Going Medieval

Going Medieval

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Spector Jun 3, 2021 @ 5:45am
Thirsty villagers! How to make wine, beer & ale | Crafting at a Brewing station
In this guide I will explain how to satisfy thirsty villagers in Going Medieval with rough wine, beer or ale.

You will see the whole production process at the Brewing station and I will talk about all the requirements, starting from research tech, culinary skill and resources like Redcurrant, barley and herbs, some of which you have to use agriculture to produce.

Learning this will help you remove negative mood modifiers from villagers like: Desperately thirsty -6 mood.

https://youtu.be/Nwduohg0iWI
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Showing 1-15 of 16 comments
Celebrindan Jun 15, 2021 @ 1:22am 
This is nonsense.

All of the tasks necessary to survive are EACH ridiculously time consuming.

There is absolutely NO balance the needs of survival and capabilities of the characters to produce effectively.

No one will ever be able to produce enough ale, wine, and/or beer in normal gameplay to arrest just one of the artificial ganks this game screws you with.
Invictus Jun 15, 2021 @ 1:30am 
Originally posted by Celebrindan:
This is nonsense.

All of the tasks necessary to survive are EACH ridiculously time consuming.

There is absolutely NO balance the needs of survival and capabilities of the characters to produce effectively.

No one will ever be able to produce enough ale, wine, and/or beer in normal gameplay to arrest just one of the artificial ganks this game screws you with.

¿? The game as it is currently is too easy, unless you play in survival/hard, although the AI is easy to trick.

In terms of needs, they are nit hard to please and rarely fall in rebellious status. Much easier than Rimworld for sure.
Celebrindan Jun 15, 2021 @ 1:33am 
Originally posted by Invictus:
Originally posted by Celebrindan:
This is nonsense.

All of the tasks necessary to survive are EACH ridiculously time consuming.

There is absolutely NO balance the needs of survival and capabilities of the characters to produce effectively.

No one will ever be able to produce enough ale, wine, and/or beer in normal gameplay to arrest just one of the artificial ganks this game screws you with.

¿? The game as it is currently is too easy, unless you play in survival/hard, although the AI is easy to trick.

In terms of needs, they are nit hard to please and rarely fall in rebellious status. Much easier than Rimworld for sure.

How much do they pay you to troll for them?
Red Jun 15, 2021 @ 1:35am 
I'd like to point out there's no water in this world.
Invictus Jun 15, 2021 @ 1:39am 
Originally posted by Celebrindan:
Originally posted by Invictus:

¿? The game as it is currently is too easy, unless you play in survival/hard, although the AI is easy to trick.

In terms of needs, they are nit hard to please and rarely fall in rebellious status. Much easier than Rimworld for sure.

How much do they pay you to troll for them?

Nothing. I even complained on Reddit that pawns survive too easily on their own to deep wounds unconscious out in the cold, out of their comfortable temp.

In Rimworld that would have been sure death unless rescued in time.

Rebellious status is much more mild, is like an easy version of binging in Rimworld.

With minimum care for their needs when setting up the base, you can pretty much even ignore their mood (church room, bedroom, and a backgammon table). No relationships among pawns, including hostile or fights.

So yes, quite easy. Also, food is easy to get even with the lone wolf start, you won't starve if you hunt and know how to preserve it. Raids are almost guaranteed if you had bad luck on your start.
Celebrindan Jul 2, 2021 @ 5:06pm 
Originally posted by Red:
I'd like to point out there's no water in this world.
Rains like a son of a gun, but not a drop anywhere.
Windy Winston Jul 2, 2021 @ 5:25pm 
Hmm.. I grow a lot of barley, have 6 breweries, and can stay stocked all year around. It isn't difficult.
Celebrindan Jul 3, 2021 @ 5:34am 
Originally posted by rothabilly:
Hmm.. I grow a lot of barley, have 6 breweries, and can stay stocked all year around. It isn't difficult.

Gee.

No need to go overboard, eh?

A single Stonemason's bench can pump out enough block to keep your builder in blocks, but barley and ale require at least four dedicated settlers to grow, harvest and cook food & drink, without everyone starving to death.

Makes seeing 'Desperately Thirsty' a bit more circumspect.
Windy Winston Jul 3, 2021 @ 8:26am 
Originally posted by Celebrindan:
Originally posted by rothabilly:
Hmm.. I grow a lot of barley, have 6 breweries, and can stay stocked all year around. It isn't difficult.

Gee.

No need to go overboard, eh?

A single Stonemason's bench can pump out enough block to keep your builder in blocks, but barley and ale require at least four dedicated settlers to grow, harvest and cook food & drink, without everyone starving to death.

Makes seeing 'Desperately Thirsty' a bit more circumspect.

I don't think it's overboard. Nobody has to babysit the breweries as far as I can tell. A settler loads them up, and then just leaves them alone until done, from what I see. I have around 15 people, so I would expect to need more breweries to keep them supplied. Also, watching my crops, my people spend the vast majority of the year doing other things than tending to crops. Most my peeps have harvesting as a second priority, so it gets done real fast. I don't mind my tailor taking a break for a day to harvest everything.
Wantoomany Jul 3, 2021 @ 9:16am 
Originally posted by Celebrindan:
Originally posted by rothabilly:
Hmm.. I grow a lot of barley, have 6 breweries, and can stay stocked all year around. It isn't difficult.

Gee.

No need to go overboard, eh?

A single Stonemason's bench can pump out enough block to keep your builder in blocks, but barley and ale require at least four dedicated settlers to grow, harvest and cook food & drink, without everyone starving to death.

Makes seeing 'Desperately Thirsty' a bit more circumspect.

Being thirsty, even desperately thirsty, is just a mood debuff. It has absolutely nothing to do with starving to death. Your people can go forever without drinking, They will be unhappy, but can survive just fine without it.
Father Damien Jul 3, 2021 @ 10:59am 
I have two brewing stations one for wine and one for ale/beer. If I run out of barley I'll have two stations brewing wine or If I run out of redcurrant I'll start brewing two lots of ale/beer. I only run out of booze half way through winter when the crops can't grow starting mid/end of Autumn.
Last edited by Father Damien; Jul 3, 2021 @ 11:02am
Beefers Jul 3, 2021 @ 2:45pm 
Huh, you can 'complete 'survival mode lone wolf without every making anything to drink, it is just a mood modifier. It is also very easy to produce enough drinks if you focus on barley, which can also be used as food.
Celebrindan Jul 3, 2021 @ 5:23pm 
Originally posted by rothabilly:
Originally posted by Celebrindan:

Gee.
... a bit more circumspect.

I don't think it's overboard. Nobody has to babysit the breweries as far as I can tell. A settler loads them up, and then just leaves them alone until done, from what I see. I have around 15 people, so I would expect to need more breweries to keep them supplied. Also, watching my crops, my people spend the vast majority of the year doing other things than tending to crops. Most my peeps have harvesting as a second priority, so it gets done real fast. I don't mind my tailor taking a break for a day to harvest everything.

By the time a player gets to 15 settlers, the farmers in the group are a a level that it doesn't take the whole tribe to grow and harvest, but they have to be dedicated to farming first.

Not cooking, mining, hauling, or any of the other tasks required to make a community self-sufficient.

It's why the whole Jobs board, for ranking importance is there.

If you've rolled for individual settler skills, to get a leg up at the start, then ranking job priority by individual settler is even more crucial.

Which brings us back to Cooking, as a specialty.

Campfires, Hearths, Smokers, Butcher Table, all play a role in getting to a point of surviving Winter by allowing food to be stored longer at each phase.

If you don't progress and implement each of these tools in turn your food will spoil too soon and your people starve before Winter is over.

Campfires are whole clock, meaning that there is no spare time for a settler assigned to work a campfire, until raw material runs out.

That cook doesn't get to brew.

Neither does the cook assigned to pickling, rotating between about 4-6 hearth's to produce any measurable quantity that doesn't get scarfed up before it makes it to to stockpile, because the settlers are sneaky little buggers, and eat fresh out of the cook's hand, instead of rotating older stock off the stockpile.

If you'r producing stew from your fresh, that means a second campfire for packaged meals to store long term, for winter.

So you have three full-time cooks supplied by a minimum of at least two full-time level 25 farmers already, and haven't brewed a drop, or grown a bushel of barley, just to feed over a dozen settlers through winter.

Mass plantings are fine, but mass harvesting results in mass ruined harvest of your groceries.

One in every five or six plants lost to bungled harvest is damaging, but one in four is critical.

So, even the idea and practice of mass planting on day one of Spring, with all your settlers, to get crops in as early as possible, has a downside.

It disburses your Botany points too widely, resulting in more late-game ruined harvests.


Now triple your farmed resources, to grow enough barley to supply those half dozen brewing stations.

And add another cook, and at least two farmers, full-time.

If you're playing a hillside or a mountain map, your commute-time, field-to-storage is also going to reduce your output.

More labor.
Beefers Jul 4, 2021 @ 6:48am 
Here I am sitting with 20 villagers and 1 hearth producing more then enough food for everyone with minimal effort and 3 total villagers dedicated to farming/cooking/brewing. I think you are messing up some of the basic efficiencies and layout puzzles inherent in all these types of games.

Also, early access mate, but there is mod support, you could very easily go in and adjust values if the game is too hard for you.
Last edited by Beefers; Jul 4, 2021 @ 6:48am
Windy Winston Jul 4, 2021 @ 7:48am 
Originally posted by Celebrindan:
Originally posted by rothabilly:

I don't think it's overboard. Nobody has to babysit the breweries as far as I can tell. A settler loads them up, and then just leaves them alone until done, from what I see. I have around 15 people, so I would expect to need more breweries to keep them supplied. Also, watching my crops, my people spend the vast majority of the year doing other things than tending to crops. Most my peeps have harvesting as a second priority, so it gets done real fast. I don't mind my tailor taking a break for a day to harvest everything.

By the time a player gets to 15 settlers, the farmers in the group are a a level that it doesn't take the whole tribe to grow and harvest, but they have to be dedicated to farming first.

Not cooking, mining, hauling, or any of the other tasks required to make a community self-sufficient.

It's why the whole Jobs board, for ranking importance is there.

If you've rolled for individual settler skills, to get a leg up at the start, then ranking job priority by individual settler is even more crucial.

Which brings us back to Cooking, as a specialty.

Campfires, Hearths, Smokers, Butcher Table, all play a role in getting to a point of surviving Winter by allowing food to be stored longer at each phase.

If you don't progress and implement each of these tools in turn your food will spoil too soon and your people starve before Winter is over.

Campfires are whole clock, meaning that there is no spare time for a settler assigned to work a campfire, until raw material runs out.

That cook doesn't get to brew.

Neither does the cook assigned to pickling, rotating between about 4-6 hearth's to produce any measurable quantity that doesn't get scarfed up before it makes it to to stockpile, because the settlers are sneaky little buggers, and eat fresh out of the cook's hand, instead of rotating older stock off the stockpile.

If you'r producing stew from your fresh, that means a second campfire for packaged meals to store long term, for winter.

So you have three full-time cooks supplied by a minimum of at least two full-time level 25 farmers already, and haven't brewed a drop, or grown a bushel of barley, just to feed over a dozen settlers through winter.

Mass plantings are fine, but mass harvesting results in mass ruined harvest of your groceries.

One in every five or six plants lost to bungled harvest is damaging, but one in four is critical.

So, even the idea and practice of mass planting on day one of Spring, with all your settlers, to get crops in as early as possible, has a downside.

It disburses your Botany points too widely, resulting in more late-game ruined harvests.


Now triple your farmed resources, to grow enough barley to supply those half dozen brewing stations.

And add another cook, and at least two farmers, full-time.

If you're playing a hillside or a mountain map, your commute-time, field-to-storage is also going to reduce your output.

More labor.

Hey, it isn't your game, no worries. When I start a new map, the first thing I do is build a kitchen, with food storage directly below it. Problem with spoiled food solved immediately, within the first couple days of play. You don't have to have a lot of food growing to build up a stockpile between the start time, and winter. I play on hills, and there is usually a flat area with a green area nearby. My farms are always just outside my main gate. You don't sound like you are playing in the most efficient manner.... did you try to play on very easy?

Regardless, I saw you post a discussion on the board where you felt it necessary to announce your departure, and that you were deleting the game. So I guess this whole discussion is pointless.
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Date Posted: Jun 3, 2021 @ 5:45am
Posts: 16