Going medieval you have many game options while you are still in your early access period. Players can build amazing buildings, build armies, and create new products. But with the changing seasons and the decay of items, settlements will need to prepare for unexpected attacks, natural disasters, and surprise visitors.
The settlers have basic needs that include sleep, thirst, entertainment, and food. Eating can be one of the hardest parts without proper planning. Without a well mined basement, there is a chance that food stocks will rot. Gathering, farming, harvesting, and cooking on a schedule can keep characters alive during the worst winter storm.
Earning food by going medieval
There are several methods of obtaining ingredients. Each of them may be required depending on the type of map, the season, and the difficulty setting. To make things a bit easier, players may want to provide some starting food when selecting a new game.
When starting fresh, gathering food from the ground may be the only option. Valley maps tend to be littered with mushrooms and gooseberries. While both can be used for cooking, the latter is best left to make harsh wine. Both foods are less abundant on mountain maps and will disappear completely during a snowy winter.
Once they study agriculture, settlers can start farming. This requires cool soil and good weather, so it is important to start growing in spring and harvest before the colder parts of fall. While soil is harder to find in the mountains, there will usually be some near the ridges. Cabbages, carrots, and beets should be planted first, as each takes several weeks to fully grow. Beets will end up being the most useful as they have a long shelf life of almost a month. Herbs, gooseberries, and barley can also be consumed, but they are best for other items like beer and medicine.
Settlers can also kill rabbits, deer, or wolves that roam the land. By default, a bow is required to safely hunt animals as homework. However, with conscription, melee fighters can also kill animals, although it is possible to ruin the melee if they do not have their melee ability. If a settler scores low in animal handling, the targets can fight back. This makes it a good idea for multiple hunters to team up and go after the same catch. Note that if all members of a species die, they will take much longer to repopulate. Instead, it’s a great idea to keep some of them alive for the later seasons.
Once slaughtered, the animals can be slaughtered for both meat and leather. The bones can also be used to make deer head ornaments, but are otherwise rubbish.
In very desperate times, colonists can slaughter and devour enemy raiders or fallen allies. Under normal circumstances, this will make the chef nervous, but the perks as a cannibal will make the character really enjoy killing other people. Cook Stations do not automatically use human meat and will need to be adjusted to do so.
Dining Facilities at Going Medieval
Busy settlers can eat on the go, anywhere on the map. But to be more efficient, players should consider rooms specifically for cooking and eating. While a settler will normally use them if he is afflicted with ravenous hunger or other problems, he could gorge himself on whatever food he can find.
A full kitchen will increase production speed, which will make all cooking go faster. At a minimum, the room will need a butcher’s table, a stove of any material, and two shelves of pots for cooking. If room detection does not activate, make sure the room is enclosed with walls, a ceiling, and a door. Also, the room cannot have other stations, including a brewery or even a campfire.
The Great Hall will give a nice mood boost when the settlers eat at your table. The room must be quite large, with at least 50 tiles. The other requirement also includes a large or medium table; six chairs or stools; four torches; and a total of eight shields, deer heads, large or medium size banners. While not a requirement, it may be a good idea to create a reservation with meals so diners don’t have to run around.
While the Great Hall is useful, the sick and injured may not have the strength to go there every day. It is a good idea to have plenty of food and tables near the dormitories of the weakened settlers.
Kitchen in Going Medieval
While settlers may simply eat raw food and alleviate hunger somewhat, doing so results in a mood penalty. With cooking and managing the food selection, the settlers will be much happier and healthier.
Meals can be cooked over campfires or stoves. These can include casseroles or roast beef, but both fill up with a nutritional score of 95. If a cook uses ingredients that have already gone bad, questionable foods will appear instead. These should only be eaten in desperate times as they can make settlers sick.
Once a stove is built, cooks can prepare even better meals. These require more ingredients, but have the highest nutritional value and are mood-enhancing. It is probably a good idea to have one large meal per settler.
Once they get further into the tech tree, settlers can prolong meals by wrapping them in linen or leather. It has fewer benefits than large meals, so it is best to use packaged meals when there is excess fabric.
Meat can be smoked in smokehouses, while vegetables can be pickled with a little salt or vinegar in a home. This production step takes time, which means that no other meals can be prepared while awaiting preservation. This can keep food edible for months or even years. However, the nutrition is significantly reduced to just 30 and is currently treated as raw food. Food production can be adjusted to use canned food like any other ingredient.
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Going medieval is currently in early access on PC.
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