Content Type: Gaming Guides
In order to make sure that everything important gets done in your settlement, you’ll want to familiarize yourself with how jobs work in Going Medieval. Let’s first take a look at the Jobs menu [Y]:

Here you can set priorities for jobs. If there’s something that needs to get done badly (like Cooking if your settlers are out of meals), you can set the priority of the job higher by lowering the number in one of your settlers’ boxes in that column. Hovering a box will show you how skilled that settler is at doing that job — you can also look at the border of the box, which will be lighter/brighter the more skilled the settler is.
You’ll also see little stars the corner of some job boxes, which indicate that a job is preferred by a settler. Settlers who get to do jobs they prefer will be happier.
Getting things done isn’t as simple as setting a job’s priority to 1, however. Depending on the job, you’ll need to give specific orders, create workbenches, and/or harvest certain resources in order for your settlers to begin work on a particular job. Here’s what you need to know about each of the jobs in Going Medieval:
Job |
Related Skill |
Description |
Requirements |
Tend |
Medicine |
Tending wounded settlers, carrying unconscious settlers to bed. This should be set to 1 on at least one of your settlers to ensure wounded settlers are treated before they die. |
Wounded settler |
Convalesce |
n/a |
Resting while injured. This should be set to 1 for all settlers (unless you want them to work themselves to death). |
Injured settler |
Hunt |
Marksman |
Hunting marked animals. In order for a settler to hunt, they will need to be equipped with a bow, and you will need to mark animals to be hunted with the Mark button [M] ![]() |
Marked animals, bow |
Construction |
Construction |
Building everything from walls to Backgammon Tables. Different objects require different resources; you can see the required resources for something by hovering or clicking on it in the menu. |
Wood, clay, or limestone |
Grow |
Botany |
Growing crops. Once a zone for crops has been laid out using the Zone menu [F7] ![]() |
Agriculture Researched |
Harvest |
Botany |
Harvesting wild plants and crops your settlers planted. While planted crops will be automatically harvested, you’ll need to use the Harvest button [B] ![]() |
Ripe crops, or marked wild berries/mushrooms |
Mine |
Mining |
Digging the dirt from marked areas, and mining clay, iron, or limestone. To have settlers mine or dig, use the Mine button [N] ![]() |
Marked mining area |
Cut plants |
Botany |
Chopping down trees, harvesting grass. Use the Chop button [H] ![]() |
Marked trees or grass |
Cooking |
Culinary |
This job turns raw food into meals, which will make your settlers much happier. |
Raw food, a Campfire or Hearth |
Craft |
n/a |
Unskilled labor, like making bricks. |
Queued production |
Smithing |
Smithing |
Making items out of metal. |
Blacksmith’s Forge, Armorer’s Table, or Smelting Furnace, relevant resources |
Carpentry |
Carpentry |
Creating items and weapons out of wood. |
Woodwork Bench or Bowyer’s Table, relevant resources |
Tailoring |
Tailoring |
Making clothing. |
Sewing Station, relevant resources |
Research |
Intellectual |
This isn’t actually researching, but rather creating books you can then spend to unlock the various technologies in the Research menu [O]. Especially at the beginning of the game, you should set your most Intellectual settler’s job priority on this to 1. |
Research Table |
Steward |
n/a |
Another unskilled job, Stewarding involves locking doors and closing windows, putting torches out, etc. |
n/a |
Haul |
n/a |
Moving stuff around. Generally, this will be moving resources to stockpiles or job sites. |
n/a |
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