This is a philosophical hurdle. Going Medieval is designed around an omnipotent, single-player ability to pause time and issue orders. In a real-time multiplayer mod, what happens when you pause? Does your friend’s game pause too? If yes, that’s frustrating for them. If no, you are out of sync. Many colony sim multiplayer solutions solve this by removing the pause button entirely and implementing a "slow-mo" or "tactical time" dial, but that would require rewriting the game’s core UI and logic.
: Colony sims rely heavily on time-speeding (1x, 2x, 3x speed). Modders must figure out how to handle two players wanting to play at different speeds. going medieval multiplayer mod
, which serves as a successful proof-of-concept for similar colony sims. Where to Find Updates This is a philosophical hurdle
Why is the demand for a Going Medieval multiplayer mod so intense? Unlike competitive RTS games or large-scale MMOs, Going Medieval is intrinsically a game of shared problem-solving. One player might specialize in optimizing crop rotation and food preservation, while another focuses on designing kill-boxes and managing patrol routes. A third could dedicate themselves to the aesthetic three-dimensional architecture that the game’s engine allows. Does your friend’s game pause too
Thinking about turning my solo Going Medieval colony into a co-op project. 🏰⚔️