Going Medieval Work Priorities Setup: The 1–5 System Done Right

The Jobs panel is the operating system of your colony, and most failed settlements die from a misconfigured one. The system itself is simple — five priority numbers, one blank that means “never”, and a left-to-right tiebreak — but the failure modes are subtle: harvests ruined by unskilled hands, haulers who never haul, a whole colony standing idle because the one job that mattered sat at priority 3 on the wrong settler. This guide gives the actual rules of the priority system, every job and the skill that governs it, and a copyable five-settler matrix that covers a working colony end to end.

The Rules of the 1–5 System

SettingMeaningBehavior
1HighestSettler does this job before anything else that has valid work
2HighDone once no priority-1 work is available
3NormalThe default working level for secondary jobs
4LowFiller work for idle hands
5LowestLast-resort tasks, done only when everything else is finished
BlankNoneThe settler will never do this job — no exceptions

Four rules, straight from the game, do most of the work:

  • Right-click raises priority, left-click lowers it. You sculpt each settler's row directly in the Jobs panel.
  • Settlers always take the highest-priority job with valid work. A priority-1 job with nothing to do is skipped, not waited on — the settler falls through to their next priority.
  • Ties break left to right. By default jobs run left to right, and jobs sharing a number keep that column order — so position inside a priority level still sequences work.
  • If nobody has a job enabled, it never happens. A blank box is absolute. Colonies starve with full fields when every settler has Harvest blanked.
How a settler picks the next taskscan down1 · Highest2 · High3 · Normal4 · Low5 · LowestSame number? Leftmost column wins.Construct (1) beats Mine (1) becauseConstruct sits further left on the panel.No valid work at a level → fall throughto the next priority below.Blank = never. Absolutely.A blanked job is invisible to that settler.Blank the jobs they are bad at — a low-skill botanist can ruin an entire harvest.Box frame colour = settler's skill level.1-5 priority bands · gold = highest · resolution order: priority number, then column position
Priority resolution in one glance: scan top to bottom, break ties left to right, treat blanks as hard refusals, and read the box frame colour for skill before assigning anything delicate.

Every Job and the Skill That Governs It

The panel lists the colony's jobs; each skilled job feeds experience to one skill, and the box's frame colour shows the settler's level in it. Unskilled jobs (no governing skill) are safe to spread widely; skilled jobs should follow talent:

JobGoverning SkillWhat It Covers
FirefightStomping out fires near the settlement — everyone at priority 1
Patient / ConvalesceAwaiting treatment; resting while wounds heal
TendMedicineTreating wounds, carrying the unconscious to beds
Urgent Haul / HaulMoving resources to stockpiles; burying or burning bodies
GaolerSpeechcraftPrisoner care, stripping new prisoners, managing release
HuntMarksmanHunting marked animals
ConstructConstructionBuilding, deconstructing, repairing everything
FishAnimal HandlingCatching fish by angling
Grow / HarvestBotanySowing fields; harvesting crops and wild plants
Animal HusbandryAnimal HandlingTaming, training, slaughtering, shearing, skeps
MineMiningDigging and mining marked areas
Cut PlantsBotanyChopping trees, clearing vegetation
CookingCulinaryMeals, butchering, brewing, preserving — campfire through distillery
CraftBasic unskilled crafting: bricks, stonemason's bench, kiln, ice box
SmithingSmithingMetal gear and ingots — forge, armourer's table, smelting furnace
CarpentryCarpentryWooden items and bows — woodwork bench, bowyer's table
TailoringTailoringClothing and leather armour — sewing station, armourer's table
AlchemyIntellectualTransmutation and material isolation at the apothecary bench
ResearchIntellectualChronicle writing at the three research tables
ArtistArtStatues, paintings, tapestries — easel, sewing station, benches
StewardLocking doors, closing windows, extinguishing torches
TrainCombat practice with ranged and melee weapons

The failure rule: if a settler's skill for a job is very low, turn that job off completely rather than leaving it at 5. The game's own tutorial gives the example: a low-Botany settler allowed to harvest can ruin the crop, yielding nothing. A blank box is not a wasted settler — it is insurance that only competent hands touch fragile work.

A Five-Settler Template That Covers Everything

The pattern: Firefight at 1 for all; each settler's profession at 1–2; Haul shared at 2–4 so nobody important does it first but it always gets done; blanks wherever a settler would do harm. Numbers below are a starting matrix — adjust to your settlers' actual passions and skills:

JobCookBuilderFarmerSmithScholar
Firefight11111
Tend23341
Cooking13
Construct4132
Mine23
Grow / Harvest341
Cut Plants431
Smithing314
Research41
Tailoring342
Haul34232
Hunt34
Heatmap matrix of an example five-settler Going Medieval job priority setup across twelve jobs: Firefight at priority 1 for everyone, each specialist's profession at 1, Haul shared at priorities 2 to 4, and dashes marking jobs set to never
The same matrix as a grid: gold 1s mark each settler's profession, dashes are hard refusals. Every job column has at least one settler who can do it — that, not any single number, is what keeps a colony running.

Three properties make this template robust. First, coverage: every job appears on at least one row, so nothing silently never happens. Second, backup depth: critical jobs (Tend, Construct, Cooking) sit at 2–3 on a second settler, so an injured specialist doesn't paralyze the colony. Third, protected specialists: the scholar never hauls before researching and never touches a harvest they could ruin. As the colony grows past eight settlers, graduate haulers and builders into dedicated roles and strip secondary jobs off your specialists.

Priorities pair naturally with scheduling — a priority-1 farmer still needs daylight work hours, and leisure blocks keep mood up while the matrix runs. See settler schedule template for the hours half of the equation, and specialist training for why passion-driven priority choices also level settlers fastest.

Frequently Asked Questions

How do work priorities work in Going Medieval?

Every settler has one box per job in the Jobs panel, settable from 1 (highest) to 5 (lowest) or left blank, which means never. Settlers always take the highest-priority job with valid work available. Right-click raises priority, left-click lowers it. If no settler has a job enabled, that work never gets done.

What happens when two jobs have the same priority?

Ties resolve left to right: settlers default to prioritizing jobs from left to right across the panel, and jobs sharing a number keep that column order. Within one priority level, the job closer to the left edge wins.

Should low-skill settlers do skilled jobs?

Usually no. The frame colour of each job box shows the settler's skill, and the in-game tutorial advises disabling jobs for very-low-skill settlers — a low-Botany settler can ruin a harvest, yielding nothing. Leave skilled work to the skilled and let everyone else haul, craft, and firefight.

What is a good priority setup for a new colony?

Firefight at 1 for everyone; each settler's passion jobs at 1–2; support jobs at 3–4; blanks on anything they would ruin. Share Haul at 2–4 across the colony so stockpiles clear without distracting specialists. The five-settler matrix above is a complete working example.

How many priority levels should I actually use?

All five, sparingly. Priority 1 is for professions plus Firefight, 2–3 for regular secondary work, 4 for idle-time filler, 5 for last resorts. Blanking bad jobs matters more than fine-tuning numbers — a settler who can never touch a job can never fail at it.

Related Guides

Last updated: July 19, 2026. The example matrix is a recommended template, not game data. Game mechanics may change with future updates.