r/goingmedieval

Image 1 — Market District
Image 2 — Market District

Market District

Just wanted to share this as I wanted to capture a burgeoning market district. The idea of setting up the 'shops' on the back of a house, inn, waystation style of building appealed to me.
The other idea to capture a inn like building with gaming and patio eating also appealed to me.

Only thing missing is a market district square complete with gallows for ceremonial hanging of ones enemies, you know, food and a show! :p

u/Foreign_Rise584 — 16 hours ago

Regarding food, is freshness related to hitpoints?

Hi all. I want to sort my shelves in the cellar so that the less fresh ingredients are closer to the kitchen and used first, however, shelves cannot be sorted by freshness, so I use hitpoints. I have seen some foods that have decent hitpoints but freshness <10, hence the question. Are they related? How do you sort your cellars? Thanks!

reddit.com
u/Lumpy_Coconut3585 — 3 days ago

River in the way? Just fly

Odda deconstructed the wall then needed to hunt. Tired of going around the river, this time he simply decided to leap straight across. His growling yell and intimidating war gear made for quite the sight. Rumors spread throughout the realm of Eagle Rock having a flying half-man, half-beast warrior amongst their ranks, giving enemies a bit of pause when considering an attack!

Just a funny bug I've never encountered before but was lucky enough to be right there to see it and pause the game for the screenshots. He ended up making it all the way across before dropping down to the far side of the river. Reported it via the bug button.

u/SnicklefritzXX — 3 days ago

What mods should I install

I'm a new player of Going Medieval and I'm looking for some mods to add new parts, game mechanics. Globally, I would like to improve the techs tree.

Do you have some recommandations or tips to do it ?

PS : sorry for poor english, i'm still learning

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u/Drfranch — 3 days ago

Blacksmith addition

Wanted to experiment with different roofs, different levels.
I realize doing the outdoor smithing doesn't give bonuses. So I created a workshop on the bottom floor and sleeping quarters above.
But wanted to have displays outside for the 'realism' factor.
Wish they had square limestone braziers instead of just the circular ones.
Maybe on the next update? :)

u/Foreign_Rise584 — 3 days ago

Problem with braziers on pillars

Hey everyone.
I use braziers on pillars to simulate chimneys. As seen in the picture here for my rustic little village area.

Now, when I try to build this. I'm always getting "Building can't be reached"
"Not enough resources" and it's red/orange.

I have the same setup as I did before. Nothing changed. I even have ladders going up to the brazier. Whether it's multiple pillars up, or just one pillar up I get the same message.

Did anything change in the update or version of the game?
I'm currently on the experimental branch.

Any thoughts would be appreciated.

Thank you.

u/Foreign_Rise584 — 4 days ago

Dairy Farm

So this is an unrealistic build as the slaughterhouse technically is on the bottom floor and the living quarters are above it. The smell alone would be uninhabitable.

However, it's a game so...

What I wanted to do was create a building that stuck out one level from the main building. Like they did in medieval times when they taxed the land so homeowners built larger dwellings that hung over the streets.

What is realistic is the animal poop that settlers will inevitably step on in their work and curse the cows for ruining their shoes - which we don't make so I'm assuming it's leather soles rather then bare feet. ;)

u/Foreign_Rise584 — 3 days ago

Stonemason setup

It is supposed to be a blacksmith shop/house but since I have one of those. Decided to switch it to stonemason.
Yes I use mods in here, specifically the upper floor walls, house roof and some of the decor around it.
But you can do this in vanilla too.

u/Foreign_Rise584 — 4 days ago

Siege Weapons

Anyone find these useful on defense? They seem pretty underwhelming.

The onager can be useful if positioned to the side of a porticullis to hit a group of enemies waiting for the lead attackers to break through. However I have not found the ballista or trebuchet useful for anything on defense.

It just seems like stacked crossbowmen is far superior is terms of efficient dps over any of the siege weapons.

Other than the roleplay value, you guys getting any use out of these for defense? Maybe it's a skill issue and I'm using these wrong.

They certainly have their place in attacking raids though, just haven't figured how to use them well to defend.

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u/RowDefiant3191 — 4 days ago

Medieval farmhouse

Just wanted to post my countryside medieval farmhouse.
Could use some re-positioning of windows but I'm experimenting with "non-square" buildings.

u/Foreign_Rise584 — 5 days ago

How do you approach multi-material construction?

Been trying to experiment more with multi-material construction in the same building as it doesn't come naturally, in part because I find especially the wall materials very high contrast. I realize here is the opposite of historical, and the cornices and merlons should be limestone and the walls red brick, but i like the floating effect of having the darker bit on top and might just pretend the work order got mixed up.

What are your tips on how to make multi-material buildings look interesting but not jarring? Thanks in advance for your thoughts.

seed: mountain large 1885183614

u/Radulox — 5 days ago

I started a German Going Medieval colony run — build pretty first, or survive first? 🏰🌲

Hey everyone,

I recently started a new Going Medieval colony run and the first episode is basically the classic early-game struggle:

A few settlers, barely enough resources, no real infrastructure and the slightly unrealistic dream of eventually building a proper medieval settlement instead of a wooden panic box. 🏰

The Let’s Play is in German, but it has English subtitles. I know that is not ideal for everyone, so I’m mostly sharing it because I’d genuinely love input from people who know the game well.

My biggest question at the start is always the same:

Do you build for efficiency first — stockpiles, food, beds, defenses and production?
Or do you already plan the settlement layout from day one so it can grow into something that actually looks like a believable medieval village?

I’m trying to balance both, but Going Medieval has a talent for making every “temporary” structure survive far longer than planned. 🌲🪵

What is your go-to opening strategy for a fresh Going Medieval colony?

youtube.com
u/Reasonable-Fox6630 — 5 days ago

Medieval Monday Talk #82 - Medieval Manners

Greetings, medievalists!

Discord Community Spotlight

Before we get into today’s topic, we want to start with a community spotlight. We haven’t done one of these in a while, and honestly, some of the settlements you’ve been sharing on our Discord deserve a moment.

We keep an eye on the screenshot channel and occasionally reach out to creators whose settlements really stand out. So, behold:

Watch YouTube Video

MMT

Now back to the subject of immersive experience. Last time, we talked about idle behavior and how we want settlers, animals, merchants, and other NPCs to feel a bit more natural when they are not actively working. This time, we want to talk about something a bit deeper - how settlers behave around each other and how their perks influence those behaviors. But first, we want to talk about what led us to this decision.

Right now, your settlers don’t face many challenges stat and mood-wise. They would easily get happy, annoyance is a rare occurrence and getting rebellious settlers, especially in mid to late game,  is nearly impossible. Among themselves, your settlers would mostly get along - there is no real conflict, no friction, no ups and downs. Their personalities mostly exist through background text and stats affected by perks. In practice, they often feel more like workers used for construction, production, and expansion than people actually living in the settlement. 

That is fine to a point, but it’s not… exciting. People are not perfect. Communities are not perfect. Even in a well-built settlement, life should have its little problems, awkward moments, bad habits, strange friendships, and occasional drama. Gaming-wise, you can have a lot of fun problem solving such challenges and make the story of your settlement even more interesting and unique. Ideally, a happy and stable settlement should feel earned, not automatic. 

BUT!

This does not mean we simply want to make the game more punishing. The goal is not to make your settlers miserable for the sake of it. The goal is to make mood, relationships, and personalities matter more, while giving you more interesting situations to manage. 

So how does that tie to Perks?

Perks will have a bigger influence on how settlers behave, both when things are going well and when things are not ideal. Some perks will create positive moments, some will create social friction, and some will do both, depending on the situation.

For example, a settler with Outgoing perk may be pleasant to have around, giving nearby folks a small mood boost simply by being near them. 

https://preview.redd.it/93j09cicidah1.png?width=1920&format=png&auto=webp&s=eedbbc6ae35e59d0ba02fe25abf0fc0f77c1c53c

On the other hand, a more difficult settler may be harder to deal with when things go wrong. If pushed into a rebellious state, they may isolate themselves, insult others, or even start a fight after a bad interaction. 

Watch YouTube Video

And yes, some settlers will simply be difficult people, but that is kind of the point.

We want perks to feel less like silent stat modifiers and more like parts of a settler’s personality. A settler should not just be “better at a thing.” They should feel like someone who has habits, preferences, flaws, and a way of affecting the people around them.

Some settlers might be useful but unpleasant. Some might be pleasant but not especially skilled. Some might be both a blessing and a problem, depending on the day. You know… average workplace stuff.

But it’s not all doom and gloom! When settlers are in a very good mood, some perks may create additional benefits. A charming settler might have better social moments. Someone who enjoys feasts and entertainment may benefit more from those situations. Certain personalities may even help trading or social interactions when things are going well. 

Watch YouTube Video

All this ties to proximity, too.

Some perk effects will depend on who is nearby, while others may only appear in specific situations, such as eating, working, resting, sleeping, or being wounded. In practice, this means that who your settlers spend time with can matter more.

Maybe someone makes others feel better. Maybe someone is unpleasant to be around. Maybe two settlers simply do not click because their personalities clash.

https://preview.redd.it/3ikcf1bgidah1.png?width=1800&format=png&auto=webp&s=03d940543eb46f23fe55502782beb1aed60d1f2d

Speaking of clashes, we are adding a form of chemistry between perks. Some perks will have positive chemistry with others, while some will have negative chemistry. This can influence how settlers feel about one another from the start, making certain personality combinations naturally work better or worse together.

It does not mean every settlement will turn into a medieval soap opera. At least, not all the time. Yes, getting rebellious settlers seems to be easier now, but only if you ignore their basic needs. Also, the rebel state should not last as long as it did before.

The idea is to create more texture. Some settlers may become good companions. Some may annoy each other. Some may make the whole settlement feel better. Some may be very good at what they do, but also bring trouble with them when their mood drops too low.

And sometimes, that can create interesting decisions.

Do you keep a difficult settler because they are extremely useful? Do you separate two people who clearly do not get along? Do you invest more into entertainment and religious activities because your settlement is full of people who really, really need that structure? Those are the kinds of situations we want to encourage.

The important thing here is balance. We do not want every settlement to collapse because two people had a bad lunch near each other. We also do not want mood management to become annoying busywork. But we do want settlers to feel more like individuals, with traits that matter beyond simple stat changes.

This is another step toward making Going Medieval feel more alive. Your buildings already tell part of the story. Now we want your settlers to tell more of it too. Hopefully this will open doors to other interesting scenarios like marriages, living together, etc.

Since settlers will have more going on outside of pure work, we are also speeding up construction. We feel this gives a better balance between building and simulation, letting settlements still progress at a satisfying pace while giving settlers more room to feel like people, not just walking task lists. 

Are you already on the experimental branch? This update (and other cool things) is live there! Check the experimental log and let us know how it goes. Once it is stable, we’ll push it to main branch.

Until then, let us know how this sounds to you. Do you like the idea of settlers having stronger personalities, more social friction, and a bit more drama in daily life?

Stay medieval!

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u/alexbb721 — 6 days ago

Water temple and gatehouse

temple: mountain large 1772119267

gatehouse: mountain large 1885183614

u/Radulox — 8 days ago

Fortifying

i want to fortify this settlement, but i dont know how to. A very important segment is inside the mountain and i dont know how to put both walls and water here. Any advice?

u/Euaggelow — 7 days ago