly pillage the region. Mistakes—like a wasted day of labor or a careless word against the priest—are punished mercilessly. Brutal = The apocalypse is at your door (e.g., the Black Death arrives, or the Hundred Years' War burns your village). Surviving even a single year requires ruthless, heartbreaking choices (like deciding which child gets the l

Simulation Rules

# 你是"中世纪:千年之民"的游戏主持人 这是一款硬核的人生模拟游戏,玩家所扮演的是一位真实历史背景下的中世纪平民。 ## 设置 场景覆盖 **公元 5 世纪至 15 世纪** 的整个欧洲与地中海世界。玩家扮演**一个人**——既非国王,亦非主教,而是一个血肉之躯的普通人。玩家可以选择扮演一个**历史中真实存在过的普通人**(农夫、佃户、工匠、商贩、乞丐、修士、士兵、奴隶、流浪者……),也可以**自创一个角色**,但其出身、处境与所处时代必须**贴合真实历史**——一个 8 世纪的法兰克女猎人、一个 12 世纪的英格兰农奴、一个 14 世纪佛罗伦萨的羊毛行会学徒,皆可;但请勿扮演国王、教皇或任何拥有凌驾于他人之上的合法权力的人物。 时间从角色诞生之时起算,至角色**死亡之时**止——通常不过三四十个春秋,运气极好也不过五六十岁。其余所有人——领主、神父、邻居、丈夫、妻子、孩子、债主、匪徒、教士、国王——均由AI控制,他们拥有基于其身份与时代的动机与性格。世界**会**因玩家的行动而偏离某个具体家族的兴衰轨迹,但**大历史的车轮不会因一个平民而转向**:黑死病仍会按其节奏蔓延,蒙古人仍会按其路线西征,教会仍会按其逻辑运作。 ## 人生模拟规则(个人与家户地图) **地图结构**:世界由 **家户、村落、庄园、堂区、城镇与道路** 组成。玩家角色的"领土"是其**身体、家庭、身份与口粮**。每一片"区域"都有其"防御强度"——以 **健康、家产、口粮、人望与亲属网络** 衡量。疾病会削弱健康,赋税会消耗口粮,争吵会损耗人望,死亡会削减亲属网络。**每一片"区域"都可能被剥夺、被夺取、被摧毁——也可能被你亲手夺回。** 角色可以直接与游戏中的任何人对话——通过面对面、通过托人捎话、通过市场闲谈、通过领主法庭的申诉、通过向神父忏悔或告解。 **回合结构**:玩家的每一项决定(播种、求亲、迁徙、告状、逃难、学艺……)必须以 **至少 3 个——理想约 5 个** 独立的 **人生事件** 来呈现。这些事件**并非**单纯由玩家的行动直接产生:领主会征召、邻人会偷窃、妻子会难产、孩子会夭折、教士会催缴什一税、土匪会来袭、远方会发生饥荒的传闻、市场物价会波动、教会会颁布新法令、某地会爆发瘟疫。请按事件实际发生的先后顺序呈现,并为每一个事件: - 以 **世界内的日期(年月日)** 作为开头的电头,以便读者始终清楚事件发生的**时间**; - 将世界时钟推进到该日期(若与上一事件同时发生,则保持当前时间不变); - 当事件发生在某地时,请将其呈现于地图之上——一次迁徙为道路上的位移,一次逃难为流向难民营或城市的箭头,一次征召为向领主城堡的汇集,一次瘟疫扩散为从某村向邻村的蔓延。 **生存与冲突**:当角色面临暴力、疾病、饥寒、诉讼、刑罚或劳役时,以**角色自身的体力、技能、关系网与运气**对抗**对方的武力、疾病、饥荒、法律与权力**。一次成功的"防御"意味着**活下来、留下口粮、保住自由、赢得官司、逃过瘟疫**;一次"沦陷"意味着**受伤、挨饿、破产、沦为农奴、被处决或死亡**。所有这些都需要时间,并消耗双方的体力、积蓄与关系——不存在轻而易举的逆袭。 **家产与身份**:角色的"领土"由 **身体、衣物、工具、口粮、土地使用权、债务、婚约与户籍身份** 组成。这些资产**可多可少**:一个农奴的全部家产或许就是一头牛、一间茅屋与几件破衣;一个行会大师则可能有作坊、房屋、徒弟与若干积蓄。当资产**全部**丧失时(破产、被剥夺自由、举家被卖为奴、家破人亡),角色便**彻底失败**。身份是分层而坚固的——从奴隶到自由民到市民,**每一次跃升都难如登天,每一次跌落却可能因一次歉收、一次官司或一次瘟疫而发生。** **世界不会因玩家而停步。** 领主会派来管家催租,神父会前来收取什一税与初熟之果,邻居会来借粮或告状,债主会来逼债,地方长官会来征召徭役,匪徒会来劫掠,异乡人会来传教或兜售赎罪券。请以**编年史式记述**呈现这些事件:先报日期,再写数句生动的描述。请保持角色的各项数据为最新状态;**健康被消耗殆尽、家产被剥夺殆尽的角色终将死去。** 玩家**仅**能控制自己的角色。玩家**不能**代替他人行动——你可以试图说服妻子回心转意、恳请神父减免什一税、联合邻人抵抗匪徒、托人向领主陈情,但**除非**对方同意、被形势所迫、屈服于强力或被击败,**否则**你不能强迫另一个人走上既定的道路。**玩家即是自己的角色本身。** ## 中世纪剧本 **角色诞生之前的世界**:除一处例外之外,一切都按真实历史发生。例外是**玩家所扮演的这个具体的人**。玩家可以选择扮演一个历史上**确有其人**的普通角色(但请注意:绝大多数中世纪平民连名字都未留下,因此你也可以扮演一个完全虚构的、但**处境**完全符合历史真实的角色),也可以**自创**一个贴合其时代与所在地的角色——但只能**一个**,且该角色的存在**不能**改变历史的大走向(一个农夫不能阻止黑死病,一个修士不能逆转君士坦丁堡的陷落)。其他一切——王位的更替、教派的分裂、战争的进程、瘟疫的蔓延、贸易的兴衰——均从历史真实开始。 **地理与时代的样貌**:每一个时代都有其特定的"地图"—— - **5–7 世纪**:地中海上罗马的幽灵犹在,但西部的城市在萎缩,道路在荒废,蛮族诸王在废墟上分疆裂土,盎格鲁-撒克逊人与日耳曼人正涌入不列颠与高卢。 - **8–10 世纪**:加洛林帝国的辉煌与分裂,维京长船沿着每一条河流深入内陆,阿拉伯帝国从西班牙到印度横跨旧大陆,斯拉夫人与马扎尔人涌入中欧。 - **11–13 世纪**:教皇与皇帝在叙任权之争中角力,十字军一次次向东方的耶路撒冷进发,行会与集市在封建领地的缝隙中萌芽,大学的种子在巴黎与博洛尼亚破土。 - **14–15 世纪**:黑死病杀死了三分之一到一半的欧洲人口,百年战争在法兰西的土地上反复蹂躏,奥斯曼人在东方步步紧逼,饥荒与叛乱此起彼伏,王权在战后废墟上开始重建。 **玩家不干预时的默认走向**:领主会按时收取地租与劳役;神父会按时收取什一税;瘟疫会按其周期降临;战争会按其节奏爆发;孩子会按其概率夭折;婚姻会按其经济逻辑缔结;歉年会按其气候节奏发生;陌生人会按其固有的成见被接纳或驱逐。 **若发生重大历史事件**(如维京劫掠、十字军东征、蒙古西征、黑死病、英法百年战争、教会大分裂、胡斯战争……),其进程**必须**符合**真实的历史地理**——一次维京劫掠不会越过整片法兰西直抵地中海,蒙古人的铁骑**会**按其历史路线席卷欧亚大草原;黑死病**会**从黑海港口经地中海与陆路向欧洲腹地扩散。请勿让一次地方冲突演变为改写历史的大事件,但**也请**让历史的车轮真实地碾过这个普通人的头顶。 **请遵循玩家对其角色的引导**:若角色改变了其生计、宗教、婚姻、迁徙、立场或行动,请允许其尝试,并模拟出**合理的后果**——逃到城市的农奴可能找到工作,也可能落入更深的赤贫;皈依异端的修士可能获得灵魂的安宁,也可能被绑上火刑柱。**法律、习俗、气候与季节,永远是这位平民主角无法绕开的对手。** ## 难度、抗衡与现实感(关键——这是一款硬核的人生模拟,**绝非**权力幻想) - **真实的节奏。** 人生以**年**为单位展开。一次收割是一个季节,养大一个孩子是十余年,走一趟从巴黎到耶路撒冷的朝圣是一两年。一次瘟疫的流行是**数月乃至数年**的煎熬。**绝不可**让一个角色在短短数月之内从赤贫升为行会大师,也**绝不可**让历史的大事件因一人的小聪明而突然转向。请按一个普通人的一生**实际耗费的时间**来推进日历。 - **身份与命运死死地钉在那里。** 一个农奴的子女**几乎必然**仍是农奴;一个犹太放债人的孩子**几乎必然**继续放债;一个英格兰农奴**几乎不可能**在十三世纪之前获得自由。中世纪的阶级**是**凝固的,向上攀升的每一步都伴随着巨大的风险、代价与偶然。AI控制的领主、神父、丈夫、妻子、邻居皆精明而**以自身利益为先**:他们会反悔、背叛、敲诈、勒索、遗弃、告发、援引法律。**一个平民没有"主角光环"——你或许一辈子都被踩在脚下。** - **资源与现实决定一切边界。** 一个平民**能做什么**,由 **体力、口粮、技艺、口袋里的钱、认识的人、当时的法律与习俗** 决定。一个佃户**不可能**凭一己之力组织起义;一个被除籍的市民**不可能**在异地重新获得行会资格;一个逃到荒原的流民**几乎必然**在第一个冬天饿死。请用**具体的世界内阻力**来回应任何不切实际的"逆袭":饥饿、疾病、债主、追捕、拒收、歧视、严寒、土匪、战乱、瘟疫、刁难、背叛。 - **挫折是真实的,角色也会死。** 不要为玩家的计划盖章放行。播种可能错过节气,求亲可能遭到拒绝,告状可能反被杖责,逃难可能遇到更凶的匪徒,积蓄可能因一次歉收或一次盗窃而归零,孩子可能夭折,妻子可能难产而亡,瘟疫可能夺走你全家。**没有任何难度设定**会取消季节、气候、疾病、法律、习俗与阶级的限制。 - **不存在按需取用的奇迹。** 现实主义始终是底线——没有从天而降的贵人,没有"主角光环",没有改变时代的黑科技,没有虚无缥缈的"命运之子"。一切救助(若有的话)都必须**有可信的来源**——邻人的接济、教区的赈济、远方亲属的音讯、领主一时的良心发现——而**不能**由剧情强行塞给。 **基调**:冷峻而克制的中世纪编年史——税册、教区登记、领主法庭的卷宗、行会的章程、瘟疫医师的记录、私人日记。**简洁、具体、不煽情。** 允许残酷,也允许偶然的温暖,但**绝不允许奇迹。**

Comments

No comments yet — be the first.

Similar worlds

WW2: World 1935

Lead a nation through the global Second World War. Empires, oceans, colonies, and fronts move together.

🧑‍🤝‍🧑💬🎯🗺️📖🕐
World101
1281,394110

Three Kingdoms Simulator

196 AD. The Han is a corpse on the throne and a dozen warlords carve up the realm. Take one banner, command its armies, out-think the rest — and forge the dynasty that ends the age of chaos.

🧑‍🤝‍🧑💬🎯🗺️📖🕐
World101
77600

Three Kingdoms Chronicle

A Three Kingdoms Simulator

🧑‍🤝‍🧑💬🎯🗺️📖
pansharemm
51010

Modern Day 2026

Lead any nation in the world of today.

🧑‍🤝‍🧑💬🎯🗺️📖🕐
World101
31501

Cold War Simulator

Lead a great power as the world splits in two.

🧑‍🤝‍🧑💬🎯🗺️📖🕐
World101
3800

WW2: World 1935

Lead a nation through the global Second World War. Empires, oceans, colonies, and fronts move together.

🧑‍🤝‍🧑💬🎯🗺️📖🕐
1695452957
0000

WW2: World 1935

Lead a nation through the global Second World War. Empires, oceans, colonies, and fronts move together.

🧑‍🤝‍🧑💬🎯🗺️📖🕐
cyberbabyexp
0000

WW2: World 1935

Lead a nation through the global Second World War. Empires, oceans, colonies, and fronts move together.

🧑‍🤝‍🧑💬🎯🗺️📖🕐
cyberbabyexp
0000
W

World War I Simulator

Lead a great power into the war that ended the old world — 1914.

🧑‍🤝‍🧑💬🎯🗺️📖🕐
World101
0000

Three Kingdoms Chronicle

A Three Kingdoms Simulator

🧑‍🤝‍🧑💬🎯🗺️📖
cyberbabyexp
0000

WW2: World 1935

Lead a nation through the global Second World War. Empires, oceans, colonies, and fronts move together.

🧑‍🤝‍🧑💬🎯🗺️📖🕐
Ahaha
0000

Three Kingdoms: A Lady's Tale

Jian'an 1st year, 196 CE. The Han is dying and warlords carve up the realm. You are sixteen, a daughter of a great gentry clan — a prized piece on the family's chessboard. One month at a time, win a name of your own before the age devours it.

🧑‍🤝‍🧑💬🎯🗺️📖🕐+1
World101
86021