Going Medieval: 7 Pro Tips For Building

2022-08-12 10:01:34 By : Ms. Maggie Caomei

Going Medieval lets you build the fortress of your dreams, and here are a few pro tips to get you comfortable with the game's systems.

Going Medieval lets you get super creative with your village, castle, and fortress builds thanks to a multi-tier building system, a sort of 3D Dwarf Fortress. While the variety of different building materials is relatively small at the moment (the game just entered Early Access), you can still build some impressive Medieval architecture.

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Getting to grips with the building system is a bit complicated, to begin with. There are different layers, windows you can open and close, and ways to carve out entire cave bases. You will need walls, farms, houses, everything you might expect from a Medieval English town. Here's our list of top tips for creating something impenetrable (and good-looking).

Going Medieval encourages you to create a fortified Medieval homestead. If you're not sure what one of those looks like, don't worry, because you'll end up building one anyway. Because you won't have access to all of the building materials right at the start of the game, you will have to build different tiers of buildings as you progress.

Planning ahead is fine, but the organic growth of your small village into a heavily fortified castle sort of happens on its own. While you won't be attacked by large groups for a while (if you're playing on Standard mode) at some point it will be necessary to upgrade your wooden walls to stone, and your manufacturing area will need an upgrade for iron weapons and armor.

You will be attacked. The alternative history of Going Medieval positions your village in a violent and plague-torn Medieval England. People are upset and angry, understandably so. The first groups you encounter won't be more than three or four strong, but by the time you've gained more citizens, the size of the attacks gets larger as well.

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Walls are your best bet. Creating a wooden palisade around your base should be a priority. It gives you a better understanding of the footprint of your village and how much room you will have to expand. Merlons are not walls. Historically, merlons were placed on top of walls to provide cover for archers. The gap between each merlon is called a crenel. Don't make the same mistake as other new players: enemies will walk straight through merlons. Build walls instead.

Your berry stew and roasted meat will start to turn bad during the summer, even if you've built a nice storage shed with some open windows. This is Medieval England, and unfortunately, no one has invented the walk-in freezer yet. The only way to keep your food from rotting during the summer is to build a cellar.

Building underground is a bit tricky. You need to navigate between the different Z layers to make sure you're building in the right place. Assign a small mining task to one of your citizens. Have them dig a hole in the ground, like a 6x6, and then place stairs leading down into the pit. Put some wooden floor at the base of the pit and place down a stockpile. Right-click on the stockpile to make sure only food is being stored down there. Now put down the wooden floor over the top of the pit. There you go, your very first Medieval cellar.

Windows aren't just for decoration in Going Medieval, although they do look good. You can open and shut windows whenever you want. Keep them shut during the winter to keep your citizens warm and throw them open during the summer to avoid that "Sweaty" debuff.

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Rather than shut each window on a building individually, double-click on one window and it will give you a menu for each window on that layer. You can toggle open and close all the windows at once.

There are no paths in the game (yet) so in the meantime, you can place down wooden floors around your village to speed up your villagers. It's only a minor speed increase, but it all adds up as your villagers run back and forwards carrying out their tasks.

Link buildings up with wooden floors, put wood floors down between your farms, and you can even build wooden floor paths out into the wild, wherever there might be a clump of trees or loads of clay on the surface. Wood is something of a finite resource in Going Medieval, so you may want to forgo this building exercise until you've completed a bunch of your main buildings.

Oh, Medieval England. They really loved their beams. Going Medieval does a good job of representing the English fascination with putting beams everywhere by literally letting you put beams wherever you want. While beams are intended to act as a support for large buildings and upper floors, you can link two walls together, even outside.

Let's say you have two outbuildings close to each other. You can place beams on the exterior walls to create small, covered walkways. This doesn't serve much practical purpose, but it does look nice.

In the top left of your screen, there are a bunch of togglable overlays and a layer counter. Hover over the colored tab and you will be shown the different rooms currently within your village or castle. Different colors signify different things, like whether it's a Spare Room or a Shared Bedroom.

This tab also lets you see what the rating of each room is, which if you've played Rimworld before should make some sense to you. Temperature, decorations, quality of the furniture, and floor covering all add to the overall rating, and if your citizens spend a long time in the room (eating, sleeping, or praying) they will get a mood buff.

Harry Alston is a lead specialist writer at TheGamer.