Going Medieval Trap Placement Guide

Traps are one of the most cost-efficient defensive tools in Going Medieval — they deal damage passively, require no settler to operate, and can be reused indefinitely once triggered and reset. The key to effective trap use is placement: a trap in the wrong location does nothing, but a trap at a well-designed chokepoint can eliminate multiple raiders before your melee line ever engages. This guide covers every trap type currently in the game, optimal placement zones, corridor trap spacing, trap layering with archer fire, and how to maintain traps during a raid without putting settlers at risk.

Trap Types and Their Properties

Going Medieval currently features several trap types, each with distinct behavior and placement requirements. Understanding the differences is essential before placing them in your base.

Trap TypeDamageTrigger ConditionReset TimeBest Location
Pit TrapMediumStepped onManual reset requiredCorridor center tiles
Spike TrapHighStepped onAuto-resets after cooldownKillbox entrance
Bear TrapLow-MediumStepped onManual reset requiredOpen approach zones
Swinging BladeVery HighTile adjacencyAuto-resetsNarrow corridors (1-tile wide)

Optimal Placement Zones in Your Base

The best trap locations are where you can guarantee enemy passage. Random placement in open terrain is wasteful — raiders may avoid trapped tiles if there is a clear path around them. Effective placement forces the enemy to step on the trap or not advance at all.

Zone 1 — Corridor Approach: Place traps in the center 1-2 tiles of a 3-tile-wide corridor. Raiders must enter the corridor and will step on center tiles as they advance. Avoid placing traps along the edges — enemies sometimes hug walls when moving in formation.

Zone 2 — Gate Threshold: Place traps 1-2 tiles inside your gate opening. The first wave of raiders floods through the gate quickly, and traps at the threshold catch the lead units before they can fan out.

Zone 3 — S-Bend Turn Points: If your corridor has directional bends, place traps at the apex of each turn. Raiders slow slightly when changing direction, increasing the probability they step on trapped tiles.

Corridor Trap Spacing for Maximum Coverage

Trap density matters. Spacing traps too far apart leaves gaps raiders can walk through untriggered. Too close together wastes materials on redundant coverage. The recommended spacing depends on raid group size and corridor length.

Corridor LengthRecommended Trap CountSpacingNotes
8 tiles2-3 trapsEvery 3rd tileEarly game standard
12 tiles4-5 trapsEvery 2-3rd tileMid game optimal
16+ tiles6-8 trapsEvery 2nd tile centerLate game killcorridor

Combining Traps with Archer Fire

Traps and archers are strongest when layered. Traps slow and damage advancing raiders, giving your archers more time to fire volleys before melee contact. A raider slowed or stunned by a trap is an easy target for elevated archers.

Position archer platforms at the end of the corridor, overlooking the trap zone. Archers shoot down the corridor as raiders advance through the trapped tiles. The trap damage softens enemies and the archer fire finishes them before they reach your melee defenders.

⚠ Tip: Never place traps in tiles where your settlers will walk during normal base operation. Accidentally triggering your own traps during patrol or work routes is a common early-game mistake. Designate the trapped corridor as a restricted zone except during raids.

Frequently Asked Questions

Can settlers trigger their own traps?

Yes — settlers are subject to trap triggers just like enemies. Designate corridors with traps as restricted movement zones during peacetime, and only open them during raids. This prevents friendly casualties from your own defenses.

Do traps affect animals or merchants?

Traps trigger on any entity that steps on them, including neutral animals and visiting merchants. Keep traps in dedicated raid corridors that friendly traffic never passes through. Avoid placing traps near merchant arrival routes.

What is the best trap for a 3-tile-wide corridor?

Spike traps placed on the center tile of a 3-tile corridor are the most reliable option. Raiders tend to advance through the center column. Pit traps are good secondary options placed on either side of the center spike trap for coverage of edge-hugging enemies.

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