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ADVANCEDMEDIUM

Going Medieval: Production Chains & Settler Management

Complete production tree from raw resources to steel weapons, settler specialization with star skills, research priority path, and underground storage optimization.

18 min read4,300 words2026-03-28
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Going Medieval

Going Medieval's production system spans raw resource gathering, intermediate crafting, and high-tier manufacturing spread across multiple Z-levels. A disorganized production chain means settlers walking 200 tiles to grab one log. This guide covers the complete production tree, settler specialization, research priorities, and underground storage optimization.

🔗 Complete Production Chain Reference

End ProductRaw → Intermediate → FinalRequired SkillResearch Tier
PlanksLog → Carpenter BenchCarpentryTier 0 (free)
Stone BlocksRaw Stone (quarry) → Stonemason BenchCraftingTier 0
Iron IngotsIron Ore (mine) → Smelter (fuel: coal/charcoal)SmithingTier 1 (Architecture)
Steel IngotsIron Ingot + Coal → Advanced SmelterSmithingTier 3 (Advanced Smithing)
MealsRaw Meat + Vegetables → Campfire/StoveCookingTier 0 (campfire) / Tier 1 (stove)
Preserved FoodMeals + Salt (mined) → Preservation StationCookingTier 2 (Food Preservation)
Linen ClothFlax (farm) → Loom (weaving)TailoringTier 0
LeatherRaw Hide (hunting) → Tanning RackTailoringTier 0
ClothingLinen or Leather → Tailor BenchTailoringTier 0
Armor (Iron)Iron Ingots → Armorer BenchSmithingTier 2 (Armorsmithing)
Weapons (Steel)Steel Ingots → Weaponsmith BenchSmithingTier 3 (Weaponsmithing)
CrossbowsSteel Mechanism + Wood Stock → Fletching BenchCraftingTier 4 (Advanced Engineering)

Production Proximity Bonus

Settlers walk at 3.5 tiles/second. A 100-tile round trip to fetch one log = 28 seconds wasted. Keep stockpiles within 5 tiles of their consuming workbench. Example: smelter should have an iron ore stockpile on one side and a coal stockpile on the other, both within 2 tiles. The output iron ingot stockpile should be 2 tiles away on the third side.

👤 Settler Specialization

RolePrimary Skills (Starred)ScheduleColonists Needed (10-pop colony)
🌾 FarmerGrowing ★★, Harvesting ★Anything 5am-7pm. Harvest priority during autumn.3
🪓 Logger/MinerMining ★★ (if underground), Woodcutting ★★Work 6am-6pm. Haul after work.2
🔨 CrafterCrafting ★★, Smithing ★★Work 6am-8pm indoors. Never assigned to outdoor labor.1-2
🍳 CookCooking ★★Cook in morning (5am-10am). Haul ingredients rest of day.1
🏗️ BuilderConstruction ★★Work 6am-6pm. Priority 1 on construction orders.1-2
📦 HaulerAny (low-skill colonist)Haul priority 2 for everyone not in combat. Animals haul too.Everyone when idle

Star Skills Matter

A settler with ★★ (double star) Cooking gains skill at 4× the rate of an unstarred settler. At Cooking 10, a ★★ cook produces meals 2× faster and at 50% higher quality than an unstarred level 5 cook. Never assign a production job to a settler without the matching star skill.Let them haul — it's better than wasting resources on low-quality crafted goods.

📚 Research Priority Path

Tier 1 — Survival

Architecture (stone walls, improved beds) → Agriculture (crop rotation, fertilizer) → Cooking (stove, better meals).

Stone walls replace wood. Better beds = less sleep needed. Stove cooks 2× faster than campfire.

Tier 2 — Fortification

Armorsmithing (iron armor) → Food Preservation (smoked meat) → Brewing (beer for mood).

Iron armor is 3× more protective than leather. Smoked meat stores for 12 months vs 3 days raw. Beer gives +10 mood buff.

Tier 3 — Industry

Advanced Smithing (steel) → Weaponsmithing (steel weapons) → Medicine (better treatment).

Steel weapons do 2× damage of iron. Steel armor deflects 80% of arrows. Better medicine halves infection chance.

Tier 4 — Mastery

Advanced Engineering (crossbows, traps) → Architecture II (fortified walls) → Brewing II (distilled spirits).

Crossbows one-shot unarmored raiders. Fortified walls withstand trebuchets. Distilled spirits provide emergency mood recovery.

📦 Underground Storage Optimization

Temperature Stability

Underground rooms (Z-1 and below) maintain 5-10°C year-round regardless of surface temperature. This is natural refrigeration — no fuel cost. Dig your food storage 2 Z-levels down for maximum temperature stability.

Spoilage Prevention

Food spoils 3× slower underground. Combined with salt preservation (tier 2 research), underground food storage extends shelf life to 18+ months for preserved meat. Place your kitchen directly above the underground food storage with a staircase connecting them.

Raider-Proof Storage

Underground stockpiles are immune to surface raids. Raiders don't dig down — they target surface buildings. Store your emergency supplies (200 meals, 50 medicine, 20 weapons) in a Z-3 vault accessible only by ladder. If the surface falls, your colony survives below.

Space Efficiency

Every Z-level is a new buildable layer. Don't spread out horizontally — build down. A 10×10 room on Z-1 costs the same as a 10×10 surface room but is thermally stable and raider-safe. Aim for 40% of your colony's floor space underground by year 3.

FAQ

What's the most efficient food chain?+

Hunt → raw meat → campfire (early) / stove (mid). 1 hunter with skill 10 bow provides enough meat for 5 settlers. Supplement with 1 flax + 1 cabbage field for vegetable variety and clothing material.

How do I speed up production?+

Reduce walking distance. Every workbench should have input stockpiles within 2 tiles. Place related workbenches adjacent: smelter next to blacksmith, loom next to tailor bench. This eliminates 90% of production downtime.

Should I specialize settlers or make everyone do everything?+

Specialize. A ★★ crafter at skill 15 produces 4× faster and at epic quality vs an unstarred settler. Set work priorities so specialists do ONLY their specialty. Non-specialist settlers handle hauling, cleaning, and emergency labor.