Going Medieval Efficiency Calculator
Calculate exact production times, optimize settler mood bonuses, and determine your chances of crafting Flawless gear.
Settler & Task Parameters
Production Output
Mastering Efficiency in Going Medieval
In Going Medieval, simply assigning tasks to settlers isn't enough to survive the harsh winters. True base management requires optimizing the environmental conditions and psychological state of your workers. The Global Work Speed multiplier dictates how fast a settler chops wood, smelts iron, or stitches winter clothes.
How the Global Multiplier Works
Your settler's base production speed is modified by an accumulation of factors. High skill levels provide a strong baseline, but environmental penalties can quickly ruin your efficiency.
Final Speed = (Base 100% + Skill Bonus) × (Mood Multiplier) × (Room Bonus) × (Environmental Penalties)
For example, if you force a highly skilled blacksmith to forge swords in a freezing room, without light, while they are hungry and sad, their production speed will plummet to a fraction of their potential. Conversely, a content worker in a lit, temperature-controlled Workshop will burn through tasks.
Specialized Rooms are Mandatory
Building specialized rooms is one of the most effective ways to boost productivity. By enclosing your crafting stations in a room with walls, a roof, a door, and specific decorative/functional items (like Tool Shelves for a Workshop), the room grants a flat +20% speed bonus to all relevant tasks performed inside.
Crafting Item Quality
When crafting weapons, armor, or clothing, the quality of the item (Flimsy, Sturdy, Good, Fine, Flawless) is heavily dependent on the settler's skill level. A settler with a skill level under 10 will rarely produce anything better than Sturdy. To consistently equip your guards with Flawless plate armor, you must dedicate a settler to exclusively level up their crafting skills to level 30 and beyond.
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