How to properly feed the settlers during the medieval period



Become medieval has a lot of play options while still in its early access period. Players can build amazing buildings, build armies, and craft new goods. But with the changing seasons and the decay of objects, settlements will have to prepare for unexpected attacks, natural disasters, and surprise guests.

Related: How to Build Underground Storage in Going Medieval

Settlers have basic needs such as sleep, thirst, entertainment, and food. Feeding can be one of the hardest parts without proper planning. Without a well-mined basement, the food stock is in danger of rotting. By harvesting, cultivating, harvesting, and cooking on a schedule, characters can stay alive during the worst winter storm.

Earn food by going to the Middle Ages

Spring farming at Going Medieval

There are several methods of obtaining ingredients. Each of these may be required depending on map type, season, and difficulty settings. To make things a bit easier, players may want to provide some starter food when selecting a new game.


When you start out fresh, picking food from the ground may be the only option. The maps of the valleys are full of wild mushrooms and currants. While both can be used in cooking, the latter is even better left over for making brut wine. These two foods are less abundant on mountain maps and will disappear completely during a snowy winter.


Once they have studied agriculture, the settlers can begin to make farms. This requires cool soil and good weather, so it is important to start farming in the spring and harvest before the colder periods of fall. Although soil is more difficult to find on mountains, there will usually be some near ridges. Cabbages, carrots, and beets should all be planted early, as each takes several weeks to fully grow. Beets will end up being the most useful because they have a long shelf life of almost a month. Herbs, currants and barley can also be eaten, but they are better suited to other products like beer and medicines.


Settlers can also kill rabbits, deer, or wolves that roam the land. By default, a bow is required to safely hunt animals as a task. However, with the drafting, melee fighters can also kill animals – although it is possible to ruin the melee if their melee skill is lacking. If a colonist has a low Animal Handling score, targets can fight back. It is therefore a good idea for several hunters to team up and go for the same catch. Note that if all members of a species are killed, it will take much longer for them to repopulate. Instead, it’s a great idea to keep some of them alive for later seasons.

Once killed, animals can be slaughtered for meat and leather. The bones can also be used to make deer head decorations, but are otherwise waste.


In very desperate times, settlers can slaughter and devour enemy raiders or fallen allies. Under normal circumstances this will piss off the boss, but perks like the cannibal will make the character enjoy slaughtering other people. Cooking stations do not automatically use human meat and will need to be adjusted to do so.

Restaurants at Going Medieval

Eat in the Great Hall of Going Medieval

Busy settlers can grab a bite to eat anywhere on the map. But to be most effective, players should consider rooms specifically for cooking and eating. While a colonist will normally use them if he suffers from ravenous hunger or other issues, he could binge on any food he can find.


A full kitchen will increase production speed, which will speed up all cooking. At a minimum, the room will need a butcher’s table, a fireplace stove of any material and two shelves of saucepans. If room detection does not trigger, make sure the room is surrounded by walls, a roof, and a door. In addition, the room cannot have other stations including a brewery or even a campfire.

Big room

The Great Hall will give a good mood when the settlers eat at its table. The room should be large enough, with at least 50 tiles on the floor. The other requirement also includes a large or medium table; six chairs or stools; four torches; and a total of eight large and medium sized shields, deer heads, banners. While not a requirement, it may be a good idea to create a reserve with meals so diners don’t have to run.

While the Great Hall is useful, the sick and injured may not have the strength to go there on a daily basis. It is a good idea to have spare food and tables near the rooms of weakened settlers.

Cooking in Going Medieval

Cooking in the kitchen in Going Medieval

While the settlers can just eat raw food and relieve hunger a bit, it comes with a mood penalty. With cooking and managing the selection of meals, the settlers will be much happier and healthier.


Meals can be cooked over campfires or stoves. These can include stews or roast meat, but both fill up with a nutrition score of 95. If a cook uses ingredients that are already rotten, questionable meals will appear instead. These should only be consumed during desperate times as they can make settlers sick.

Sumptuous meal

Once a stove is built, cooks can cook even better meals. These require more ingredients, but have the highest nutritional value and improve mood. It’s probably a good idea to have a sumptuous meal per settler.

Packaged meals

Once further into the tech tree, colonists can extend meals by wrapping them in linen or leather. It has fewer benefits than sumptuous meals, so packaged meals are best used when there is a surplus of fabric material.

Preserved foods

Meat can be smoked in smokehouses, while vegetables can be marinated with salt or vinegar in a fire pit. This stage of production is time consuming, which means that other dishes cannot be prepared while awaiting storage. This can keep food edible for months or even years. However, the nutrition drops dramatically to just 30 and is currently being treated as a raw food. Meal production can be adjusted to use canned foods like any other ingredient.

Next: How To Make A Spyglass In Minecraft (And What It Is For)

Become medieval is currently in Early Access on PC.

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