Going Medieval Colony Efficiency Benchmarks

You have 12 settlers. Some farm, some craft, some fight. How many should do each? How much food do you need to produce per day to survive winter? When is a second cook worth the investment? These are not questions of preference — they are questions of math, and math has answers. This guide provides efficiency benchmarks for Going Medieval colonies across four size brackets (6, 10, 15, and 20+ settlers), covering food production targets, optimal labor allocation, resource consumption rates, and the productivity breakpoints where adding one more settler to a specific task stops being worth it. Every number below is derived from in-game mechanics and community testing data.

Food Production: The Non-Negotiable Baseline

Each settler consumes approximately 2 meals per day (varies slightly by traits and activity level). A single meal requires 10 raw food units (vegetables, meat, or grain flour). Therefore, a 10-settler colony consumes ~20 meals = ~200 raw food units per day. Winter amplifies this: crops stop growing entirely, forcing the colony to survive on stored food for 8-12 days. The math below shows what your fields must produce.

Colony SizeDaily Raw Food NeedWinter Reserve (12 days)Total Annual MinimumRecommended Field Tiles (cabbage equivalent)
6 settlers120 raw units1,440 units~4,500 units80-100 tiles
10 settlers200 raw units2,400 units~7,500 units130-160 tiles
15 settlers300 raw units3,600 units~11,000 units200-240 tiles
20 settlers400 raw units4,800 units~15,000 units260-320 tiles

Note: Cabbage-equivalent means standard crop yield. Barley, beets, and redcurrants have different yields — adjust field size accordingly. Add 20% buffer for crop failures, blight events, and animal feed.

Optimal Labor Allocation by Colony Size

The table below shows proven settler allocation ratios that keep colonies productive without idle crafters or unfed settlers. These are starting points — adjust for individual settler skill levels and your colony priorities (defense-heavy vs. production-heavy).

Role6 Settlers10 Settlers15 Settlers20+ Settlers
Farmers (plant + harvest)2345-6
Cook (kitchen only)1 (part-time)11-22
Builder / Miner1234
Crafter (smith + carpentry)11-22-33-4
Tailor (clothing + leather)0 (part-time crafter)1 (part-time)11-2
Dedicated Hauler0 (shared duty)11-22-3
Researcher1 (part-time)11-22
Hunter / Animal Handler0-1112

Workshop Productivity Benchmarks

How much can a single settler produce in one work day? The benchmarks below assume a standard work shift (~14 daylight hours), a settler with skill level 10-15 in the relevant category, and optimal stockpile adjacency (input and output within 3 tiles). Lower skill levels reduce output proportionally.

WorkshopProductOutput per Day (Skill 10)Output per Day (Skill 20)Can 1 Settler Supply a Colony?
Campfire/StoveMeals~15-18 meals~25-30 mealsYes, up to ~12 settlers
MillstoneFlour (from barley)~25-30 units~40-50 unitsYes, up to 20+ settlers
StonecutterLimestone blocks~20-25 blocks~35-45 blocksYes, up to 15 settlers' building needs
KilnClay/Limestone bricks~12-15 bricks~20-25 bricksOne kiln per 10 settlers for active building
ForgeSteel ingots~8-10 ingots~15-18 ingotsYes for weapons. Multiple forges for full plate sets.
Tailor BenchClothing items~4-6 items~8-10 itemsYes for basic clothing. Add second for armor production.
Research TableResearch points~80-100 pts~150-180 ptsOne researcher completes all tech in ~30-40 days
BreweryAlcohol (beer/wine)~8-10 units~15-18 units1 brewer per ~15 settlers for mood management

The 80% Rule: When Adding Settlers Stops Helping

Diminishing returns hit hard in Going Medieval. Each new settler adds one mouth to feed and requires additional housing, clothing, and weapons — but the marginal productive output of adding a second or third settler to the same task drops significantly. The 80% rule: a single skilled settler running a workshop at 80% capacity is more efficient than two unskilled settlers sharing it, because the second settler adds 100% more food consumption for maybe 40% more output (due to walking, stockpile congestion, and task switching). Apply this breakpoint table:

Task1st Settler Output (base)2nd Settler Output (marginal)3rd Settler Output (marginal)Breakpoint
Farming (per field zone)100%~70% of 1st~40% of 1st2 farmers max per field zone
Cooking (1 kitchen)100%~50% of 1st~20% of 1st1 cook per kitchen until 15+ settlers
Mining (per vein)100%~50% of 1st0% (vein blocked)1-2 miners per vein depending on access
Smithing (1 forge)100%~30% of 1st0% (forge occupied)1 smith per forge. Add forge, not smith.
Research (1 table)100%0% (table occupied)0%1 researcher per table. Add table for second.
Hauling100%~85% of 1st~70% of 1stUp to 3 haulers scale well

Resource Consumption Benchmarks

How fast does your colony burn through key resources? These per-settler-per-day numbers help you size stockpiles and set production targets.

ResourcePer Settler Per Day10-Settler Colony (per season, 12 days)Notes
Food (raw units)~202,400 per seasonBased on 2 meals/day. Packaged meals reduce by 15% due to nutrition density.
Alcohol (for mood)~0.5 units60 per seasonOptional. Only needed if mood is problematic. 1 brewer can supply ~15 settlers.
Wood (heating + crafting)~3-5 logs360-600 per seasonHigher in winter (heating). Lower if using braziers with coal.
Coal/Charcoal (smelting)~0.5-1 unit60-120 per seasonOnly if actively smelting/forging. Zero without metal industry.
Clothing (wear rate)~0.03 items~4 items per seasonWear rate doubles in combat and harsh weather. Keep 2 spare outfits per settler.
Medicine (healing)~0.1-0.3 units12-36 per seasonCombat-heavy colonies use 3x more. Always stock 50+ herbal medicine pre-raid.

Seasonal Efficiency Calendar

Each season demands a different labor allocation. Follow this calendar to avoid the winter starvation spiral that kills most colonies:

SeasonPrimary FocusFarmersBuildersCraftersCritical Task
SpringPlanting + Expansion4-6 (max)2-31-2Sow all fields within first 3 days. Do NOT delay — late crops = winter death.
SummerBuilding + Mining2-33-42Complete major construction before autumn. Harvest early crops.
AutumnHarvest + Stockpile4-6 (max)1-21-2Harvest EVERYTHING. Food left in fields rots at first frost. Build extra storage.
WinterCrafting + Research0-1 (greenhouse only)1 (interior)3-4Convert all stored raw materials to finished goods. Research sprint. Train combat.

FAQ

Q: What is the minimum settler count for a self-sustaining colony?

Three settlers is the absolute minimum — one farmer, one builder/crafter, and one flexible. However, a 3-settler colony cannot survive a raid without extreme defensive preparations and will struggle to maintain food production through winter. Six settlers is the realistic minimum for a stable, defensible colony that can produce surplus food, maintain equipment, and research essential technologies.

Q: When should I stop accepting new settlers?

Stop accepting new settlers when your food production cannot sustain a 12-day winter reserve with a 20% buffer. This is typically around 20 settlers for most colonies unless you have optimized fields and dedicated farmers. Beyond 20 settlers, each new mouth requires an additional 8-10 field tiles and more hauling infrastructure — the marginal benefit drops sharply. Many veteran players cap at 15-18 settlers for peak efficiency.

Q: Is it better to have generalists or specialists?

Specialists outperform generalists by a significant margin. A settler dedicated to Smithing will produce weapons and armor 2-3x faster than a generalist who splits time between smithing, hauling, and farming — even accounting for idle time waiting for materials. For colonies under 10 settlers, you may need 1-2 generalists for flexibility. For 10+ settlers, every colonist should have one primary role and at most one secondary backup role. Enable only those two jobs in the Work tab and set the primary role to Priority 1.

Last updated: June 2026. Efficiency benchmarks derived from in-game mechanics, settler action timers, and community performance testing. Food consumption math is based on verified meal requirements. Productivity numbers assume standard difficulty with no modifiers — extreme biomes, custom difficulty, and mods will alter these benchmarks.