Medville Beginner’s Guide and Tips

Explains basic gameplay and mechanics. Helps you to build your first self sustaining village.

Gameplay basics

The goal of Medville is to expand your town, manage an increasingly complex economy while maintaining the welfare of your citizens.

Citizens live in specialized buildings, like farms, mines, workshops or the townhall. People in each building are capable of performing certain economic tasks – farmers grow crops, miners extract minerals, workshops create artisanal goods, etc. They all have the same needs: food, clothes, logs for heating, building materials to repair their buildings, other goods like beer or medicine.

Your role is to design the layout of the town and configure each building’s weight and role in this economy.

The center of the economy is the marketplace, where all of these goods can be sold or bought for money. Each household manages their own budget and makes independent decisions about what to purchase. Prices fluctuate based on supply and demand. The marketplace can be used to identify goods in high demand, which tells you which part of the economy to support with new buildings.

Build a farm

The first building you should build is a farm. You can either design the layout of house or use a default building plan. Larger buildings can house more people, who in turn are capable of performing more tasks, but also need more food and clothes.

People of the townhouse will build each building, provided there’s enough building materials.

Once the farm is done, you can configure it by clicking on the building. You can set the number of people it should house.

Afterwards allocate land around your new farm for farming.

– Vegetables and fruits are simple food items. Farmers will eat some of it and sell the rest on the market.

– Logs similarly are partially used for heating, and partially sold.

– Grain and sheep has to be processed at workshops, and therefore sold entirely.

It’s recommended to allocate at least a few tiles for logs and vegetables, so the farm can sustain itself. Additionally, you can grow sheep which will be processed at workshops.

Build a workshop

The next building should be a workshop. Workshops have special extensions, each is needed for specific economic tasks.

– Regular workshops can be butchershops, or create basic building materials like make wooden boards from logs, stone cubes from rocks or thatches from reed.

– Cookers are needed for bakery, beer brewing or making medicine.

– Waterwheels are for milling.

– Kilns to make more complex building materials like bricks or tiles from clay.

– Forges to work raw metals, and create tools and weapons.

Your first workshop should be a regular workshop. Once it’s built, you can make it a butchershop, so it can start buying sheep and selling meat and leather.

Build mines

Mines should be built around deposits like clay, rock, gold or iron. Deposits can be allocated to mines similar to the way farms are configured. Mines sells everything they mine.

Afterwards, you should build more workshops to make bricks, iron bars, etc.

Produce bread

Bread is a high quality food but it requires a more complex economic chain.

– First you need farms to produce grain.

– Then you need a workshop with a waterwheel to produce flour.

– Finally a second workshop with cookers to operate as a bakery.

Configure the townhall

While most buildings make money from selling their excess goods, the townhall relies on taxation. Some of it is needed to support its own people, but also to buy building materials for new buildings and repairing roads and walls. Additionally, the townhall can support buildings that can’t make enough money on their own (e.g. a mine if mineral prices are low) via subsidies.

The tax rate and the level of subsidies can be configured in the townhall individually for each building type (farm, mine, workshop, etc). If the totality of taxes are not enough to finance everything, your townhall runs out of money. But if you set the taxes too high, citizens might become unhappy and leave your town.

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