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
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.
Build a fallback
A second defensible position is more reliable than assuming the first wall or trap corridor cannot fail.
Research the current bottleneck
Use the current research panel and choose the node that solves the colony's immediate food, production, or defense problem.
Watch needs, not one mood number
Respond to the need or event shown in the current UI instead of applying a universal mood threshold.
Prepare before the season changes
Build a reserve from the current crop, cooking, storage, and hunting options; do not publish a universal food target.
Test ranged positions
Height and cover may matter, but exact accuracy, range, damage, or critical bonuses require a current-version test.
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.
Plan fields by purpose
Separate food, feed, textile, and processing crops, then check seeds and current crop behavior before setting proportions.
Follow the whole chain
Map inputs, workstation, research, labor, storage, and output before adding a production station.
Trade around a surplus
Trade only after food, fuel, equipment, and the next production step are covered; do not call one commodity universally best.
Assign by actual bottleneck
Use relevant skills and task priorities, but confirm the current job behavior before claiming a fixed efficiency multiplier.
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
- Identify the immediate colony problem.
- Choose the tip that addresses that problem.
- Check the current UI, version, and available materials.
- Run a small test before scaling a layout or production ratio.
- Record the conditions if the result becomes a guide claim.
Sources and Related Guides
- Going Medieval Steam News Hub
- Going Medieval Steam store page
- Crops Guide
- Research Guide
- Defense Layout Guide
Last reviewed: August 4, 2026. Exact percentages and production numbers require current-version evidence.