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  3. Going Medieval>
  4. Production Stations

All 24 Production Stations and Recipes in Going Medieval

Updated on November 1, 2026 (3 days ago)

Production stations, also called workstations, are the places in Going Medieval where settlers turn raw materials into finished goods. A campfire makes meals, a sewing station makes clothing, and a blacksmith's forge makes metal weapons. Each station has its own list of items it can make, and without them your settlers can gather wood, clay and food but can't turn those materials into the goods that keep a colony running.

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Stations

Items

24 items

Advanced Research Table

Produces Theses used for advanced research.

Research Unlock
Research III
Build Cost
120 Wood, 5 Mechanical Components
Construction Skill
20
Build Time
70 s
Material Versions
-
Main Recipes
Thesis

Apothecary Bench

Turns natural ingredients and other supplies into healing kits and pigment.

Research Unlock
Chemistry I
Build Cost
50 Wood
Construction Skill
10
Build Time
150 s
Material Versions
-
Main Recipes
Advanced Healing Kit; Healing Kit; Simple Healing Kit; Pigment

Armourer's Table

Makes armour, helmets and shields from metal, cloth and hides.

Research Unlock
Armourer
Build Cost
80 Wood, 5 Iron Ingot
Construction Skill
5
Build Time
50 s
Material Versions
-
Main Recipes
Buckler; Gambeson; Great Helm; Light Armour; Mail Armour; Plate Armour; Shield; Tower Shield

Basic Research Table

Produces Chronicles for researching early technologies.

Research Unlock
Available from the start
Build Cost
60 Wood
Construction Skill
0
Build Time
40 s
Material Versions
-
Main Recipes
Chronicle

Blacksmith's Forge

Makes metal weapons, mechanical components and shackles.

Research Unlock
Blacksmithing
Build Cost
100 Clay Brick or 100 Limestone Brick
Construction Skill
10
Build Time
70 s
Material Versions
Clay Brick or Limestone Brick
Main Recipes
Berdiche; Greataxe; Hatchet; Longsword; Mace; Short Sword; Throwing Axes; Two Handed Mace; Mechanical Components; Shackles

Bowyer's Table

Makes bows, crossbows, slings and practice targets.

Research Unlock
Wooden Weaponry
Build Cost
80 Wood
Construction Skill
5
Build Time
42 s
Material Versions
-
Main Recipes
Crossbow; Heavy Crossbow; Longbow; Short Bow; Sling; Stave Sling; Practice Target

Brewing Station

Starts ale, beer and mead batches.

Research Unlock
Brewing
Build Cost
50 Wood
Construction Skill
10
Build Time
70 s
Material Versions
-
Main Recipes
Fermenting Ale; Fermenting Beer; Fermenting Mead

Butchering Table

Breaks down carcasses into meat, trophies and carcass-specific materials.

Research Unlock
Available from the start
Build Cost
50 Wood
Construction Skill
0
Build Time
42 s
Material Versions
-
Main Recipes
Raw Meat; Trophy

Campfire

Cooks simple meals, packaged meals and animal feed over an open fire.

Research Unlock
Available from the start
Build Cost
15 Wood
Construction Skill
0
Build Time
21 s
Material Versions
-
Main Recipes
Animal Feed; Packaged Meal; Simple Meal

Easel

Holds the materials used to paint a painting.

Research Unlock
Painting
Build Cost
20 Wood
Construction Skill
5
Build Time
75 s
Material Versions
-
Main Recipes
Painting

Fermenting Station

Starts milk, fruit juice and mash batches for fermentation.

Research Unlock
Fermenting
Build Cost
55 Wood
Construction Skill
0
Build Time
150 s
Material Versions
-
Main Recipes
Curdling Milk; Fermenting Fruit Juice; Fermenting Mash

Ice Box

Freezes water into ice blocks.

Research Unlock
Ice Making
Build Cost
10 Wood
Construction Skill
0
Build Time
40 s
Material Versions
-
Main Recipes
Ice Block

Kiln

Fires clay bricks, coal, tiles, dungbrick and quicklime.

Research Unlock
Clay Brick Making
Build Cost
50 Clay or 50 Limestone
Construction Skill
0
Build Time
42 to 50 s
Material Versions
Clay or Limestone
Main Recipes
Clay Brick; Coal; Decorative tile Clay; Dungbrick; Quicklime

Oil Press

Makes flammable oil, Greek fire and incendiary siege projectiles.

Research Unlock
Oil Press
Build Cost
40 Wood, 10 Iron Ingot
Construction Skill
0
Build Time
150 s
Material Versions
-
Main Recipes
Flammable Oil; Greek Fire; Incendiary Onager Projectile; Incendiary Trebuchet Projectile

Research Table

Produces Handbooks used for research.

Research Unlock
Research II
Build Cost
80 Wood
Construction Skill
10
Build Time
60 s
Material Versions
-
Main Recipes
Handbook

Saltpetre Works

Turns excrement into saltpetre.

Research Unlock
Chemistry II
Build Cost
50 Wood, 15 Iron Ingot
Construction Skill
0
Build Time
150 s
Material Versions
-
Main Recipes
Saltpetre

Sewing Station

Makes clothing, caps, rugs, tapestries and rush matting.

Research Unlock
Tailoring
Build Cost
80 Wood
Construction Skill
5
Build Time
42 s
Material Versions
-
Main Recipes
Cap; Practice Dummy; Rug; Rush Matting; Summer Clothes; Wall Tapestry; Wide Hat; Winter Clothes

Skep

Collects honey and beeswax.

Research Unlock
Beekeeping
Build Cost
15 Wood, 20 Hay
Construction Skill
10
Build Time
45 s
Material Versions
-
Main Recipes
Honey; Beeswax

Smelting Furnace

Smelts metal ore into gold, iron, silver and steel ingots.

Research Unlock
Smelting
Build Cost
70 Clay or 70 Limestone
Construction Skill
0
Build Time
60 to 70 s
Material Versions
Clay or Limestone
Main Recipes
Gold Ingot; Iron Ingot; Silver Ingot; Steel Ingot

Smokehouse

Cures meat and fish over smoke.

Research Unlock
Preserving Food
Build Cost
40 Clay or 40 Limestone
Construction Skill
0
Build Time
55 to 70 s
Material Versions
Clay or Limestone
Main Recipes
Smoked Meat; Smoked Fish

Spirit Distillery

Distills alcohol from fermented materials.

Research Unlock
Distilling
Build Cost
50 Limestone Brick, 20 Iron Ingot
Construction Skill
20
Build Time
70 s
Material Versions
-
Main Recipes
Alcohol

Stonemason's Bench

Cuts limestone into bricks, tiles and stone objects.

Research Unlock
Stone Block Cutting
Build Cost
80 Wood
Construction Skill
0
Build Time
42 s
Material Versions
-
Main Recipes
Decorative tile Stone; Large Statue (Limestone); Limestone Brick; Onager Projectile; Trebuchet Projectile; Wall Relief (Limestone)

Stove

Cooks meals and animal feed, and prepares pickled vegetables and salted eels.

Research Unlock
Cooking
Build Cost
50 Clay Brick, Limestone Brick or Limestone, plus 5 Iron Ingot
Construction Skill
10
Build Time
75 s
Material Versions
Clay Brick, Limestone Brick or Limestone
Main Recipes
Animal Feed; Lavish Meal; Packaged Meal; Pickled Vegetable; Salted Eels; Simple Meal

Woodwork Bench

Makes wooden weapons, components, statues and projectiles.

Research Unlock
Wooden Weaponry
Build Cost
60 Wood
Construction Skill
0
Build Time
42 s
Material Versions
-
Main Recipes
Ballista Bolt; Cudgel; Flail; Javelins; Large Statue (Wood); Practice Target; Spear; Two Handed Flail; Wall Relief (Wood); Wooden Mechanical Components

What Production Stations Do

Each production station is built for one kind of work. A settler uses it to turn raw materials into finished items, so a bowyer's table makes bows and crossbows, while an easel makes paintings. Many stations are also tied to a research topic, such as wooden weaponry for the bowyer's table, so what a station can make depends on what you've studied.

How to Unlock Production Stations

Many stations have to be researched before you can build them. Research doesn't work like earning points. Instead, you collect books, and each step needs books that a research table produces. The basic research table is available from the start and makes the first kind of book, and better tables open up as your research moves forward because the deeper steps call for the books those tables make.

How Settlers Use Production Stations

To start work, open the Production Menu, select a station, and pick an item from its list. Then choose how many you want made. Each item needs its own materials, and the work starts only once they're ready, so keep raw materials in stockpiles that settlers can reach. Some jobs also need a bench built or certain resources gathered before settlers can begin, so a station that sits idle may be waiting on something like that.

How Settlers Choose Their Jobs

Settlers pick their jobs by priority, which you set in the Jobs menu. A lower number means a more urgent job, so setting one to 1 puts it at the top, and a blank box means that settler will never do it. When a settler has several options, they take the highest-ranked job first, and jobs with the same rank are done from left to right.

Skill matters as much as priority. Each settler's box shows their skill in its border, and hovering over the box shows how good they are. A star marks a settler's preferred job, and settlers who get that work are happier. Low-skilled settlers are more likely to fail at a job, harvesting especially, and failed work can waste resources.

Which Production Stations to Build First

Start with the research table, since most other stations stay locked until you research them, and the basic version is available from the start. Food comes next, since a campfire makes the meals your settlers need. The butchering table is also available from the start and turns hunted animals into raw meat, so set it up as soon as you have animals to process.

Building materials come after that, from kilns and the stonemason's bench, so it's worth starting that research while food is coming in. Weapon, armour and clothing stations come once food and materials are steady, because rushing into complex builds before then tends to slow the whole colony down.

FAQ

Q.

What station makes ale and beer in Going Medieval?

The brewing station makes ale, mead and beer, and it's unlocked by the Brewing research.

Q.

How do I make clay bricks?

A kiln makes clay bricks once you've researched Clay Brick Making. Clay is the material it works from, so gather a good supply before you queue a batch.

Q.

How do trophies work in Going Medieval?

After you kill an animal, you get the option to turn it into a trophy. You need a butchering table, a carcass and some wood to make one.

Q.

Where do I make armour and helmets?

The armourer's table makes armour, helmets and shields, so it's the station to build when you want your settlers protected.

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More Going Medieval collections

  • AnimalsEvery animal in Going Medieval, from wild deer and wolves to cattle, chickens and pets. See how settlers tame them, keep them in pens and put them to work.
  • WeaponsGoing Medieval weapon types explained: how melee and ranged fights work, how to get weapons, which ones matter most and how to train settlers to use them.
  • Crops and TreesFind out how crops, berry bushes and trees grow in Going Medieval, from seeds and saplings to harvesting, sticks, cold and blight, and which matter most.
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