Tips & Strategies
Advanced strategies for defense, farming, economy and settler management — collected from community players and verified against the 1.0 release.
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.
Underground stockpiles stay 8-12°C year-round, reducing food spoilage by 70%. Excavate early.
Multi-layered walls beat a single thick wall. A breached outer layer still leaves the inner holding.
Prioritize Agriculture for clay brick, then Construction for stone walls. Defense upgrades are critical.
Mood below 30 triggers negative events. Supply beer and quality meals to keep it above 50.
Stockpile at least 300 units of food before winter. Planting and hunting stop under snow.
Archers on walls gain a height bonus — accuracy and damage rise by roughly 30%.
Use a grid for underground digs — leave one rock pillar every 4 tiles. Safe and space-efficient.
Replant immediately after every harvest. An idle field is a missed day of production.
Iron needs a full chain: Mining → Smelting → Forging. Build the smelter near iron deposits.
Beer is the best value commodity. Grow barley in spring, brew in autumn, sell in winter.
Assign each task to the settler with the highest relevant skill for a major efficiency boost.
Pack wooden spike traps 2 tiles in front of gates. Raiders take continuous damage while breaking in.
Roofs are mandatory. Rooms without roofs count as outdoor and hurt settler mood.
Processed food lasts 3x longer than raw. Turn barley into bread, meat into smoked meat.
During summer heat waves, pause heavy outdoor labor to prevent heatstroke.
Prisoners can be recruited. Build a prison, feed captives, then attempt recruitment.
Individual bedrooms grant +10 mood. A 4x4 tile room with a table and chair works best.
Place a bookshelf near the research table for +10% efficiency. Assign 2 researchers to stack points.
Keep fields to 10x10 max. Larger fields mean delayed harvests and crops rotting in the field.
Crafted item quality depends on settler skill. Assign important gear to your highest-skilled crafter.
Build emergency exits and hidden doors. Multiple retreat routes prevent total loss when besieged.
Assign your highest Social-skill settler to trading for better buy and sell prices.
Build multi-story bottom-up. Upper walls must align with lower walls or pillars.
Underground temperature is constant. Build living quarters at -1F with a fireplace for comfort.
Pull wounded settlers to safety immediately. Severe injuries need bed rest; medicine speeds recovery.
A companion's death drops mood by 20 for all settlers. Avoid casualties in combat.
Keep researchers' mood at 50+ and stamina full. Fatigue and hunger interrupt progress.
Crossbows deal very high damage but reload slowly — best for elite marksmen. Bows fire faster.
Herbs and barley are high-value crops. Once food is plentiful, switch to cash crops for trade.
A hillside is ideal — level ground for farming above, mountain for an underground base below.
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.
| Season | Temperature | Characteristics | Priorities |
|---|---|---|---|
| Spring | 5–18°C | Snow 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. |
| Summer | 18–32°C | Vigorous growth with occasional heat waves. | Mass planting and stockpiling. This is also the season for construction and mining expansion. |
| Autumn | 5–20°C | Final 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°C | Heavy 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.
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.
| Priority | Meaning | When To Use It |
|---|---|---|
| 1 — Critical | This task always comes first. | Medical work and the primary job of a specialist. |
| 2 — High | Highly prioritised but yields to a critical job. | Primary job for generalists; secondary job for specialists. |
| 3 — Normal | Default priority. | Tertiary tasks that should get done when time permits. |
| 4 — Low | Only picked up when nothing else is pending. | Hauling, cleaning, and other low-urgency work. |
| 5 — Disabled | Never 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.
Defense layouts, farming calendars, weapon tier lists and full walkthroughs live on the dedicated wiki.