Going Medieval: Complete Beginner’s Guide

Going Medieval is a popular colony simulator that takes big inspiration from games like Dwarf Fortress and Rimworld. In the same fashion as the games that inspired it, Going Medieval can be very unforgiving, with harsh winters, regular attacks from angry neighbors, and a resource management system that requires a fair bit of forethought.

Set in Medieval England, the world your new villagers have set foot into does not promise an easy life. It’s your job to help them settle and succeed. You will need to build defenses, manage resources, and create a drafted army to protect your new lands. Here’s everything a beginner needs to know about Going Medieval.

Getting Started

For the purposes of this guide, we’ll be talking about playing the game in its Standard scenario on Normal difficulty. Difficulty can scale pretty fast in this game, whether you opt for a more challenging difficulty or set the scenario up so that you are attacked regularly.

In a Standard scenario, you begin with three villagers and a stockpile of resources that should get you through the first few days. Your priorities as a new colony manager are to set your citizens up with somewhere to sleep, pray, and work.

Build Your First House

Don’t worry, your new villagers aren’t expecting anything glamorous. Build a simple wood structure with walls, a roof, and a door. Cover the floor with wood and set up three simple haystack beds. This will pop up as a “Shared Room,” but you can think more about your villager’s privacy when they’ve got food to eat.

Early Priorities

Now your villagers have somewhere to live, your earliest priorities are:

  • Food – Without access to the Agriculture tech, you will need to send your villagers out to collect Redcurrant bushes or mushrooms and hunt for wild deer or rabbits.
  • Hunter – You will start with at least one usable Short Bow, or a more powerful Longbow if one of your citizens has a marksman ability over 10. Equip your highest-rated marksman or animal handler with the bow. This should be your hunter.
  • Leisure – Medieval England is a tough old place. Your villagers will need some time to relax. You can set up your citizen’s schedule with a couple of hours of leisure time. They will play Backgammon or pray at their respective shrines. This provides a good mood boost and shouldn’t be ignored.
  • Research – You should build a research table as soon as possible. Assign your highest-rated Intellectual citizen to prioritize research. Research works in a pretty unique way in Going Medieval — you will collect “Books” that are stored in a stockpile. If these books are lost or destroyed, you will also lose the tech. Look after them.

Best Research To Pick First In Going Medieval

Research is crucial to progress in Going Medieval. Here’s a rough guide on what order you should pick your research in.

Agriculture

You will be able to pick Architecture immediately and should choose Agriculture next. This will let you set up some farms for various resources. Cabbages are a good bet. They grow quickly and can be harvested fairly regularly.

Brewing

It also turns out that most of your citizens are alcoholics. Well, sort of. Beer was a common drink of choice in Medieval England because the water was largely undrinkable. This beer isn’t the sort of beer that dumps you on your back after a couple of drinks, but it’s pretty much the only thing your citizens can drink. They will get thirsty. Grab Brewing as your next tech.

Tailoring

As you prepare for winter, your villagers will need winter clothing. While you should be able to gather quite a lot from the first few waves of enemies you kill, eventually you will need winter clothes for all of your citizens.

Military Tech

Being able to produce your own weapons is also a good idea. The first waves of enemies are not very challenging, but having a couple of your citizens with bows is very useful. They can be set up on walls. This provides them with an accuracy boost and damage boost, so it’s definitely worth doing.

Defending Your Settlement

The first attack will arrive within the first couple of days in Going Medieval. It will likely only be two or three relatively weak enemies, but you should still be prepared. Sophisticated defenses aren’t required for your first attack, especially because of the amount of wood required to build an entire perimeter wall.

However, you can build a small archer tower. This is just a small 5×5 stack of walls with a wooden floor on top and a staircase leading up to it. You can position your archer on this tower and give them that extra boost.

A full perimeter wall works well with traps eventually. Just like you might in Rimworld, you can funnel the enemies through a small entrance. It seems like attackers have a real penchant for attacking the campfire first (for some reason) so that should give an idea of what they target.

Remember: merlons are not technically walls. Merlons were, historically, placed on top of walls to provide cover for archers. Each gap in the merlons is called a crenel. This is the space archers would fire out of. Although they might look like palisades, enemies will walk right through them. Best to place them on top of your walls.

Preparing For The Late Game

The more settlers you have, the greater your region’s influence becomes. This also means you are attacked more regularly and by larger groups. It’s at this point that the game becomes more of a tower defense game than anything else.

Bigger walls, better defenses, and better-armed soldiers are the best way to weather the storm. Winters become harder when you have more citizens to feed and clothe. It’s all about scaling up your production nicely and steadily.

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