Going Medieval is a complex colony simulation game that presents numerous challenges in base-building, resource management, and combat strategy. Whether you’re new to the game or a veteran looking for advanced tactics, this guide will help answer key questions and provide insights into mechanics, aesthetics, and base design.


Understanding Stability in Construction

Unlike MinecraftGoing Medieval enforces a stability system that determines how structures are supported.

  • Stability starts at 4 for all natural blocks (dirt, stone, etc.).
  • Man-made structures inherit stability from the base block they are built on.
  • Unsupported structures lose stability by 1 per space extended outward.
  • A structure collapses if its stability reaches 0.

Beams help extend structural integrity across gaps, allowing for larger rooms and more complex designs. Building support structures first will prevent unexpected collapses.


Choosing a Settlement Location

Your base location will influence defense, aesthetics, and resource availability. Consider:

  • Ravines and Mountains – Provide natural defense and unique architectural opportunities.
  • Open Plains – Easier to expand but harder to defend.
  • Resource Availability – Look for grass (food), clay, iron, and coal for future metalworking.

Ultimately, settle in a location that balances function and aesthetics for a more enjoyable experience.


Optimizing Food Production

Colonists consume one meal per day, requiring consistent food production:

  • Hunting: Deer every 2-3 days can sustain a colony.
  • Farming: 20-25 crop spaces per 5 colonists ensure sustainable food supply.
  • Cooking Efficiency: A Cooking skill of 13+ increases meal yield.
  • Animal Husbandry: Skill level 15+ boosts honey production by over 50%.

During summer and fall, double food production to stockpile for winter when crops stop growing.


Building an Effective Food Storage System

Food spoils at above 4°C (41°F), so underground cellars are necessary for long-term storage.

Steps to Building a Cellar:

  1. Dig at least two levels down to maximize insulation.
  2. Ensure natural dirt walls surround the cellar to maintain cool temperatures.
  3. Avoid extra doors or artificial walls, as these reduce insulation.
  4. Use shelves for storage instead of floors (floors increase temperature).
  5. Do not build cellars beneath heat sources (hearths, forges, brewing stations).

Material Selection: What Matters and What Doesn’t

Buildings

  • Bricks offer higher HP, while clay provides better insulation.
  • Wood is cheap and easy to replace, making it useful for temporary structures.

Weapons & Armor

  • Steel is the best material for weapons and armor.
  • Leather armor is slightly more durable than cloth but functions similarly.
  • For melee weapons:
    • Longswords are the best but require Smithing 20 and Melee 15.
    • Two-Handed Maces are the next best alternative.
    • Spears and bardiches are solid early-game choices.
    • Avoid one-handed weapons since shields only block archer fire.

Ranged Weapons

  • Longbows for Marksman 10+.
  • Light Crossbows for Marksman below 10.
  • Heavy Crossbows (crafted by high-skill carpenters) scale well with quality.

Modding the Game: Enhancing Your Experience

Modding is easy in Going Medieval and can fix gameplay limitations:

  • Nexus Mods has a selection of available mods.
  • Camera and Dev Tools mods help manage gameplay.
  • Game Files Tweaks:
    • Navigate to Data > StreamingAssets in Steam files.
    • Modify JSON files to adjust difficulty, weather, construction costs, and more.
    • Use Steam’s Validate Files feature to restore defaults if needed.

Final Thoughts

These core strategies will help you master Going Medieval by optimizing stability, resource management, and combat strategies. Whether you’re designing a fortified mountain baseefficient food storage, or elite warriors, applying these insights will enhance your gameplay. If you have further questions, feel free to ask in the comments or check out other guides on base design and skill training!


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