Going Medieval Complete Research Tree — Technology Progression Guide
Complete Going Medieval research tree guide. Optimal unlock order, tech prerequisites, research speed optimization, and must-have technologies for every stage.
Research Is Your Path to Power
The research tree in Going Medieval contains over 40 technologies that unlock new buildings, weapons, armor, and capabilities. Choosing the right research order can accelerate your colony's development by weeks, while poor choices can leave you vulnerable when raids escalate.
Optimal Research Order by Phase
| Phase | Research Priority | Unlocks | Research Cost | Why First |
|---|---|---|---|---|
| Day 1 | Farming | Crop plots, basic plants | 400 | Food sustainability |
| Day 3 | Tailoring | Tailor bench, basic clothes | 300 | Winter clothing |
| Day 5 | Preserving Food | Smokehouse, food preservation | 500 | Long-term food storage |
| Week 2 | Architecture | Stone walls, beams, arches | 600 | Sturdy buildings |
| Week 2 | Smithing | Smithy, iron tools, weapons | 700 | Better equipment |
| Week 3 | Medicine | Apothecary, herbal medicine | 500 | Survive injuries |
| Week 4 | Advanced Smithing | Steel production, better arms | 1000 | Military superiority |
| Month 2 | Defensive Structures | Traps, reinforced walls, merlons | 800 | Raid defense |
| Month 3 | Brewing | Brewery, alcohol production | 400 | Mood management, trade |
| Month 4+ | Advanced Techs | Firearms mod support, etc. | Varies | Endgame optimization |
Research Speed Optimization
Research speed depends on the Intellectual skill of the settler assigned to the research table. A level 10 Intellectual settler researches approximately 3x faster than level 1. Always have your highest Intellectual settler on dedicated research duty with a research table in a well-lit, comfortable room.
Must-Have vs Skip Technologies
Must-have: Farming, Tailoring, Architecture, Smithing, Medicine, Defensive Structures. These are non-negotiable for survival. Nice-to-have: Brewing (alcohol for mood/trade), Carpentry (better furniture). Skip early: Luxury Decorations (pure aesthetics, no survival benefit), Advanced Brewing (only needed for trade-focused colonies).
Frequently Asked Questions
Q: How long does it take to research everything?
A: With a dedicated level 10 Intellectual researcher working full-time, completing the entire research tree takes approximately 2-3 in-game years. With multiple researchers, you can cut this to 1-1.5 years. Most colonies don't need every technology — focus on 15-20 core techs.
Q: Can I research without a research table?
A: No, a research table is required. Build one as soon as you have a shelter. Place it in a clean, well-lit room with a chair for comfort bonus. The quality of the room affects research speed — an impressive laboratory boosts research by up to 15%.
Q: What's the single most impactful technology to rush?
A: Farming must be your first research — without it, you're dependent on gathering and hunting, which are unsustainable past the first season. After Farming, Architecture is the most transformative, unlocking stone construction that won't burn down during raids.
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Last updated: June 2026