Going Medieval Multiplayer Mod //free\\ [FAST]

Paper: Modding Going Medieval — Adding Multiplayer

Abstract

This paper outlines a practical design and implementation plan to add multiplayer functionality to the single-player colony sim Going Medieval. It covers architecture choices, synchronization model, networking stack, authoritative server design, rollback vs. lockstep trade-offs, deterministic simulation concerns, mod integration, security, anti-cheat, performance, and testing strategy. The goal is a moddable framework usable by the community (modders) with minimal impact on single-player gameplay.

: Colony sims often use time-speed controls (pause, fast-forward). Syncing these between multiple players is a major technical challenge. Simulation Sync going medieval multiplayer mod

For players eager to build fortresses with friends, the community-led "Going Medieval Multiplayer Mod" is the only current pathway, though it is still in active development. Current State of Multiplayer Mods (2026) The goal is a moddable framework usable by

Tip for posting: If you are posting this on Reddit (specifically r/GoingMedieval), be aware that questions about multiplayer mods come up frequently. You might want to search the subreddit first to see the most recent "state of the mod" threads to see if anyone has answered your questions recently Simulation Sync For players eager to build fortresses