Going Medieval Endgame Strategy Guide — Survive Year 5+ Raids

The game changes dramatically after Year 5. Raids grow from small skirmishes to massive sieges. If your colony isn't prepared, you lose everything. Here is exactly what you need to survive.

Raid Difficulty Scaling

YearRaid SizeEnemy GearRecommended Defense
Year 1-23-6 raidersClubs, basic bowsWooden walls, 2 archers
Year 3-48-12 raidersIron weapons, crossbowsStone walls, 4 crossbowmen, moat started
Year 5-615-22 raidersSteel weapons, shieldsKillbox operational, 6+ crossbowmen, full moat
Year 7-825-35 raidersSteel armor, trebuchetsDouble-layer defenses, 8+ ranged, dedicated melee squad
Year 9+35-50 raidersFull steel, siege enginesMax defenses, 12+ ranged, emergency bunker, production lines for ammo

Defense Layout Tier List

TierLayoutStrengthCostDescription
SKillbox + MoatHandles 30+ raiders2,000 clay + 500 woodA 3-tile-wide killbox with a 2-tile-deep moat funneling enemies into a crossbow firing line. Unbeatable when fully built.
ADouble-Layer MerlonsHandles 20-25 raiders1,200 clayTwo layers of merlons with a firing step behind. Archers on the high layer, crossbows on the low layer. Excellent coverage but vulnerable to trebuchets.
BWall + Tower ComboHandles 15-20 raiders800 clay + 300 woodStone walls with wooden towers at corners. Solid midgame defense that buys time but can be overwhelmed by large raids.
CSingle Wall RingHandles 10-15 raiders500 clayBasic perimeter wall. Adequate for early years but insufficient by Year 4. Upgrade to tier A or S before Year 5.

Endgame Production Chains

By Year 5, you need industrial-scale production. Here is the minimum production capacity for a colony of 12 settlers facing Year 7+ raids:

  • Food: 2 full-time farmers + 1 cook. Your food storage should never drop below 500 units. A single bad harvest during a siege means starvation.
  • Steel: 2 smelters running continuously. Each smelter produces 1 steel ingot per 30 seconds. Arrows, bolts, armor, and weapons all need steel. Without constant production, your defenders run out of ammunition during sieges.
  • Medicine: 1 herbalist with at least 50 herbal medicine stockpiled. A Year 7 raid will wound 3-5 settlers. Without medicine, wounds become infections, and infections kill in 2-3 days.
  • Alcohol: 1 brewer producing constantly. Alcohol is not a luxury — it is a mood stabilizer. During extended sieges, settlers panic without alcohol, reducing combat effectiveness by 30%.

Settler Specialization for Endgame

By Year 5, every settler should have a dedicated role. Generalists die in the endgame:

  • 6 Combat Settlers: 4 crossbowmen (long range) + 2 melee (close defense). These settlers do nothing but train and fight. Assign them a dedicated barracks near the killbox.
  • 3 Production Settlers: 2 smelters/blacksmiths + 1 tailor. These maintain your weapon, armor, and clothing supply chain. Without constant production, your combat settlers eventually fight in tattered clothes with broken weapons.
  • 3 Support Settlers: 1 farmer, 1 cook, 1 medic. These keep everyone alive. Never pull them from their roles during combat — their jobs are irreplaceable.

FAQ

Q: When should I transition from wood to stone walls?

Year 2. Stone walls take 3x longer for raiders to break compared to wood. Waiting until Year 3 means facing Year 3 raids (8-12 raiders with iron weapons) using Year 1 defenses. The transition costs ~500 clay — start stockpiling clay by Year 1 Autumn.

Q: Is a killbox absolutely necessary?

By Year 6, yes. Without a killbox, raiders attack your walls at random points, spreading your defenders thin. A killbox forces all enemies into a single chokepoint where your entire force concentrates fire. This turns a 15-vs-6 fight into a 15-vs-6-at-one-chokepoint fight, which your 6 can win.

Q: What about underground bases?

Underground bases are immune to trebuchets and reduce raid damage but have critical weaknesses: food production requires sunlight (surface greenhouses), and settlers take a mood penalty from lack of outdoor time. Use underground for storage and emergency bunkers, not as your primary living space.

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