Going Medieval Tips

Good tips explain the decision behind an action and the conditions where it stops working. This page replaces the old list of “combat-verified” fixed numbers with short, testable principles for storage, farming, research, building, defense, and settlement management.

Version boundary: Current 1.1.x behavior should be checked in the save being documented. The old 1.0 label and unsupported percentages have been removed.

Decision Tips

StorageNeeds testing

Store food with a testable plan

Use location, temperature, processing, and access as separate questions. Do not rely on a fixed underground temperature or spoilage multiplier without testing the current save.

DefenseDesign guidance

Build a fallback

A second defensible position is more reliable than assuming the first wall or trap corridor cannot fail.

ResearchCurrent panel

Research the current bottleneck

Use the current research panel and choose the node that solves the colony's immediate food, production, or defense problem.

ManagementDirect play

Watch needs, not one mood number

Respond to the need or event shown in the current UI instead of applying a universal mood threshold.

SeasonsScenario-dependent

Prepare before the season changes

Build a reserve from the current crop, cooking, storage, and hunting options; do not publish a universal food target.

CombatNeeds testing

Test ranged positions

Height and cover may matter, but exact accuracy, range, damage, or critical bonuses require a current-version test.

BuildingDirect play

Expand in supportable sections

Build or excavate a small section, check support and access, then expand. Avoid treating a fixed pillar grid as a universal stability rule.

FarmingOfficial + testing

Plan fields by purpose

Separate food, feed, textile, and processing crops, then check seeds and current crop behavior before setting proportions.

CraftingDecision guidance

Follow the whole chain

Map inputs, workstation, research, labor, storage, and output before adding a production station.

TradingScenario-dependent

Trade around a surplus

Trade only after food, fuel, equipment, and the next production step are covered; do not call one commodity universally best.

SettlersNeeds testing

Assign by actual bottleneck

Use relevant skills and task priorities, but confirm the current job behavior before claiming a fixed efficiency multiplier.

DoorsOfficial + current panel

Test gate states

Gates, tall gates, and portcullises need open, locked, damaged, and repaired-state checks before they are used as a complete defense.

How to Use These Tips

  1. Identify the immediate colony problem.
  2. Choose the tip that addresses that problem.
  3. Check the current UI, version, and available materials.
  4. Run a small test before scaling a layout or production ratio.
  5. Record the conditions if the result becomes a guide claim.

Sources and Related Guides

Last reviewed: August 4, 2026. Exact percentages and production numbers require current-version evidence.