Thursday, December 25, 2025

A City Where Rooflines Were ID Cards: How Samguk Sagi “House Rules” Reveal Silla’s Skyline


Imagine walking through ancient Gyeongju.

The streets are packed earth and stone. Walls rise unevenly—some low, some tall. Doors vary: single, double, guarded, plain. But here’s the strange part: people don’t need to ask who you are. They can read it from your roof.

Because in Silla, the roofline wasn’t just architecture. It was permission.

Most people learn about the bone-rank system (골품제) as a rule about appointments and offices—who can become what, who can marry whom, who sits where in court. But Samguk Sagi preserves something more intimate and more modern-feeling: a set of regulations on houses—their dimensions, gates, walls, and even decorative features. In other words, Silla tried to govern status as a visible landscape, not merely as a bureaucratic hierarchy. (우리역사넷)

1) “Up to 24 cheok. Beyond that is luxury.”

The most immediately graspable part is the size cap.

In simplified form, the rule tightens as rank descends: the elite may build larger interiors, and lower ranks face smaller limits (measured in cheok, a traditional unit). A modern summary of the scheme often presents it like this: Jingol up to 24 cheok, head-rank 6 up to 21, head-rank 5 up to 18, and head-rank 4 and commoners up to 15.

But the real punch isn’t the number—it’s what the number does.

A city’s space becomes a caste diagram. The “maximum width” of a room becomes a political statement: status is no longer only worn; it is built.

2) Silla didn’t just control size—it controlled silhouette

Then the text gets more interesting—because the state starts targeting what is seen from a distance.

For the lower ranks (explicitly including head-rank 4 down to ordinary people), the regulations prohibit high-status roof and gable features—things that make a house announce itself. The list includes bans on certain roof tiles, and on ornamental elements such as “flying eaves,” gable ornaments like “suspended fish,” and other prestige markers. (한국사데이터베이스)

In plain English, the logic is brutal and elegant:

“Your house should not be able to impersonate your betters.”

That’s not only about luxury. It’s about legibility. In a crowded capital, appearance travels faster than speech. Silla’s solution was to make rank readable—at a glance—through the city’s very geometry. (한국사데이터베이스)

3) The ban list is the biggest clue: people wanted these things badly

Here’s the paradox that makes the whole topic sing:

These rules are not records of what everyone did.
They are records of what people were trying to do—enough that the state felt forced to say “Stop.”

When a text bothers to ban gold/silver ornamentation, colorful materials, elaborate plastering, oversized gates, taller walls, multi-layered steps, and flashy rooflines, it accidentally admits something important:

There was a status arms race—a competition of façades. (한국사데이터베이스)

So if you want one line that’s safe, accurate, and powerful for a monetized blog:

Gyeongju may not have been uniformly “luxurious,” but it definitely contained a luxury competition—and the state tried to regulate that competition into a controllable skyline. (우리역사넷)

4) The skyline wasn’t “natural.” It was policy.

We often look at ruins and think: That’s just how the past looked.

But these regulations point to another possibility: Silla’s urban image—who could build what, how high walls could rise, what kind of roofline was “allowed”—may have been planned and enforced as a political technology. (한국사데이터베이스)

A city where the roof is an ID card is not just beautiful. It’s suffocating.
It produces order—but it also produces pressure.

And suddenly this isn’t only “ancient law trivia.” It becomes a modern question:

  • Why do states keep returning to sumptuary rules?

  • Why does status always try to convert itself into real estate and façade?

  • When a city becomes a ranking machine, who benefits—and who gets trapped?

That’s the secret advantage of this topic: it feels ancient and contemporary at the same time.


Media & game angles (practical “content mining”)

What to search (fast, reliable rabbit holes)

  • “Samguk Sagi Heungdeok sumptuary law housing regulations”

  • “Silla bone rank system daily life architecture”

  • “Gyeongju capital city (Wang-gyeong) archaeology reconstruction”

Games that naturally fit the theme

  • Civilization (policy → city output): perfect for turning “appearance regulation” into happiness/culture/economy tradeoffs.

  • Paradox titles (CK3/EU4/Vic3): even better, because they already simulate estates, privilege, legitimacy, unrest, and social control—exactly what a sumptuary code is.


Civilization mod idea (numbers included)

Wonder: “Heungdeok’s Sumptuary Code” (Civ V, Standard speed)

  • Era/Tech: Medieval (Civil Service or Theology line)

  • Production cost: 450

  • Effects (theme: order through visible hierarchy):

    1. Capital: +4 Culture, +2 Happiness

    2. Empire: Building maintenance −10% (less “status arms race” cost)

    3. All cities: Unhappiness −1 (scaled benefit for larger empires)

  • Optional tradeoff (recommended):

    • Empire: Growth −5% (social pressure / constrained aspiration)

This keeps it flavorful: it’s strong, but it feels like regulation.


Paradox mod concept (where this topic really shines)

Event chain: “Roofline Inspections”

  • Trigger: Rising development/urbanization + noble influence increasing

  • Choices:

    1. Crack down (strict enforcement) → +tax, +control / +unrest, −popular opinion

    2. Look away (elite exception) → +noble loyalty / −legitimacy, +corruption risk

    3. Standardize (bureaucratic reform) → long-term stability / upfront cost + short-term resentment

Core mechanic

Convert “roofline rules” into a readable system:

  • More visible luxury = more prestige, but also more envy / factional tension

  • Stronger enforcement = more control, but also more resentment / revolt risk

That’s the same historical paradox—turned into gameplay.




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