Colony Sim
Colony building, defense layouts, farming, crafting and settler management — the data-first wiki for the medieval colony simulator.
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.
| Phase | Main Goal | Best Guide |
|---|---|---|
| First 3 Days | Stabilize food, beds, and covered storage | Beginner Guide → |
| Before First Raid | Lock a simple choke, stock bows, and stop mood spirals | Best Defense Layout → |
| Before First Winter | Move perishables underground and secure heated rooms | Winter Survival → |
| Year Two Scale-Up | Upgrade workshops, labor flow, and trade surplus | Production Chain Optimization → |
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 Material | Hitpoints | Insulation | Cost | Production Chain | Best Use |
|---|---|---|---|---|---|
| Clay Wall | 150 | 0.90 | 5 Clay | Dig a clay deposit | Bedroom, cellar and workshop interiors |
| Wood Wall | 200 | 0.80 | 5 Wood | Chop trees | Year-one perimeter and fast expansion |
| Limestone Wall | 300 | 0.87 | 5 Limestone | Mine a limestone deposit | Mid-game perimeter and outer buildings |
| Clay Brick Wall | 800 | 0.85 | 5 Clay Bricks | Fire clay in a kiln | Keep, gatehouse and granary armour |
| Limestone Brick Wall | 800 | 0.85 | 5 Limestone Bricks | Cut at a stonemason's bench | Keep, 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.
From wooden walls to stone fortresses — wall types, room requirements, and structural stability. Master multi-story construction.
Explore guide →Crop planting, seasonal rotation, irrigation and food storage. Stockpile enough food before winter arrives.
Explore guide →Wall layouts, trap configurations, weapon selection and raid defense. A complete multi-layered defense system.
Explore guide →Carve into the terrain for temperature-stable storage and living quarters. Ventilation, support and defense.
Explore guide →Shape defensible castles, layered walls and productive room flow once the colony stops firefighting.
Explore guide →Best weapons ranked, chokepoint design and raid-loot tables for repeatable defense as wealth grows.
Explore guide →Storing food 2 levels underground stays 8-12°C year-round and cuts spoilage by roughly 70%. Excavate an underground stockpile early.
Multi-layered walls beat one thick wall. If the outer layer is breached, the inner layer still holds and buys counterattack time.
Stockpile at least 300 units of food before winter. Once snow covers the ground, planting and hunting become impossible.
Archers on walls gain a height advantage — accuracy and damage rise by about 30%. Station marksmen up high.
Mood below 30 triggers negative events. Keep it above 50 with beer, private bedrooms and recreation.
Prioritize Agriculture for clay brick, then Construction for stone walls. Defense upgrades are critical early.
50+ in-depth guides on defense, farming, crafting, research and settler management — with tables, tier lists and walkthroughs updated for patch 1.0.
GameGuideHub is a growing network of independent game guide sites. Every site is dark-themed by default, loads in under two seconds, and puts the answer — the table, the tier list, the build — above the fold.
No popups. No autoplay. One quiet ad slot, maximum. Just the data you need before your next in-game night falls.