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Going Medieval diplomacy is a caravan-based system for dealing with NPC settlements: send a caravan to one, open Diplomacy when it arrives, and review the favors and demands available in that game state. Faction friendliness influences those options, but it is not the whole story—settlement circumstances, caravan contents, and other factors can matter too. The practical lesson is to treat diplomacy as an ongoing exchange: your relationships shape what you can ask for, what you must offer, and how future interactions may go.
How does diplomacy work in Going Medieval?
Diplomacy begins when one of your caravans reaches an NPC settlement. At that point, the game gives you a Diplomacy option. The offers and requests available are not a fixed menu: the developer says they can vary with your friendliness toward the faction, the settlement’s current state, the contents of your caravan, and other factors. The sources do not publish a complete formula or a definitive list of unlock thresholds, so treat the interface as authoritative for the specific visit rather than relying on a universal checklist.
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This is more than a reputation bar. The relationship is part of a practical exchange system: a faction may be able to provide assistance or objects, while you may be asked to supply resources or accept a demand. Your caravan’s contents and the offer’s value matter alongside the relationship. Choices can also shape what happens later, through future trade, visits, and the consequences of hostile encounters.
The Diplomacy Update describes 12 NPC factions across six faction types. The game’s Factions tab gives you an overview of current relationships, as well as favors being performed and demands being asked. Use that page to keep track of ongoing commitments; the caravan Diplomacy screen is where you see the options tied to a particular settlement visit. The developer’s Diplomacy Update and experimental patch announcement describes the system and its scope.
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How do I improve faction reputation in Going Medieval?
There is no fully documented, guaranteed reputation recipe in the official information available here. Instead, use the Factions overview and the Diplomacy options at a settlement to judge your current standing and choose an exchange the faction will accept. Favorability can affect eligibility, but the game also considers circumstances and caravan contents, so a single friendliness value should not be treated as the only condition.
A sensible relationship-building routine is:
- Check the Factions tab first. Note the relationship, any favors in progress, and demands currently being asked. This helps you avoid overlooking an existing commitment when planning a new visit.
- Prepare the caravan for the specific visit. Since contents can affect available options, bring goods or resources you are willing and able to trade. The sources do not specify which exact item unlocks a particular favor, so do not assume that carrying one named resource guarantees an offer.
- Review the complete exchange before agreeing. Compare what the faction requests with what it offers. A request that looks attractive in isolation may consume resources needed for your settlement or another planned trade.
- Keep the relationship in view after the deal. The Factions tab tracks favors and demands. Use it to monitor obligations and to inform your next caravan decision.
- Avoid treating friendliness as immunity. Hostile acts have documented costs in specific situations. A good relationship does not mean that attacking a faction’s people or merchants is consequence-free.
These are decision steps, not a hidden formula. The source material does not state how much friendliness each peaceful action grants, whether a particular gift always improves a relationship, or the exact score needed for each favor. If an option does not appear, consider the faction relationship, settlement state, and caravan inventory together; do not infer a precise threshold from one visit.
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1Scan for outdated or missing drivers - takes under a minute2Clear out junk files and repair common Windows errors3Fix the driver behind crashes, sound loss and screen glitchesWhat kinds of favors can factions offer?
Favors are concrete exchanges rather than abstract reputation points. The official examples include requesting assistance and requesting rare objects. One named example, Suppress Bandit Camp, lets a faction clear a bandit camp for one in-game year. After the camp is cleared, you can send a caravan to loot it. Availability depends on the game state, so this is an illustration of how a favor can create a later opportunity—not a promise that every settlement will offer it.
That example shows why it is useful to consider a favor’s timing as well as its immediate reward. Clearing a camp can create a window for a later expedition, but exploiting that opportunity still calls for a caravan and the ability to travel. The faction’s work removes the camp for the stated period; it does not automatically deliver the loot to your settlement. Plan for the follow-up trip before you accept a favor whose value depends on acting later.
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Other favors may involve assistance or goods, but the source material does not provide a complete catalog. Nor does it establish that all factions offer the same services. Check the options shown for the settlement you have reached and weigh the requested payment against what the benefit actually saves or enables in your colony.
How should I judge whether a favor is worth the cost?
Compare the value you receive with the value and opportunity cost of what you give up. The developer’s experimental balance notes describe deals in terms of a base wealth multiplier for each demand and favor, but those values changed during balancing and should not be read as a timeless rule for the current main branch.
For a practical decision, ask four questions:
- What is the immediate benefit? Is the offer an item you need, assistance that removes a problem, or access to a later opportunity?
- What does the demand take from you? Consider whether the requested goods are surplus or needed for construction, food, crafting, or another plan. The sources do not set a universal value for those priorities; your colony’s situation does.
- Does the deal create another task? A benefit such as a cleared camp may require a return journey and a new caravan before it pays off.
- What does the deal mean for the relationship loop? Favors and demands are tracked, and relationships affect the options presented on later visits. Do not look only at the single transaction if you expect to rely on that settlement again.
Use the in-game offer itself to make the decision. There is not enough documented information to calculate a reliable “best” trade from a universal price list, and experimental values may differ from the branch you are playing.
Can I give factions gifts, and how does trade affect relations?
Gifts and trade are part of the relationship system, but the official information does not establish a guaranteed gift value or a fixed amount of friendliness per item. It does confirm that friendly factions may visit as NPC caravans and leave gifts. The developer later adjusted those gifts to make them more thematic and less excessive, so gifts should be understood as one part of the system rather than a predictable income source.
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Trade can have effects beyond the merchant standing in front of you. In an official community announcement, developer Foxy Voxel said that selling honey to a merchant from NPC Settlement A would affect future merchants from Settlement A as well as direct trade with that settlement. In other words, the settlement connection matters: a transaction can be relevant to later dealings with the same community, not just the goods exchanged in that moment. Read the developer’s official community announcements for that trade explanation and related updates.
That example is specifically about selling honey and its effect on future trade with the same settlement. It does not establish that every traded item changes friendliness by the same amount, that selling any item always improves relations, or that a gift and a sale use identical rules. When planning a relationship strategy, distinguish what the announcement confirms from what the interface reveals in your current game.
What happens if I attack or ambush a faction?
Hostile actions can damage relations and add Infamy, but the exact documented values apply to specified skirmish and merchant-ambush maps—not necessarily every hostile action in the game. Experimental Patch 1.2.6 notes say that attacking or ambushing factions in those maps causes a 200-point friendliness penalty, and entering those maps immediately adds 20 Infamy. Do not generalize those numbers to every fight, raid, or conflict.
The practical consequence is that a hostile encounter may carry a cost beyond the immediate danger or loot. A 200-point penalty can affect your standing with the faction in the stated cases, while Infamy is added on entering the specified maps. That can work against a plan to request favors, trade with the faction, or benefit from its future visits. If you are considering an attack, compare the immediate gain with the relationship cost and your expected future dealings.
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The developer’s announcement also states the broader principle plainly: “if you harm someone who came to you in good faith, their people will not exactly appreciate it.” That is useful context for treating friendly visits and merchant encounters as relationship-sensitive, but it is not a substitute for the patch notes’ specific numerical conditions. See the official announcement archive for the experimental patch details.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Did diplomacy deal values change between patches?
Yes. Experimental Branch Patch 1.2.10 changed the base wealth multiplier for each demand and favor from 50 to 30. The developer said this was intended to make deals easier to complete while giving lesser rewards. The patch also gave a specific example: a poultry demand changed from 60 to 7 for the stated case of a non-super-valuable animal.
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Those are experimental balance values, not a universal guide to the current main branch. The reviewed official sources do not conclusively establish which experimental changes are live on the main branch as of November 2026, or identify a definitive current main-branch version. Before using those numbers to plan a deal, check the branch and patch notes for the version you are actually playing. The official announcement archive warns that experimental and main branches can differ and that experimental saves should not be loaded on the main branch.
For that reason, the values are most useful as evidence of the direction of a balance change: in that experimental patch, the underlying deal valuation was reduced, making completion easier but lowering rewards. They should not be used to predict an exact demand or offer in another version. The available information also does not publish every threshold or explain all exceptions to the poultry example.
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What is the safest way to plan a diplomacy visit?
Before you depart, identify what you want from the settlement and what you can afford to give up. On arrival, inspect the Diplomacy options rather than assuming a favor will be available because it appeared in a previous visit or in another player’s example. Then assess both sides of the transaction and any follow-up it requires.
A compact checklist helps keep the decision grounded:
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- Eligibility: Which options are actually available at this settlement now? Remember that friendliness is one influence among several.
- Caravan: Do you have the goods needed for the demand, and are they genuinely expendable?
- Payoff: Does the favor solve an immediate problem, provide something rare, or enable a later trip?
- Risk: Would a hostile plan damage relations or add Infamy under the specific circumstances described in the applicable patch notes?
- Version: Are you on the main branch or an experimental branch, and do the balance values you are relying on belong to that branch?
Diplomacy works best when approached as a sequence of visits and decisions, not as a one-time reputation grind. The system provides concrete ways to request help, trade, and exchange goods, while keeping some eligibility and valuation dependent on the game state. Track relationships, judge the actual offer, and avoid treating examples or experimental numbers as guarantees.
Frequently Asked Questions
Where can I access the Going Medieval Diplomacy Update?
The update announcement says it was available on Steam, the Epic Games Store, and GOG on October 13, 2026. Store availability does not by itself tell you whether a particular balance change is on the main or experimental branch.
Can I load an experimental-branch save on the main branch?
The official announcement archive warns against loading experimental saves on the main branch because the branches can differ. Check the relevant branch guidance before moving a save between them.
Do all six faction types offer the same favors?
The update identifies 12 NPC factions across six faction types, but the available material does not say that every faction shares an identical favor list. Check the options shown for the settlement you visit rather than assuming one faction’s offer applies to another.




