![]() However, all this does is inform them that they should consider constructing that wall before sowing those fields. You can tweak their priorities to mitigate this lack of control. ![]() Place some walls down to be built and a farm to be sowed and they’ll get round to whichever one they find more appealing first. ![]() At the very least they will do what you’ve told them to in whatever order they so desire. You don’t really have direct control over your subjects as they will often do what they want. Unfortunately, while for the most part, my colony’s failings were my own, there were instances where it was simply out of my control. “You don’t really have direct control over your subjects.” While it doesn’t prop you up as you play, it does help you understand why you failed and what you should do to improve next time. My point being that Going Medieval doesn’t leave you in the lurch scrambling for answers, doomed to repeat the past. Look, Gamuth and Cratus were being disobedient so I ordered them to destroy their own beds. Your food is decomposing because it’s too hot, and your villagers are miserable because you refuse to put beds down. Rather as you fail, and as everything crumbles all around you, the game instructs you where exactly you went wrong. The great thing about Going Medieval is that it never truly punishes you for failure. The invaders had a good ol’ chuckle at my expense as they slaughtered my people. Throughout my initial playthrough, my villagers were beset with rage and anger at my harsh and strict working hours, my food and supplies were in constant disarray, rotting away as the sun-scorched the necks of my hard workers, and I couldn’t for the life of me figure out how to close a door. Going Medieval is best enjoyed if you’re willing to fail at first. “The great thing about Going Medieval is that it never truly punishes you for failure.” However, I found the randomisation of it left the game feeling fresh each time I started a new save. It would have been nice to customise my villagers a little more, especially when it came to their skill set. In all honesty, it’s not a complete shame. While you can randomise their appearance and choose their forenames, I found that to be about as much as I could edit. Unfortunately, that level of customisation does not extend toward your starting villagers. ![]() While there are pre-made options for you to choose from, should you want to entirely customise everything from your start date to the available resources at your disposal, you can. From the offset, you’re given the opportunity to customise practically everything about your introduction to each randomised world. However, that’s not to say it’s not impressive. It is rather ironic considering that this is supposed to be one of the more laidback colony-management experiences. Going Medieval’s first impressions are overwhelming, to say the least. In-game Screenshot “From the offset, you’re given the opportunity to customise practically everything about your introduction to each randomised world” And yet, here I find myself, the hours dwindling, the sky blackening and my food freezing as I relinquish one life for that of a digital kingdom in the making. It’s truly rare to find a game that is simultaneously relaxing and rewarding, one you can envisage playing to no end, your sock-clad feet curled up comfortably, the clock ticking away as the sun rises from the bottomless abyss, a constant reminder that while time feels endless, work is only a few hours away. I know it shouldn’t be the case, but it is. I know that shouldn’t really be the case, especially considering my villagers are constantly complaining, rebelling against my every command, and sleep on the floor crying themselves to sleep because I forgot to put hay beds in. ![]() There is something incredibly relaxing about Going Medieval. ![]()
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