Going Medieval Raid Schedule Guide

Understanding when raids will occur and how to prepare for them is perhaps the most critical skill in Going Medieval. Unlike some colony sims that provide clear warnings or fixed schedules, Going Medieval's raid system operates on a combination of random timing, progression-based scaling, and faction hostility. This guide compiles observed raid patterns to help you predict, prepare for, and survive raids of all sizes.

Raids in Going Medieval are not purely random—they follow underlying logic tied to your colony's wealth, population, and the game's progression timer. While the exact algorithms are not publicly documented, consistent patterns have emerged that can help you prepare. This guide will walk you through everything we currently understand about raid timing, enemy composition, and preparation strategies.

Raid Triggers and Timing Mechanics

Raids in Going Medieval are triggered by hostile factions responding to your colony's growth and actions. The game does not provide a visible "raid timer" or warning system, but several key factors consistently influence when raids occur.

Primary Raid Triggers

Based on community observations and testing, the following factors appear to influence raid timing and frequency:

Trigger FactorImpact LevelDescription
Colony WealthHighHigher total wealth (buildings, items, stored resources) correlates with more frequent and larger raids
Population SizeMediumLarger populations tend to trigger raids with more enemies to match your defensive capacity
Days PassedMediumLater game days generally see harder raids as part of natural progression scaling
Faction HostilityHighHostile factions are the ones that launch raids; diplomatic choices affect which factions become hostile
Difficulty SettingHighHigher difficulties increase enemy numbers, health, and wound severity

Estimated Raid Timeline by Game Phase

While raids can occur at any time, the following general timeline patterns hold in most playthroughs. Treat them as guidelines rather than exact mechanics.

Game PhaseTypical Day RangeRaid FrequencyExpected Raid Size
Early GameDays 1-15Low (first raid often around day 8-12)3-6 enemies
Early Mid GameDays 16-30Moderate (every 5-8 days)5-10 enemies
Mid GameDays 31-60Moderate-High (every 4-6 days)8-15 enemies
Late Mid GameDays 61-100High (every 3-5 days)12-20 enemies
Late GameDay 100+Very High (every 2-4 days)15-30+ enemies

Important Note:These timelines are approximate and based on standard difficulty settings. Your experience may vary significantly based on your colony's wealth accumulation rate, difficulty settings, and random variance. The "first raid" can sometimes occur as early as day 5 or as late as day 20 on standard settings.

Enemy Types and Raid Composition

Going Medieval features several distinct raid event types, each with different enemy compositions and objectives. Understanding what to expect from each raid type is essential for proper preparation.

Standard Raid Events

Raid TypeEnemy CompositionTypical SizeKey Threats
Mindless AssassinsMelee-focused raiders with high mobilitySmall-MediumFast melee attackers that can overwhelm poorly defended positions
Third Coming AttackMixed melee and ranged attackersMediumBalanced force requiring both melee and ranged defense
Progeny AttackLarger force with varied equipmentMedium-LargeSustained pressure from multiple enemy types
Violent ExtortionistsDemanding raiders (multiple variants)Small-MediumMay demand resources before attacking

Enemy Equipment Progression

As the game progresses, raid enemies will spawn with increasingly better equipment. Early raids feature enemies with basic weapons and little armor, while late-game raids can include enemies with steel weapons, leather or better armor, and shields.

Game PhaseTypical Enemy WeaponsTypical Enemy ArmorShield Usage
Early (Days 1-20)Spears, bardiches, basic meleeNone or clothRare
Mid (Days 21-60)Longswords, maces, crossbowsLeather armor commonSome enemies
Late (Days 61-100)Steel weapons, heavy crossbowsLeather/Steel armorCommon
Endgame (Day 100+)High-quality steel weaponsSteel armor possibleMost melee enemies

Animal Raids

In addition to human raiders, Going Medieval also features animal raids such as the "Ferocious Swarm." These raids involve aggressive wildlife attacking your colony. Animal raids differ from human raids in several ways: they cannot be negotiated with, they don't care about your wealth, and they often arrive in larger numbers but with less equipment variety.

Preparation Checklist and Defense Timing

Proper preparation is the difference between repelling a raid with minimal losses and watching your colony collapse. This section provides a comprehensive preparation checklist organized by timing windows.

Pre-Raid Preparation Phases

Preparation PhaseTimingKey ActionsPriority Level
Immediate SetupDays 1-5Build basic perimeter wall, assign ranged weapons, create fallback positionCritical
Early ReinforcementDays 6-15Upgrade walls, build archer positions, stock ammunition, train combat skillsCritical
Mid-Game FortificationDays 16-40Build dedicated kill zones, upgrade to steel weapons, establish trap corridorsHigh
Late Game PrepDays 41-80Multiple defense layers, emergency stockpiles, medical supplies, backup plansHigh
Ongoing MaintenanceContinuousRepair defenses, restock ammunition, train settlers, monitor moraleOngoing

Defense Readiness Checklist

Use this checklist to assess your colony's raid readiness at any point in the game. Check off items as you complete them, and prioritize unfinished items based on your current game phase.

Defense ElementEarly GameMid GameLate GameNotes
Perimeter WallBasic (wood/stone)Reinforced (stone/brick)Multi-layer (stone + backup)Height matters for archer advantage
Ranged Positions2-3 archers4-6 archers/crossbowmen6+ with backupsHigh ground provides accuracy bonus
Melee Defenders1-2 melee2-4 melee4+ with rotationShields critical for blocking arrows
Ammunition Stock50+ arrows/bolts150+ arrows/bolts300+ arrows/boltsRunning out mid-raid is catastrophic
Medical SuppliesBasic herbsPrepared meals + herbsSurgery table + suppliesWounded settlers need immediate care
Fallback PositionSimple hold pointReinforced inner fortMultiple fallback layersEssential if perimeter falls

Pro Tip:Always maintain at least one settler on "standby" duty with a ranged weapon and full ammunition. This settler can be quickly repositioned to respond to breaches or flank attacks during a raid. Rotation is key—don't let your combat settlers become exhausted or wounded without relief.

Defense Priorities by Raid Size

Not all raids are created equal. Small raids of 3-5 enemies require different strategies than massive assaults of 20+ attackers. This section breaks down defense priorities based on expected raid size.

Small Raids (3-6 Enemies)

Small raids are common in the early game and occasionally appear later as "nuisance" attacks. These raids can often be repelled by a single well-positioned archer with high ground advantage. The key threat from small raids is not the number of enemies but the possibility of them breaking through to your unarmed settlers or livestock.

For small raids, prioritize: (1) Early detection via open sight lines, (2) Funneling enemies into a kill zone, (3) Using terrain and structures to limit enemy movement options. A single archer on a properly designed defensive wall can often eliminate an entire small raid before they reach your perimeter.

Medium Raids (7-14 Enemies)

Medium raids represent the most common mid-game threat. These raids have enough enemies to overwhelm a single defender and may include both melee and ranged attackers. You'll need at least 2-3 archers and 1-2 melee defenders to handle medium raids reliably.

Key priorities for medium raids: (1) Multiple firing positions to distribute fire, (2) Melee blockers to protect archers if enemies breach, (3) Adequate ammunition—medium raids can consume 30-50 arrows depending on accuracy, (4) Medical preparation—expect 1-2 wounded settlers even in successful defenses.

Large Raids (15-25 Enemies)

Large raids are late-game events that can threaten even well-established colonies. These raids often include enemies with steel equipment, shields (which block arrows), and enough numbers to attack from multiple directions simultaneously.

Defense priorities shift dramatically for large raids. You need: (1) At least 4-6 ranged attackers with crossbows for armor penetration, (2) Multiple layers of defense—expect the perimeter to be breached, (3) Trap corridors to thin enemy numbers before they reach your walls, (4) Designated medical responders who are NOT on combat duty, (5) Emergency plans for settler morale collapses during prolonged combat.

Massive Raids (25+ Enemies)

Massive raids are endgame challenges that test every aspect of your colony's preparation. These raids may include enemy siege equipment (like trebuchets in some game versions), heavily armored units, and sustained assault waves that can last for multiple in-game hours.

At this scale, survival depends on: (1) Layered defenses with comprehensive trap networks, (2) Enough combat-capable settlers to maintain a defense in depth, (3) Massive ammunition stockpiles (300+ rounds), (4) Multiple medical stations, (5) A clear understanding of when to retreat to your innermost fortifications versus making a stand at the perimeter.

Defense Scale Rule of Thumb:A commonly cited community guideline suggests maintaining at least 1.5 to 2 combat-capable settlers per expected raid enemy on standard difficulty. This means if you're expecting raids of 10 enemies, you should have 15-20 combat-trained settlers (or fewer very well-equipped settlers). This ratio decreases on lower difficulties and increases on higher ones.

Understanding Raid Events and Variations

Beyond standard raids, Going Medieval features special raid events that have unique behaviors and preparation requirements. Understanding these variations can prevent being caught off-guard by an unusual raid type.

New Settler Raids

The "Violent Extortionists" raids come in multiple variants (Salvation, Barbarian Snack, Jailbird, Lost Property). These raids sometimes offer dialogue options or resource demands before attacking. Preparation for these raids includes deciding in advance how you'll respond to demands—sometimes paying off raiders is cheaper than fighting, especially if your military is underprepared.

Animal Raids and Wildlife Threats

Animal raids like "Ferocious Swarm" bypass many human-raid defenses. Animals don't care about your walls—they will path through any accessible route and can sometimes exploit pathfinding weaknesses that human raiders don't. Animal raids also don't carry ranged weapons, making them vulnerable to archer fire but potentially overwhelming in melee if they break through.

Frequently Asked Questions

Can I predict exactly when a raid will happen?

No, Going Medieval does not provide exact raid predictions. Raids are partially random with underlying logic tied to your colony's stats. However, you can estimate increased raid likelihood based on wealth growth, population increases, and days passed. Many players report that after a raid, there's typically a brief "cooldown" period of a few days before the next raid trigger becomes active again, though this is not officially confirmed.

Do raids get harder if I accumulate more wealth?

Yes. Colony wealth is a significant factor in both raid frequency and raid size. This creates an interesting strategic choice: expanding your colony and accumulating resources makes you more powerful but also triggers harder raids. Some players deliberately keep wealth low (by selling excess or minimizing decorative items) in the early game to reduce raid pressure while they build up their military.

What's the best way to prepare for my first raid?

The most critical early preparation is establishing at least a basic perimeter with proper defense positioning. Before day 10 (when the first raid commonly occurs), ensure you have: (1) At least one archer with 20+ arrows, (2) A simple wall or trench to funnel enemies, (3) All settlers assigned to either combat or safe zones during raids, (4) A stocked food supply so settlers don't starve during prolonged combat. Don't wait until you see enemies to assign combat roles—do it proactively.

How does difficulty setting affect raids?

Difficulty settings in Going Medieval adjust several raid-related parameters: enemy health (higher difficulty = tougher enemies), enemy numbers (higher difficulty = more enemies per raid), and wound severity (higher difficulty = more lethal combat). On the highest difficulties, even small raids can be deadly because individual enemies are much harder to kill and can inflict catastrophic wounds on your settlers.

Should I avoid expanding to prevent raids?

While keeping wealth low can reduce raid pressure, avoiding expansion entirely is not viable—you need resources, population growth, and technology progression to ultimately survive. The better strategy is controlled growth: expand at a pace that allows you to build corresponding military strength. Rush military technology and defense infrastructure before investing heavily in luxury or excess production. A well-defended wealthy colony is far stronger than a poor one that gets overrun because it couldn't afford steel weapons and armor.

Advanced Raid Schedule Management

Once you understand the basics of raid timing and preparation, you can begin to actively manage your raid exposure through strategic choices. This advanced section covers techniques for controlling the pace and difficulty of raids.

Wealth Management for Raid Control

Since wealth appears to influence raid difficulty, strategic wealth management can help control raid timing. This doesn't mean keeping your colony poor—it means being intentional about when you accumulate wealth. For example, delaying the construction of decorative or non-essential buildings until after you've established a strong military can prevent early difficult raids. Similarly, selling excess resources rather than stockpiling them can keep your visible wealth lower.

Using the Historical Records to Track Raid Patterns

Going Medieval includes a Historical Records feature (the first icon in the top right corner) that logs raid events. Reviewing this log can help you identify patterns specific to your current game. Look for: (1) Time intervals between raids, (2) Raid sizes over time, (3) Which factions are attacking you, (4) What raid types are appearing. This information can inform your preparation节奏 and help you anticipate when the next raid might arrive.

Adapting to Your Faction Situation

The factions you encounter and your diplomatic standing with them significantly affect your raid profile. If you have multiple hostile factions, you may face more frequent but smaller raids as different groups attack independently. If you have only one hostile faction, you may face larger, less frequent raids. Managing diplomacy to keep some factions neutral or friendly can reduce your overall raid pressure, though this requires careful resource management for gifts and trade agreements.

Mastering raid timing and preparation is an ongoing process that evolves with your colony. The strategies in this guide provide a foundation, but the most valuable knowledge comes from experience in your specific game. Pay attention to how raids unfold, learn from close calls and failures, and continuously adapt your defenses. With proper preparation and understanding of the underlying mechanics, even the largest raids become manageable challenges rather than existential threats.