Going Medieval Tips & Strategies

Going Medieval: 30 Pro Tips

Advanced strategies for defense, farming, economy and settler management — collected from community players and verified against the 1.0 release.

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From site selection to defense, farming to trading — these tips collect battle-tested knowledge from community players. Whether you have just cleared the beginner phase or already run a thriving colony, they help optimize operations and boost efficiency. Each tip is combat-verified and applies to the 1.0 full release.

Complete Tip List

30 tips
01Storage

Underground stockpiles stay 8-12°C year-round, reducing food spoilage by 70%. Excavate early.

02Defense

Multi-layered walls beat a single thick wall. A breached outer layer still leaves the inner holding.

03Research

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

04Management

Mood below 30 triggers negative events. Supply beer and quality meals to keep it above 50.

05Seasons

Stockpile at least 300 units of food before winter. Planting and hunting stop under snow.

06Combat

Archers on walls gain a height bonus — accuracy and damage rise by roughly 30%.

07Building

Use a grid for underground digs — leave one rock pillar every 4 tiles. Safe and space-efficient.

08Farming

Replant immediately after every harvest. An idle field is a missed day of production.

09Crafting

Iron needs a full chain: Mining → Smelting → Forging. Build the smelter near iron deposits.

10Trading

Beer is the best value commodity. Grow barley in spring, brew in autumn, sell in winter.

11Settlers

Assign each task to the settler with the highest relevant skill for a major efficiency boost.

12Defense

Pack wooden spike traps 2 tiles in front of gates. Raiders take continuous damage while breaking in.

13Building

Roofs are mandatory. Rooms without roofs count as outdoor and hurt settler mood.

14Storage

Processed food lasts 3x longer than raw. Turn barley into bread, meat into smoked meat.

15Seasons

During summer heat waves, pause heavy outdoor labor to prevent heatstroke.

16Combat

Prisoners can be recruited. Build a prison, feed captives, then attempt recruitment.

17Management

Individual bedrooms grant +10 mood. A 4x4 tile room with a table and chair works best.

18Research

Place a bookshelf near the research table for +10% efficiency. Assign 2 researchers to stack points.

19Farming

Keep fields to 10x10 max. Larger fields mean delayed harvests and crops rotting in the field.

20Crafting

Crafted item quality depends on settler skill. Assign important gear to your highest-skilled crafter.

21Defense

Build emergency exits and hidden doors. Multiple retreat routes prevent total loss when besieged.

22Trading

Assign your highest Social-skill settler to trading for better buy and sell prices.

23Building

Build multi-story bottom-up. Upper walls must align with lower walls or pillars.

24Seasons

Underground temperature is constant. Build living quarters at -1F with a fireplace for comfort.

25Settlers

Pull wounded settlers to safety immediately. Severe injuries need bed rest; medicine speeds recovery.

26Management

A companion's death drops mood by 20 for all settlers. Avoid casualties in combat.

27Research

Keep researchers' mood at 50+ and stamina full. Fatigue and hunger interrupt progress.

28Defense

Crossbows deal very high damage but reload slowly — best for elite marksmen. Bows fire faster.

29Farming

Herbs and barley are high-value crops. Once food is plentiful, switch to cash crops for trade.

30Building

A hillside is ideal — level ground for farming above, mountain for an underground base below.

Core Principles

Remember these

Season-by-Season Operating Plan

Calendar

The four-season cycle is the clock every other system runs on. Each season shifts temperature, weather and resource yield, and winter is the one that kills colonies: snow covers the ground, crops stop growing outright, and temperatures plunge far enough to cause frostbite. Tips only work if you apply them in the right season, so map your labour to this table before you optimise anything else.

SeasonTemperatureCharacteristicsPriorities
Spring5–18°CSnow melts, ground becomes plantable again.Begin tilling immediately and repair winter damage. The planting window is short — miss it and you lose a season of food.
Summer18–32°CVigorous growth with occasional heat waves.Mass planting and stockpiling. This is also the season for construction and mining expansion.
Autumn5–20°CFinal harvest period, frequent merchant visits.Reap and store everything before the first frost. Pull crafters and miners onto the harvest rush if needed.
Winter-10–5°CHeavy snow, no planting, blizzards can halt outdoor work entirely.Consume reserves, keep warm, and move labour indoors: research, crafting, cooking, and underground excavation.

Winter maths is worth doing explicitly. Winter runs roughly 10–15 in-game days, and six settlers consume about 12–18 food units per day — a total of 120–270 units. That is why the usual advice is to bank 300+ units of processed food rather than the bare 200 minimum: bread and smoked meat spoil far slower than raw goods, and the buffer absorbs an unexpected raid or a blizzard that pins everyone indoors. Pair that with 100+ wood for fuel, warm clothing for every settler, and fireplaces already built before the first snow falls.

Temperature is not just a comfort stat. Settlers held below 0°C bleed mood and health continuously, while above 30°C work efficiency starts dropping and above 35°C heatstroke becomes a genuine risk. Vents help above ground; underground is better. Spaces two or more levels below the surface hold roughly 8–12°C year-round, which is why underground stockpiles cut spoilage so dramatically. Living quarters one level down, combined with a fireplace, can stay above 15°C through winter with modest fuel use.

Work Priorities: The Fix For Constant Micromanagement

Settlers

Going Medieval uses a numeric work-priority system running from 1 (highest) to 5 (disabled) for each work type on each settler. Priorities also interact across the colony: if two settlers can do the same job and one has it at priority 1 while the other has it at 2, the priority 1 settler takes it first. A good configuration means tasks resolve themselves; a bad one means crops rot in the field while your farmer hauls rocks.

PriorityMeaningWhen To Use It
1 — CriticalThis task always comes first.Medical work and the primary job of a specialist.
2 — HighHighly prioritised but yields to a critical job.Primary job for generalists; secondary job for specialists.
3 — NormalDefault priority.Tertiary tasks that should get done when time permits.
4 — LowOnly picked up when nothing else is pending.Hauling, cleaning, and other low-urgency work.
5 — DisabledNever performed.Tasks you never want that settler touching at all.

The golden rule is that every settler should have exactly one priority 1 task — their primary job — and those priority 1 tasks should be spread across different people. Assigning the same priority 1 to several settlers creates confusion rather than speed, unless the workload genuinely demands it, such as two farmers on a large farm.

There are two pure approaches and one that actually works. The specialist model gives each settler a single priority 1 and sets everything else to 3–5; skills climb fast, but the colony is fragile because one injury stops a whole function. The generalist model spreads priority 2 tasks widely, which is resilient but slow to specialise. The hybrid model is what most successful colonies converge on: two to three specialists covering the critical functions of farming, crafting and mining, with the remaining settlers running priority 2 across several functions to fill gaps.

Priorities should also move with the calendar. In spring, raise Farming to priority 1 on at least three settlers and temporarily drop mining and crafting — construction can wait, planting cannot. In summer, keep two settlers on Farming priority 1 and push the surplus labour into infrastructure. In autumn, put Farming at priority 1 for everyone capable of harvesting; the crop must be in storage before frost. Emergencies override all of this: during a food crisis set Hunting and Farming to priority 1 for every capable settler, and after a battle set Medical to priority 1 for your best medic and priority 2 for everyone else, because untreated wounds keep worsening long after the fighting stops.

Frequently Asked Questions

Tips
Do these tips apply to all difficulty levels?
Most tips work across all difficulties, though some need adjustment at higher difficulties. Raids are more frequent and food consumption is higher, so defense and farmland must come earlier. Core principles stay the same, but execution tempo must be faster.
Which tip is the most important?
If you only remember one: store food underground. Temperature directly affects spoilage rate, and the constant temperature 2 levels below ground can extend food shelf life by 3x or more. This directly determines whether you survive your first winter.
What if tips conflict with each other?
Some tips have different priorities at different stages. Early-game "food first" matters more than "defense," but mid-game defense becomes critical. Adjust flexibly based on your colony's current primary threat — no strategy is one-size-fits-all.
How much food does one winter actually require?
Winter lasts roughly 10–15 in-game days. Six settlers consume about 12–18 food units per day, so the raw requirement lands between 120 and 270 units. Plan for 300+ to absorb emergencies, and store it as processed food — bread and smoked meat keep far longer than raw ingredients, especially in an underground stockpile.
My settlers keep getting frostbite in winter. What do I fix first?
Three measures, in order. First, make sure living quarters have fireplaces and enough firewood to run them. Second, craft warm clothing for every settler. Third, schedule indoor work — research, crafting, cooking, underground excavation — so outdoor exposure time drops. If frostbite has already happened, order bed rest and treatment rather than pushing the settler back to work.
Does summer heat really affect productivity?
Yes. Work efficiency starts dropping above 30°C, and heatstroke becomes a risk above 35°C. Heat wave events can push temperatures well past comfortable levels. Install vents so buildings get airflow, keep shaded areas available, and pause heavy outdoor labour during a heat wave in favour of indoor tasks.
Should I run specialists or generalists?
A hybrid. Pure specialists gain skill fastest but leave the colony fragile — lose one and an entire function stops. Pure generalists are resilient but never reach peak efficiency. Run two to three specialists on your critical functions (farming, crafting, mining) with priority 1 on their specialty, and keep the rest as generalists at priority 2 across several work types so gaps get filled automatically.

More Going Medieval strategy

Defense layouts, farming calendars, weapon tier lists and full walkthroughs live on the dedicated wiki.

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