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.

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 Product | Raw → Intermediate → Final | Required Skill | Research Tier |
|---|---|---|---|
| Planks | Log → Carpenter Bench | Carpentry | Tier 0 (free) |
| Stone Blocks | Raw Stone (quarry) → Stonemason Bench | Crafting | Tier 0 |
| Iron Ingots | Iron Ore (mine) → Smelter (fuel: coal/charcoal) | Smithing | Tier 1 (Architecture) |
| Steel Ingots | Iron Ingot + Coal → Advanced Smelter | Smithing | Tier 3 (Advanced Smithing) |
| Meals | Raw Meat + Vegetables → Campfire/Stove | Cooking | Tier 0 (campfire) / Tier 1 (stove) |
| Preserved Food | Meals + Salt (mined) → Preservation Station | Cooking | Tier 2 (Food Preservation) |
| Linen Cloth | Flax (farm) → Loom (weaving) | Tailoring | Tier 0 |
| Leather | Raw Hide (hunting) → Tanning Rack | Tailoring | Tier 0 |
| Clothing | Linen or Leather → Tailor Bench | Tailoring | Tier 0 |
| Armor (Iron) | Iron Ingots → Armorer Bench | Smithing | Tier 2 (Armorsmithing) |
| Weapons (Steel) | Steel Ingots → Weaponsmith Bench | Smithing | Tier 3 (Weaponsmithing) |
| Crossbows | Steel Mechanism + Wood Stock → Fletching Bench | Crafting | Tier 4 (Advanced Engineering) |
Production Proximity Bonus
👤 Settler Specialization
| Role | Primary Skills (Starred) | Schedule | Colonists Needed (10-pop colony) |
|---|---|---|---|
| 🌾 Farmer | Growing ★★, Harvesting ★ | Anything 5am-7pm. Harvest priority during autumn. | 3 |
| 🪓 Logger/Miner | Mining ★★ (if underground), Woodcutting ★★ | Work 6am-6pm. Haul after work. | 2 |
| 🔨 Crafter | Crafting ★★, Smithing ★★ | Work 6am-8pm indoors. Never assigned to outdoor labor. | 1-2 |
| 🍳 Cook | Cooking ★★ | Cook in morning (5am-10am). Haul ingredients rest of day. | 1 |
| 🏗️ Builder | Construction ★★ | Work 6am-6pm. Priority 1 on construction orders. | 1-2 |
| 📦 Hauler | Any (low-skill colonist) | Haul priority 2 for everyone not in combat. Animals haul too. | Everyone when idle |
Star Skills Matter
📚 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.