Going Medieval Guide for Beginners (2023)

Colony sims can be a challenge!OurGoing MedievalGuide for Beginners will tell you what you need to know to play this new colony sim game — and how to survive your first year inGoing Medieval!

What isGoing Medieval?

Going Medievalis a new colony sim game developed by Foxy Voxel and published by The Irregular Corporation. Set in the late 14th century (that is, the 1300s), you and a group of Settlers head out into the wilds with a handful of supplies and a dream of making a new life for yourselves.

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If you've never played a colony sim, you're going to need to know some things. It might look like a base builder or a real-time strategy game, but it can be much more complex than that. The stats of every individual item are tracked. Your Settlers' health, moods, and skills are tracked. You can build a bustling castle, but the focus is going to be on a smaller group of people.

Finally (and perhaps most importantly), you have to keep in mind thatGoing Medievalis launching in Steam Early Access. Even if you're familiar with colony sim games, there may be some features you're looking for that just aren't there yet. It's very much a playable game, though, and you're in for a challenge!

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Going MedievalMechanics You Need to Understand | Going Medieval Tips & Tricks

There's a lot to unpack in theGoing MedievalGuide for Beginners. A helpful in-game Almanac can break down many of the game's mechanics, so I'm just going to touch on the basics here.

Settler Skills

There are 13 different Settler skills in the game including things such as Construction (the ability to build things), Culinary (the ability to cook),.Intellectual (the ability to Research), and Speechcraft (the ability to socialize and persuade). All of these skills have their uses, but some are more important than others.

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(Video) Going Medieval BEGINNERS GUIDE - Gameplay Tutorial Tips

Additionally, Settlers can have "stars" on their skills that indicate a passion for that particular skill. One star means that they get 2.5x XP when raising that skill, and two stars provide a 4x XP bonus.

Settler Perks

Settler Perks are permanent buffs and debuffs that are a part of a Settler's personality. In my experience, Settlers have 2–4 random Perks and they can be quite the mix. You could, for example, have a Settler who is extra cheerful and congenial who also happens to love bar fighting. Perhaps you'll get lucky and have a workaholic Settler who needs very little sleep. Or, perhaps, you'll end up with a Settler who is very sickly and prone to injury.

Settler Stats(Needs)

Settler Needs cover the five core things that you need to provide for your Settlers to keep them happy. These are:

  • Food
  • Sleep
  • Religious Activities – praying to their preferred god (out of two choices).
  • Alcohol Requirement
  • Entertainment Activities

All of these can be affected by Perks, either positively or negatively. One Settler might not care for alcohol and another mightneedalcohol to get through the day. Paying careful attention to your Settler stats is important for long-term success.

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Settler Mood

Settler Mood is... well, it's the Settler's mood. This simple bar determines whether a Settler is happy or whether they'll get fed up and leave your town forever. Good events in recent memory (such as eating a good meal) increase their Mood. Bad events (such as not fulfilling their religious needs) can decrease their Mood.

Settler Health

Finally, Settler Health is one of the most important screens in the game for your people. If their Hit Points drop to zero, they're toast. There are also sub-bars for Blood, Consciousness, Pain, and Stomach.

Settlers who are injured (either by an accident or in battle) will be wounded and these wounds will be shown on this screen. Wounds often give debuffs such as reduced movement speed. Failing to properly treat a wound means your Settler will take longer to recover — if they recover at all.

Are There Children inGoing Medieval?

No, there are no children inGoing Medieval. Many colony sims have family mechanics, but nothing like that has been implemented in the game just yet. For now, you can look forward to getting new Settlers through random events.

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Rooms (and Their Bonuses)

I've largely focused on the Settlers, but let's take a moment to talk about Rooms. Four walls, a floor, and a roof make a "Spare Room." Meet the right conditions, however — typically including some furniture, excluding other furniture, and occasionally meeting a certain size — and you'll get some neat bonuses. It's especially helpful to get the Library room to speed up Research even more.

As you play, consider using Research to unlock the items you need to properly set up Rooms and get their associated bonus — they can be a huge help in the long run.

Temperature

Temperature is a mechanic that will probably screw over a lot of new players. If it's hot outside, your food is going to spoil much faster than if you stored it in a cool place — you're probably going to have to dig underground to properly store your food.

(Video) 🍒 How to Start a colony in Going Medieval | Make food, build homes, research and defend | Guide #1

How Long Does a Season Last inGoing Medieval?

Going MedievalSeasons last 12 days.

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TheGoing MedievalGuide for Beginners — Tips For Getting Started

Starting a new game ofGoing Medievalisn't quite so easy as pushing a button. Well, youcoulddo something like this, but it would be a very bad idea. Let's go over the steps!

Step 1: Choosing your Scenario & Difficulty

TheGoing MedievalScenario determines the style of play you'll experience.

  • Standard – Your settlement will experience enemy raids, as well as environmental events. Raids occur at steady intervals; their difficulty adapts as you progress.
  • Peaceful – There are no enemy attacks. Choose this game mode if you prefer to focus on constructing your settlement and taking care of your settlers.
  • Survival – Enemy raids happen frequently in this mode, and their difficulty increases over time.

We'll be going with the default choice of the Standard Scenario for this guide.

Step 2: Choose Your Starting Conditions

Next up is your Starting Condition. There are three choices:

  • A New Life – 3 Settlers and a healthy amount of supplies, starting in Spring.
  • Lone Wolf – A single Settler heads out into the wilderness, starting in Winter.
  • Add new – Create your own scenario.

We'll go with the "A New Life" Starting Conditions as that is recommended for new players.

Step 3: Choose your Settlement Location

Your Settlement Location determines what you'll have on your game world map and how plentiful specific resources are. Here are your choices:

  • Valley – Plentiful vegetation, fertile soil[,] and clay. Moderate amount of limestone. Lesser amounts of gold, silver, iron[,] and salt.
  • Hillside – Uneven terrain, suitable for a good defensive position. A fair amount of limestone and clay. A moderate amount of fertile soil and vegetation.
  • Mountain – Plentiful limestone, gold, iron[,] and silver. Lesser amounts of fertile soil, clay, and vegetation.

For the purposes of thisGoing MedievalGuide for Beginners, we're going with the default choice: the Valley.

Step 4: Pick Your Settlers

Finally, you have to pick your Settlers. You are automatically given three choices, but you don't need to keep them — you can randomly re-roll new Settlers for a chance at getting something better.

I recommend getting Settlers no older than 35 so that you can get the most potential out of them in the long term. The choices you make here can make your game a lot easier... or a lot harder.

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What Starting Skills Should I Have for My Settlers?

Your Settler starting Skills are probably the most important choice you'll make here. It's not about the skills themselves; rather, it's about the stars (and the XP bonus they represent). Granted, having a Settler with a high skill right out of the gate is nice – but the ability to learn faster, however, will prove much more useful in the long term in my opinion.

I recommend that your starting team of Settlers has one person focusing on each of these three skills:

  • Construction – You're going to be doing a lot of building in the early game. Having someone who gains Construction XP quickly will be a boon.
  • Culinary – While you do start with some food, your Settlers will be happy with prepared meals. This is an easy early-game way to boost mood (and take care of that Hunger bar, too).
  • Intellectual – This skill drives Research, and having a dedicated Research expert will help you unlock useful stuff faster.

Keep in mind, your Settlers can have more than a single skill with one star (2.5x XP bonus) or two stars (4x XP Bonus). Having the following skills in addition to the above can be helpful:

  • Botany – Dedicatinga Settler to grabbing plants can keep the plantsfrom getting ruined.
  • Marksman – A good Marksman makes a good hunter (and a good ranged warrior!).
  • Medicine – When things go bad, you'll be glad you have someone with Medicine skills to patch you up.
  • Melee – You only start the game with a single bow, so having stars on the Melee skill for one (or both) of the other two Settlers will help them make the most of their starting weaponry.

To emphasize: you want one Settlerwith two stars in Construction, one Settler with two Stars in Culinary, and one Settler with two stars in Intellectual. Getting some other Skill stars (or base experience) can be good, too. It's worth spending a few minutes hitting the "Randomize" button until you get something you're comfortable with.

Step 5: Confirm Your Choices

Your final step is to review all of the choices you've made before actually starting the game. Once you do, you'll have a new world generated with its own dedicated save file. Now it's time for the game to actually begin!

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Building Your FirstGoing MedievalBase

Building your firstGoing Medievalbase will probably be a failure. Much likeDwarf FortressorRimworld, the fastest way you'll learn will be by messing upreallybadly. Fortunately, starting a new game creates a save file, so it's very easy to restart with the same Settlers on the same map and try again.

Before we continue, I should note that this strategy worked for me — this allowed my Settlers to survive for a year and be more or less happy. You might want to try something different!

Once you're in the game, your very first step will be to pause the game. All of your supplies are "Forbidden," meaning your Settlers will not touch them until you mark them as usable. Select the hand tool on the bottom right and drag it over your starting items to remove the "Forbidden" tag.

Now, it's time to get building! I'll break down what you should focus on for each season. Remember, each season only lasts 12 days!

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Spring, Year 1 – Planting Crops &Digging Down

Your first 12 days in the game are going to be hectic — there's a lot to do! Here's a quick checklist:

  • Build a small cabin
  • Build the first 1/3 of your starting house
  • Research Architecture
  • Research Agriculture
  • Plant your first crops
  • Start digging a basement
  • Get your first new Settler
  • Fight your first Battle

Your first immediate step should be to build a house 10 blocks wide by 12 blocks long (8x10 internally).Build 5 Hay Sleeping Spots, 1 Research Table, 1 Campfire, and 1 BackgammonTable on the floor. Don't worry about a roof just yet — your Settlers will sleep in the cold for the first few nights, but this is more efficient in the long run.

Once you've planned all of that out, it's time to set your Settlers' Jobs and Schedule; we're also going to Manage their equipment.

The Jobs Screen

The Jobs Screen determines how your Settlers prioritize tasks from 1 (most important) to 5 (least important). All Jobs start at 3 by default.

(Video) Going Medieval | 30 Tips you Need to Know | Beginner Guide

Set each of your three Settlers to 1 for their respective strengths in Construction, Culinary, and Intellectual. Setyour Construction-focused Settler's "Hauling" Job to 2 so that he prioritizes that a little more when he's not building. Make sure to adjust it as you get new Settlers!

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Beyond that, you can set any other 1-star or 2-star skills to higher priority so that your Settlers can take advantage of their passions.

The Schedule Screen

The Schedule Screen determines how your Settlers will spend their time between Work, Sleep, and Leisure. Your Settlers will get grumpy if they don't get enough sleep or enough time to relax; here's how I set mine up:

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Managing your Settlers

Finally, we want to set up your Settlers' equipment. Set your best Marksman to "Ranged" for their weapon. Set your Second Settler to "Melee One-Handed" for their weapon and "All Shields" for their shield. Your third settler should get "Melee Two-Handed" and "Any Armor." This gives you a nice balance when it comes time to fight.

Moving on from there, we're going to go to the Research screen and immediately unlock Architecture; this will allow you to build Wooden Beams which are helpful for keeping floors from collapsing. Place some Wooden Beams on the first floor of your 10x12 building, build some stairs, and build a second floor. Then, build a roof on top.

It will take some time for this construction to be finished; you will probably have to chop down some trees by clicking on them and tagging them to be chopped down. You may also want to harvest some Redcurrants and Mushrooms; these two food items can be combined to make Stew, a much better meal than eating raw food.

Set your Campfire to keep cooking meals until you have 10 Stew or so. Set your Basic Research Table to keep producing Research until you have 20 Chronicles. Unlock the Agriculture Research, select the "Zone" button on the bottom left, and then plant 5–10 squareseach of the following crops:

  • Cabbage
  • Flax
  • Carrot
  • Beet
  • Barley
  • Herbs

Don't worry about Redcurrant, Tall Grass, or Birch Trees just yet — there are plenty of those to go around for now. (Herbs do generate naturally, but they're rarer and more spread out.)

Your bigger building should be complete soon — use the Zone tool to make the entire second floor a Stockpile for everything, with two exceptions: Click on the zone and uncheck:

  • Carcass
  • Waste
  • Materials > Sticks

Place one smaller Zone outdoors and set it up toonlyhold Sticks (Materials > Sticks). Set another smaller zone nearby and set toonlyaccept Carcass and Waste.

Now it's time to start digging your basement. As I explained in the "Temperature" section above, you want a cold space underground to store your food. Dig out a few spaces of earth nearby, build a staircase, and repeated until you hit the bottom. Make sure to manually save your game frequently after each step — it'sveryeasy to make a mistake while digging underground and trap your Settlers.

When Day 7 arrives, you'll get your first new Settler: an escaped prisoner.

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You have two choices: shoo them away or take them in. If you make them leave, your Settlers will get a Mood debuff. If you take them in, your Settlers will get a Mood buff and you'll have an extra pair of hands to help out from this point forward — but you'll also face your first battle.

Assuming you let the escaped prisoner join you, the first thing you'll want to do is go into the new Settler's inventory and unequip any shackles they may be wearing. Once this new Settler goes into bed, manually click on another Settler and then click on your new resting Settler and select the option to tend to their wounds; this will help them heal faster. You now have a clock on the screen counting down towards your first battle. Make sure to set up the new Settlers equipment!

The first piece of combat will feature three lightly armed and armored enemies. I've fought this battle a dozen times and didn't lose anyone, and you can do the same.

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When the bad guys come, they'll give you another chance to surrender your new Settlers. Ignore them and get ready to fight — click the "draft" button (the horn) for each Settleron the Manage screen; you can now control them like a real-time strategy game.

Select your four Settlers as a group and send them towards the bad guys. You'll want to target each enemy with all four Settlers one at a time. Kill two and you'll win the battle! The third and final fighter will try to run away; you can either attempt to kill them or let them go.

With the battle now over, it's time to clean up. Make sure the corpses of the dead are set to Restricted so your Settlers don't try to store them in your stockpile. Turn off the Restricted tag on all of the dead guys' equipment. Tend to your Settlers wounds and then get back to work — you only have a few more days before Summer arrives.

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Summer, Year 1 – Getting Food & Prepping for Battle

When Summer arrives, things will quite literally start heating up. You'll start bringing in many more crops, but you'll also quickly lose food to spoilage. Here's what's on the agenda for Summer, Year 1:

  • Get your fifth Settler
  • Build a church
  • Complete your basement food storage
  • Double the size of your main building
  • Collect as much food as possible

You'll get a fifth Settler very early in the month. This one is a freebie — they'll simply join you without any bad guys behind them. Set up their Schedule and Jobs and put 'em to work!

Keep working on digging that basement; I recommend an ultimate goal of an 8x8 area underground that can stay under 10 degrees Celsius at the minimum. (If you can make it under 5 degrees Celsius, your food won't spoil at all!) Unfortunately, each map is different — you'll have to experiment.

While this digging is going on, you're going to want to build a church. Build a 7x7 building separate from your main building. Place a wall straight down the middle to split it into two 2x4 interior spaces. Place a shrine in each half so your Settlers can pray to either religion. This will help keep their mood up in the coming months without taking up too much space.

(Video) 8 Things I Wish I Knew When Diving Into Going Medieval

We're also going to aim to double the space of your main hall. Add on another 10x12 section. The first floor will be focused on workshops — making wooden weapons, making clothes, etc. The second floor will be dedicated to Research. Deconstruct your Research table, build a new one on the second floor of this new addition, and create a new stockpile thatonlystores books. Make sure to uncheck "books" in your other stockpiles!

Additionally, take a bit of time to replant Birch trees from the same screen where you plant crops. You've probably chopped down quite a few and they take a lot of time to grow to maturity; it's best to get started now.

Once your basement is done and ready to go, you're going to want to set up a new stockpile. Make sure only the following are checked off:

  • Food > Meal
  • Food > Raw
  • Material > Herbs

Don't forget to uncheck these same entries on your other stockpiles so that all of your food is stored in one place! The checklist for Summer is shorter, so keep on gathering food and supplies.

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Autumn, Year 1 – Preparing for Winter

Autumn is when things start to cool down. You're going to have an even tougher battle ahead — here's what you need to do for this month:

  • Expand your main building again
  • Get your sixth Settler
  • Continue to store food and supplies
  • Survive your second battle

We're once again going to expand the main building with a new 10x12 section. The first floor will be for a Great Hall and the second floor will be a Shared bedroom. Research Furniture if you haven't already to build some nice chairs in the Great Hall and some even nicer beds upstairs. Build 10 beds on the second floor, and make sure to leave one or two free spaces to build a Brazier later in Winter.

A sixth Settler will join you. As before, set up their Jobs and Schedule and put them to work.

Later on in the month, you'll have a battle against 5 somewhat stronger opponents. You should be able to decently equip all of your Settlers with arms and armor from the previous battle you've won; you can also optionally craft new wooden weapons if you want to do the Research and build the necessary workstations.

You'll fight this second battle just as you did before — Draft all of your Settlers and target one bad guy at a time, pulling back any injured Settlers to prevent them from dying. Kill four out of the five bad guys and you'll win. Once again, you'll want to mark their bodies as Forbidden and turn the Forbidden tag off ofthe dead peoples'equipment.

This second battle is the major event of the month — once it's over, it's time to buckle down and get every last bit of food that you can before winter comes.

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Winter, Year 1 – Surviving the Cold

OurGoing MedievalGuide for Beginners closes with a very short checklist for Winter, Year 1:

  • Build Clay Braziers so you don't freeze to death
  • Get your Seventh Settler
  • Build a wall around your town
  • Fight your third battle
  • Survive

Your first mission should be to build a few Clay Braziers throughout your main building. Build at least one in your Shared Bedroom to start, then build one more in each of the other major rooms. (Donotbuild a brazier in your food storage area — tit heats up the room and that defeats the point!)

Now is a good time to get started on building a simple wall around your town. I built mine out of Clay simply because it was abundant and there weren't enough trees nearby; using any material is preferable to no walls. Make sure to leave some room to expand!

You'll also get your seventh Settlers — another prisoner escape event, just like in Spring! That means another battle is coming, too — deal with it the same way as you already have in Spring and Autumn.

If you've done things right, you should have more than enough food to last the winter. Spring, Year 2, will be here before you know it, but this iswhere ourGoing MedievalGuide for Beginners comes to an end.

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Spring, Year 2 and Beyond

That's it for ourGoing MedievalGuide for Beginners, and now there's only one question left — what next?

You've already grasped most of the major mechanics you need to understand if you've managed to survive this far. Future battles will be much tougher — you'll have to fortify your town, continue to Research, and keep everyone alive. It won't be easy and there are a lot of hard choices to make, but you're well on your way to surviving for a long time.

There are some things I didn't touch on in theGoing MedievalGuide for Beginners. Research will be important as the game moves on; you should continue to work on that wherever you feel the need. I survived just fine with a Campfire and without liquor production, but you may want to get it going in your first year. As long as this guide is, I've really only covered the basics.

You might decide to start building a massive castle nearby and gradually abandon your old home. You might want to take all of the knowledge you learned and try to develop your own strategy right from the beginning. There's a lot more to explore inGoing Medieval— good luck!

More Going Medieval Guides

  • Going Medieval Guide for Beginners
  • Going Medieval Research Guide
  • Going Medieval Food Guide
  • Going Medieval How to Build Underground Guide
  • Going Medieval Iron Guide
(Video) THE BASICS - 01 - TUTORIAL SERIES - Going Medieval Guide

FAQs

Is Going Medieval easy? ›

It won't be easy and there are a lot of hard choices to make, but you're well on your way to surviving for a long time. There are some things I didn't touch on in the Going Medieval Guide for Beginners. Research will be important as the game moves on; you should continue to work on that wherever you feel the need.

How do you get the best start in medieval dynasty? ›

Medieval Dynasty: 14 Most Important Beginner Tips
  1. 14/14 Everything Is Expensive, So Make What You Can.
  2. 13/14 Use Sticks And Rocks To Make Tools To Sell For Easy Cash.
  3. 12/14 Make Your Own Fertilizer.
  4. 11/14 Berries Are An Essential Early On.
  5. 10/14 Take The 'Survival Sense' Skill Early.
  6. 9/14 Tier 2 Hunting.
Dec 10, 2022

Is Going Medieval worth playing? ›

Going Medieval is an impressive colony-building sim, with lots of potential and a little room for improvement. Even in its current Early Access state, it is tons of fun, with high replayability due to its in-depth customization.

Is Going Medieval just Rimworld? ›

Going Medieval

This is an upcoming Steam Early Access game that blends city-building with colony survival mechanics, offering a medieval mash-up of Rimworld and Dwarf Fortress ethos. You're in charge of a struggling Dark Age settlement, emerging from the ashes of a plague that wiped out most of the population.

How long does it take to complete medieval? ›

The Middle Ages span roughly 1,000 years, ending between 1400 and 1450. In Spain, however, 1492 is considered the end of their medieval period and the beginning of the modern era.

How long does it take to beat medieval? ›

When focusing on the main objectives, MediEvil is about 9 Hours in length. If you're a gamer that strives to see all aspects of the game, you are likely to spend around 15½ Hours to obtain 100% completion.

Does it matter who you marry in Medieval Dynasty? ›

Getting affection high is going to be important for every player. Finding a lovely lady to share this life with is integral to what it means to succeed in Medieval Dynasty. If the wife chosen is not happy, then it's all over from there. She'll leave and she'll take the heir to the throne with her.

What should I build first in Medieval Dynasty? ›

In Medieval Dynasty, like in life, personal shelter is the first priority, so players should start by building themselves a home. The next priority is storage, with resource storage taking precedence over food storage, as gathering supplies is meaningless if there's nowhere to put them.

Can you have two kids in Medieval Dynasty? ›

You can only have one child. NPCs can have two. The only exception is when you pair your heir with a wife before taking over playing him. Still being an NPC he can have two children, but you can still only have the first as his heir.

Can you raid in Going Medieval? ›

- Hostile factions will initiate raids on your settlement, while friendly and neutral factions will send Merchants your way from time to time.

How many people can you have in Going Medieval? ›

There is no hard cap on population, but there is a soft cap limit of around 20 settlers. Games can go differently: sometimes you will get more random events than others.

Why did they ban RimWorld? ›

"The game includes fantasy drug use, but in the Review Board's opinion, the game mechanic ultimately provides disincentives related to drug-taking behaviour, to the point where regular drug use leads to negative consequences such as overdose, addiction, and withdrawal," the board's newly released statement reads.

Can humans have babies in RimWorld? ›

With Biotech, colonists (and outsiders) can become pregnant and give birth. Pregnancy can begin naturally, or via technological means, and can be controlled by a variety of methods. Babies bring joy, but also challenges. Colonists' hearts will melt when the baby coos and giggles in their arms.

Why is RimWorld 18+? ›

In the Classification Review Board's opinion RimWorld warrants an R 18+ classification because the themes and drug use have a high impact. The overall impact of the classifiable elements in the game was high. The Review Board also considered the appeal of the game to be skewed to an adult audience.

How early should you go to Medieval Times? ›

How early should I get there? The Castle gates open 60 minutes prior to showtime, and we recommend you arrive as early as possible. Many shows sell out and it takes time to get everyone in efficiently and safely.

How early do I need to get to medieval times? ›

The castle opens 75 minutes before showtime, and there's typically a line to get in. However, all seating is assigned when you check in, so don't worry about a mad rush to get the best table. The earlier you arrive, the closer to the jousting action you'll be.

What are the 3 medieval periods? ›

The Middle Ages was the period between the 5th and 15th centuries, starting at the collapse of the Roman Empire. This time can be split into three main sections: The Early Middle Ages, High Middle Ages, and Late Middle Ages.

Can you go to Medieval Times and not eat? ›

over a year ago. The food is included, it's a set menu, although they do accommodate for allergies or vegan diets. Be prepared to eat with your hands (no utensils). The show is (2) hours long, Medieval suggests arriving 75 minutes prior to showtime.

Can you take leftovers home from Medieval Times? ›

The portions are large (especially for small children's appetites), so we were glad they provided take-home containers for leftovers. During the Medieval Times show/tournament, the queen and her attendants explain the competition.

What do they feed you at Medieval Times? ›

Medieval Times' noble guests feast on garlic bread, tomato bisque soup, roasted chicken, sweet buttered corn, herb-basted potatoes, dessert of the Castle, coffee and two rounds of select non-alcoholic beverages. A full-service bar is also available for adult guests. Vegetarian meals are available upon request.

Can a noble marry a commoner? ›

Royal marriages to commoners have historically been uncommon, due to traditions of members of royal families, especially high-level ones, only marrying other persons considered to be royalty, sometimes with penalties for royals who married far below their rank, deemed morganatic marriage.

Can your wife leave you in Medieval Dynasty? ›

After you are married, your affection for your wife can fluctuate. Like a relationship in real life, you will need to keep talking to her after marriage. Make small talk, ask her questions, and give her gifts. If the affection with your wife is too low, then she might leave you and move away from your village.

How many children would a medieval woman have? ›

The period of the Middle Ages was characterized by high nativity as well as by high mortality of the children. Fertility rate was 4 to 8 children per woman but the mortality of the children was very high: 15-20% in first year and 30% to the age of 20 years.

How to make money fast in Medieval Dynasty? ›

One of the fastest ways to make money in the game is by crafting Stone Knives, which requires 5 Sticks, 2 Stones, and no recipe. If the player is going this route, however, there is a step that must be taken: enabling Quick Crafting in the options menu.

What should every medieval village have? ›

Answer and Explanation: Medieval villages consisted of many buildings. Among these buildings were a church/monastery, a tithe barn, a cattle barn, a granary, stables, a warehouse, a well, workshops for tradesmen and merchants, peasant cottages, and manor houses.

Do the villagers do anything in Medieval Dynasty? ›

While villagers in the player's settlement can be assigned any profession, their efficiency is determined by their level in the associated skill, which will increase over time as they continue to perform the job.

What is the best age gap between siblings? ›

Based on the study findings, they suggest the optimal time between giving birth and getting pregnant again is 18 months, with a range of 12 to 24 months.

Can you marry villagers in Medieval Dynasty? ›

A wife is a NPC that the player can gain through marriage. NPC villagers can also get married together and become a husband and a wife.

Can your village be attacked in Medieval Dynasty? ›

Inside the town you're quite safe, unless you're kiting them into the village. But they will go after you. They won't raid the village.

Do settlers trigger traps Going Medieval? ›

You can use traps as well since your settlers won't trigger them.

What to do with Ash in Going Medieval? ›

Ash in Going Medieval is not used to make anything but it should be in the future. Stake your claim in this colony building sim and survive a turbulent Medieval age.

Can you reset traps in Going Medieval? ›

Traps can be reset after they've been activated. You just need to toggle "Allowed" over the trap to let your citizens reset them.

Can you start a family in Medieval Dynasty? ›

In Medieval Dynasty you aren't just looking out for yourselves, but slowly building your own village; recruit townsfolk, assign work and build connections with the world around your new home. Complete quests, explore neighboring towns and even start a family to establish a dynasty that will endure through the ages.

Can you have kids in The Sims Medieval? ›

Medieval children only have two ages: baby and child. A baby will grow into a child after one day, but a child will not grow any older except under certain circumstances. This is humorously referenced in the game, with a man complaining that his son is still a child after over 30 years.

Will villagers have kids Medieval Dynasty? ›

They can have as many kids as there are available beds— so up to two living with them at a time. Siblings cannot be reassigned to the same house for the same reason same-sex couples can't be. They can't have kids together and that's essentially what a house is for.

How do you get good seats at Medieval Times? ›

The doors open 75 minutes before the show and it is suggested that you arrive early. Seating is assigned on a first come first serve basis, so the earlier you arrive the better seats you will get. You also want to make sure you have plenty of time to explore the castle before it's time to enter the arena.

Is Medieval Times good for adults? ›

Yes, it's true that a visit to one of the ten castles is often touted as a perfect activity for kids, but let me just say that it's just as fun as an adult (perhaps even more so, as you're able to partake in ye olde massive vodka slushies!).

How do you rotate in medieval? ›

Camera Control

- Tilt and rotate holding down the [Mouse center wheel] and moving the mouse around. - Use Arrow Keys: keys to move your camera around. - Use [Num7] & [Num9] to rotate and [Num8] and [Num2] to tilt.

Do colonists have kids RimWorld? ›

Biotech's first big additions come in the form of children and reproduction, with colonists and outsiders able to get pregnant and give birth - either naturally or via technological means.

Does Earth exist in RimWorld? ›

Earth - A planet, from which all known naturally evolved life originated. Humanity's diaspora from Earth occurred 3400 years before the Cryptosleep Debriefing, or in the year 2100 CE assuming the Debriefing is contemporaneous with the beginning of the game in 5500.

Do pawns get pregnant in RimWorld? ›

Pawns in romantic relationships have a chance to get pregnant when they initiate lovin'. Note that pawns must share a two-person bed, bedroll, or sleeping spot at the same time to initate lovin'.

Are there slaves in RimWorld? ›

Slavery in base game RimWorld is limited only to selling prisoners for profit, with no other use. The Ideology DLC significantly expands on the concept, allowing prisoners to be enslaved and forced to work and perform tasks.

Can colonists trigger Ieds RimWorld? ›

They are triggered by enemies walking on them, but also by colonists or friends, tame or wild animals, or even by gunshots or explosions.

Why did Australia ban RimWorld? ›

It was refused classification (opens in new tab) in February, with the reason being the game's handling of "matters of sex, drug misuse or addiction, crime, cruelty, violence or revolting or abhorrent phenomena in such a way that they offend against the standards of morality, decency and propriety generally accepted by ...

Why was RimWorld removed from Australia? ›

In a post detailing the decision, the board said: "The game includes fantasy drug use, but in the Review Board's opinion, the game mechanic ultimately provides disincentives related to drug-taking behaviour, to the point where regular drug use leads to negative consequences such as overdose, addiction, and withdrawal.

Can kids play Pegi 18 games? ›

Essentially, the PEGI rating on a game confirms that it contains content suitable for a certain age group and above. So a 7-rated game is suitable for everyone who is seven or older, while an 18-rated game is deemed suitable for adults only.

Is medieval life hard? ›

Life was harsh, with a limited diet and little comfort. Women were subordinate to men, in both the peasant and noble classes, and were expected to ensure the smooth running of the household. Children had a 50% survival rate beyond age one, and began to contribute to family life around age twelve.

What age group is Medieval Times Good For? ›

Medieval Times welcomes guests of all ages to the Castle! To enter the Castle, all children must be accompanied by a parent or guardian. Guests ages 16 and up may enter the Castle independently without an adult to accompany them. Is gratuity included?

What grade is medieval history? ›

Regardless, high school is a time for in-depth study of the medieval period. If ancient history is studied around 9th grade, medieval history can be studied around 10th grade.

What grade do you learn about Medieval Times? ›

Grade 4: Social Studies: Medieval / Middle Ages.

Are medieval people smart? ›

This was not due to any lack of “intelligence.” People in the early Middle Ages were every bit as intelligent as their Roman-era forebears and also just as smart as we are.

Did peasants get paid? ›

Most peasants at this time only had an income of about one groat per week. As everybody over the age of fifteen had to pay the tax, large families found it especially difficult to raise the money. For many, the only way they could pay the tax was by selling their possessions.

What was the main food that peasants ate on a daily basis? ›

The findings demonstrated that stews (or pottages) of meat (beef and mutton) and vegetables such as cabbage and leek, were the mainstay of the medieval peasant diet.

Is there a dress code for Medieval Times? ›

Feel free to dress up or come casual!

You will notice that the crowd at Medieval Times is like no other. Feel free to dress in costume (many do!) or just come as you are. Dress in general is casual, so just come comfortable.

What food does Medieval Times give you? ›

Medieval Times' noble guests feast on garlic bread, tomato bisque soup, roasted chicken, sweet buttered corn, herb-basted potatoes, dessert of the Castle, coffee and two rounds of select non-alcoholic beverages. A full-service bar is also available for adult guests. Vegetarian meals are available upon request.

Do you have to eat with your hands at Medieval Times? ›

Be prepared to eat with your hands. In order to maintain authenticity there are no utensils at Medieval Times. My son was so excited to not have to use a fork.

What are the 4 medieval classes? ›

During the height of the feudal age there were three main social classes: the clergy – church officials, the nobles – the wealthy, and the peasants – poor farmers and workers. With the rise of towns, however, came a fourth class: the burgesses, or townspeople.

What was the highest class in medieval times? ›

Structure of the Feudal System in the Medieval Times

The king was at the top of the hierarchical pyramid in the feudal system while the nobles, earls, vassals, and peasants were all under the king. The king in the medieval world pledged his support and protection to the nobles as well as granted them lands and titles.

What is the medieval curriculum? ›

The medieval university curriculum was predominantly based on ancient Greek and Roman ideas of education. A medieval student began his studies with the Seven Liberal Arts, divided into the Trivium (Grammar, Rhetoric, and Logic), and the Quadrivium (Arithmetic, Astronomy, Geometry, and Music).

Who are the luckiest enough to be educated during the Middle Ages? ›

In the Middle Ages, this was not the case. Only the wealthy had access to education, and then usually only for boys. There were no public schools, and those who had the privilege of getting an education usually either learned at home with a tutor or from a school run by the church.

What are subjects in Medieval Times? ›

Course of study

The trivium comprised the three subjects that were taught first: grammar, logic, and rhetoric. The quadrivium consisted of arithmetic, geometry, music, and astronomy. The quadrivium was taught after the preparatory work of the trivium and would lead to the degree of Master of Arts.

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