Going Medieval Colony Sim

Going Medieval Guide

Colony building, defense layouts, farming, crafting and settler management — the data-first wiki for the medieval colony simulator.

Read the full wiki → Start here

Going Medieval is a medieval colony simulation game that launched its 1.0 full release on March 12, 2026. You lead a group of settlers building a settlement from scratch in the wilderness — constructing homes, cultivating farmland, forging weapons, fending off raiders, and surviving brutal winters.

This portal collects battle-tested community knowledge covering all core systems: buildings, farming, defense, research, and settler management. The full wiki lives on the Going Medieval sub-site, where every guide is checked against in-game behavior and official patch notes before publishing. All data is approximate and provided for reference only.

Whether you are choosing a hillside for your first underground cellar or designing a layered killbox, the guides below are organized around one principle: solve the next real threat before it becomes a colony-ending spiral.

Start Here By Colony Phase

Shortest path to a stable fortress
PhaseMain GoalBest Guide
First 3 DaysStabilize food, beds, and covered storageBeginner Guide →
Before First RaidLock a simple choke, stock bows, and stop mood spiralsBest Defense Layout →
Before First WinterMove perishables underground and secure heated roomsWinter Survival →
Year Two Scale-UpUpgrade workshops, labor flow, and trade surplusProduction Chain Optimization →

Wall Material Tiers

Hitpoints vs insulation

Going Medieval gives you five buildable wall materials, and the differences are not cosmetic. Each tier trades three things against each other: hitpoints, thermal insulation, and the labour needed to produce the material in the first place. Every wall segment costs exactly 5 units of its material, so the raw cost is identical across every tier — what actually changes is how you obtain the material and what the finished wall can absorb when raiders start swinging.

Clay is the weakest wall in the game at 150 hitpoints but the single best insulator at 0.90, which makes it the right choice for bedrooms, workshops and cold storage rather than for your perimeter. Wood is the year-one workhorse because trees are everywhere and a wood wall still outlasts clay. Raw limestone triples clay's durability straight out of the mine. Both brick types top out at 800 hitpoints, but only after a production chain turns raw clay or limestone into bricks first — clay bricks are fired in a kiln, limestone bricks are cut at a stonemason's bench. The two brick tiers are statistically identical, so choose by geography rather than by stats: most maps favour one chain heavily, and doubling up on the wrong one wastes a workstation.

Wall MaterialHitpointsInsulationCostProduction ChainBest Use
Clay Wall1500.905 ClayDig a clay depositBedroom, cellar and workshop interiors
Wood Wall2000.805 WoodChop treesYear-one perimeter and fast expansion
Limestone Wall3000.875 LimestoneMine a limestone depositMid-game perimeter and outer buildings
Clay Brick Wall8000.855 Clay BricksFire clay in a kilnKeep, gatehouse and granary armour
Limestone Brick Wall8000.855 Limestone BricksCut at a stonemason's benchKeep, gatehouse and granary armour

Floors follow a different logic because they never take demolition damage — their tier is purely about temperature. Limestone and clay tile floors insulate best at 0.80, wood flooring sits at 0.75, and wicker grated floors provide effectively nothing at 0.05. The practical upgrade path is simple: wood perimeter in year one, raw limestone perimeter in year two once mining is running, and brick for the entrance ring, gatehouse and keep from year three onward. Do not rebuild everything at once — prioritize the wall segments raiders actually attack, plus the granary and any structure whose loss would end the colony.

Featured Guides

Hand-picked
Buildings

Building Structures Guide

From wooden walls to stone fortresses — wall types, room requirements, and structural stability. Master multi-story construction.

Explore guide →
Farming

Farming System Guide

Crop planting, seasonal rotation, irrigation and food storage. Stockpile enough food before winter arrives.

Explore guide →
Defense

Defense Strategy Guide

Wall layouts, trap configurations, weapon selection and raid defense. A complete multi-layered defense system.

Explore guide →
Advanced

Underground Base Building

Carve into the terrain for temperature-stable storage and living quarters. Ventilation, support and defense.

Explore guide →
Castle

Castle & Layout

Shape defensible castles, layered walls and productive room flow once the colony stops firefighting.

Explore guide →
Combat

Raid Defense & Weapons

Best weapons ranked, chokepoint design and raid-loot tables for repeatable defense as wealth grows.

Explore guide →

Pro Tips

From community players
Storage

Storing food 2 levels underground stays 8-12°C year-round and cuts spoilage by roughly 70%. Excavate an underground stockpile early.

Defense

Multi-layered walls beat one thick wall. If the outer layer is breached, the inner layer still holds and buys counterattack time.

Seasons

Stockpile at least 300 units of food before winter. Once snow covers the ground, planting and hunting become impossible.

Combat

Archers on walls gain a height advantage — accuracy and damage rise by about 30%. Station marksmen up high.

Management

Mood below 30 triggers negative events. Keep it above 50 with beer, private bedrooms and recreation.

Research

Prioritize Agriculture for clay brick, then Construction for stone walls. Defense upgrades are critical early.

Frequently Asked Questions

Going Medieval
When did Going Medieval release version 1.0?
Going Medieval launched its 1.0 full release on March 12, 2026. All guides on the wiki are written against the 1.0 build and updated when patches land.
How do I survive the first winter?
Stockpile at least 300 units of food before snow covers the ground, because planting and hunting stop once winter sets in. Move perishables into an underground cellar where temperatures stay 8-12°C year-round and spoilage drops by roughly 70%.
What is the best early defense layout?
Build multi-layered walls rather than one thick wall, and place archers on the walls for about a 30% accuracy and damage bonus from height. Pack wooden spike traps two tiles in front of your gates so raiders take continuous damage while breaking through.
How do I keep settler mood stable?
Keep mood above 50. Supply beer and quality meals, give each settler an individual bedroom (a 4x4 tile room with a table and chair grants +10 mood), and provide recreation. Mood below 30 triggers negative events and a companion death drops everyone's mood by 20.
Is this the official Going Medieval site?
No. GameGuideHub is an unofficial, fan-made guide network. All game trademarks and assets belong to their respective owners. The wiki exists to help players build a thriving medieval colony.

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50+ in-depth guides on defense, farming, crafting, research and settler management — with tables, tier lists and walkthroughs updated for patch 1.0.

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