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Starting with the Urn City -Phase 13

[h3]Mandate Order Development Log #13: Starting with the Barbican, Talking About the Second Phase of City Walls[/h3][p][/p][p]To all City Builders,[/p][p]Greetings.[/p][p]At the start of this log, we invite you to watch a short video first.[/p][p]\[Mandate Order Mini Lecture: The Barbican] [/p][p]https://www.bilibili.com/video/BV1rEcUztEYr/?share_source=copy_web&vd_source=4997c28752bfd18d8b0a32e46419ce52[/p][p][/p][p]In ancient art of war, a barbican was never merely "two gates". It is the ultimate meat grinder for the defenders—trading space for time and luring enemies into a deadly trap. As you watch the video, with enemy troops swarming into the semi-enclosed narrow space and being relentlessly decimated by arrows and molten metal from the high walls on all sides, you will feel an unparalleled sense of oppression and security unique to Eastern cold weapon warfare.[/p][p]Many core players may ask after watching the video: "Why can’t I build such a perfect semi-enclosed arc with seamless blind spots in the current game?"[/p][p]Great question. Because in previous versions, city walls were like rigid building blocks. To let you build such a perfect barbican by hand in Mandate Order as shown in the video, we have decided to reconstruct the City Wall System for its 2.0 version.[/p][p] [/p][p][/p][h2]Schematic Diagram[/h2][p]Today, taking "how to build a barbican" as our starting point, we will break down the bones and blood of this all-new city defense system for you:[/p][h3]Deconstruction 1: The Geometry of the Barbican – Straight Lines as the Bone, Flexibility in the "Hinges"[/h3][p]The barbican in the video was unimaginable in the era of the old "leaky" right-angle city walls. But note this: real city defenses are never flimsy like noodles, and the walls themselves still adhere to the military principle of "straight and upright lines".[/p]
  • [p]Hinge Interlocking & Endpoint Deformation: When laying out the outline of a barbican, every section of the wall you place remains a straight and sturdy module. The real technological transformation lies in the joints of the walls. When two straight wall sections meet, the system automatically performs complex torsion and deformation calculations on the "connecting endpoints", firmly interlocking the originally independent straight wall sections and eliminating gaps for good.[/p]
  • [p]Impenetrable Defense with No Blind Spots: What is a barbican’s greatest fear? Gaps at the edge of the terrain. We have introduced a hidden Endpoint Snapping and Blocking Wall mechanism at the edge of the navigation mesh. As long as you place the barbican’s opening close to the impassable mountain edge, the system will automatically fill in the blocking wall in the background. If it looks sealed to you, it is an airtight death trap.[/p]
[p] [/p][h3]Deconstruction 2: The Evolution of City Wall Grades – From Survival Palisades to Nation-Building Rammed Earth Walls[/h3][p]Building a barbican is not just about its shape, but also its material. In the new city wall system, we have abolished the setting of "directly upgrading wooden walls to earthen walls" to restore the real strategic evolution of fortifications.[/p]
  • [p]Wooden (Shield of Survival): In the early game when resources are scarce, you can quickly erect a simple wooden barbican with logs and planks. However, enemy infantry can hack and destroy wooden walls directly. It can help you slow down the first wave of raider attacks, but it is by no means a permanent meat grinder.[/p]
  • [p]Rammed Earth (Foundation of a Nation): In the mid to late game, once you master the "formwork + clay" craft, you can build those despair-inducing ramparts. We referenced the rammed earth with formwork technique of the Warring States Period (even retaining the wooden stake holes left after ancient workers removed the formwork on the wall surfaces). Rammed earth walls are immune to melee hacking from infantry and can only be shaken by heavy siege equipment. More importantly, only wide rammed earth walls allow you to mount heavy city defense facilities such as ballistae and catapults, truly unleashing the destructive power of city walls.[/p]
[p] [/p][h3]Deconstruction 3: Battle Scars & Management of City Walls – Efficient Command of the Aftermath[/h3][p]When thousands of enemy troops storm your barbican, the city will inevitably bear the scars of war.[/p]
  • [p]One-Click Reconstruction for Mastery: As the city lord, post-war reconstruction should not be a tedious chore. Simply select the ruins at both ends of a breach, and the system will automatically connect the dots and attempt to repair the entire defense line.[/p]
  • [p]Intuitive Interaction (Optimized Selection): In a unified panel, you can allocate additional resources with one click to perform homogeneous reinforcement on an entire defense line (e.g., uniformly installing abatis outside wooden walls, reinforcing the texture of earthen walls), allowing you to focus your energy on high-level strategic decisions.[/p]
  • [p]Realistic Ruins & Cracks: Destroyed city walls no longer vanish into thin air, but leave behind dilapidated ruins on the spot. Adjacent undamaged walls will also display realistic cross-section cracks. (Not yet implemented in the current test version)[/p]
[p][/p][h3]Last but Not Least: The Vanguard Camp Needs Your "First Shovel of Earth"[/h3][p]After reading the above deconstruction, you may get a sense of Mandate Order’s vision: the barbican in the video is just a microcosm. What we want to create is a realistic sandbox with historical depth, terrain immersion, and the cruelty of war.[/p][p]In early April, this fully reconstructed 2.0 City Wall Construction System will be implemented in the Vanguard Server for the first time.[/p][p]We are honest to say: the current version is still in the phase of growing flesh and blood. When you attempt to build a complex barbican, the new deformation algorithm may occasionally act up, and you may encounter quirky bugs with the line-connecting function. We chose not to hide it behind exquisite CG, but to open the door to you right now.[/p][p]Because a truly great city stands tall only after weathering the storms with its defenders.[/p][p]We need you to lay the first section of the defense line and tell us if this system feels intuitive and easy to use.[/p][p]The Mandate Order Spring Recruitment is still ongoing. If you are interested, in addition to posting on Black Box, you can also join our QQ groups and contact Little Q to sign up.[/p][p]If you are willing to join us in this uncertain development phase,[/p][p]to explore the Way of City Building together, and to witness the transformation of a city from flat ground to a mighty pass—[/p][p]Grab your shovel, we’ll be waiting for you at the foot of the city walls.[/p][p] — The Mandate Order Development Team[/p]

New Natural Content & Happy ChineseNewYear -Phase 12

[h3]Mandate Order Dev Update: Spring Arrives, A New System Unfolds[/h3][p][/p][p]Dear City-Builders,[/p][p]Spring is here, and the wind outside the window has finally turned soft.[/p][p]Beyond our office glass, the last wintry sunlight rests on the replica of the Warring States map beside our desks. This year, we’ve pored over it countless times to plot city layouts and march routes, and we’ve strived through endless lines of code to answer one question: how did people over two thousand years ago calm their fears when facing ominous celestial omens and raging storms that crumbled their walls?[/p][p]A chat pop-up suddenly appears: "The video’s edited—take a look."[/p][p]\[Play Mandate Order This New Year | Tidings on the Battle Wind, Steeds Gallop Into a New Journey; Heavenly Blessings Rain Down, Prosperous Lands Reign Eternal!] [/p][p][/p][previewyoutube][/previewyoutube][p]Very well—today, chariots and city walls can wait.[/p][p]Through this year-end short film, we want to share a thread of the Mandate Order world we’ve yet to fully unfold:[/p][p]the bond between humanity and heaven and earth.[/p][p][/p][h3]I. The Great Affairs of a State: Sacrifice and War[/h3][p]We’ve read this line from Zuo Zhuan a hundred times.[/p][p]At first, we did not understand. How could sacrifice stand equal to war? Later, in historical records, we found our answer: when the ancients faced locust plagues, pandemics, heavenly fires and falling meteors, their first thought was not "this trial is too hard"—it was to raise altars, divine the future, and pray for deliverance from calamity.[/p][p]This was not superstition.[/p][p]It was the only strategic wisdom a civilization had to face the unknown.[/p][p]And so we created our Natural Calamity & Sacrifice System. It is no mere HP drain, no simple buff or debuff. It is a series of choices that define your realm:[/p]
  • [p]When an ominous celestial omen looms, will you empty your granaries to honor heaven, or hoard your grain for the coming war?[/p]
  • [p]When a meteorite crashes to earth, will you forge it into a divine weapon to defend your walls, or enshrine it as a sacred gift from the heavens?[/p]
  • [p]When plague sweeps your lands, will you stand firm with healers and infirmaries, or call for a nation-wide sacrifice to pray for gentle rains and peaceful days?[/p]
[p]There are no right answers. Only your city, your choices, and the price you are willing to pay for the unknown.[/p][p]As Lao Tzu wrote: "Misery is the foundation of joy; joy is the hiding place of misery." We have woven this truth into the very code of Mandate Order.[/p][p][/p][p][/p][p][/p][p][/p][h3]II. Can You Play This in the Demo?[/h3][p]To be honest: not yet.[/p][p]Our Calamity System is tied to the game’s core random seed, and the Sacrifice System is interwoven with civilian morale and resource chains. We cannot in good faith release a half-finished version—not for the New Year, not for anyone. That would bring frustration, not joy.[/p][p]But before the festival, we wanted to give you a glimpse of what’s to come.[/p][p]At its heart, this Calamity System boils down to one truth: fortune and misfortune are two sides of the same coin.[/p][p]An ominous omen is a disaster—and an opportunity. A falling meteor is a loss—and a heavenly boon. Our goal is not to let you merely "avoid disaster." We want every crisis to be a choice, every trial a crossroads where you weigh gain and loss to shape the fate of your realm.[/p][p]What you can play now is only a rough prototype. In the future, sacrifice will bind to national fortune, blessings, even divine power itself.[/p][p]Surviving disaster is only the first step. This system is still far from our vision—but we will keep building it, step by step.[/p][p][/p][p][/p][h3]III. Our Spring Plan: Turning Calamity Into Blessing[/h3][p]As the video says: "Every New Year is a chance to begin again."[/p][p]For the Mandate Order team, this past year has been a long journey of "warding off calamity to build our city." We’ve fought stubborn performance issues, struggled to rebuild the logistics system from its core; we’ve received sharp criticism, and cherished every detailed, constructive comment you’ve shared.[/p][p]These hardships are like meteorites and plagues—they are trials, but also "heaven-sent materials" that forge a stronger game.[/p][p]So this New Year, our greatest wish is not to make grand promises.[/p][p]It is to turn every system we’ve talked about this past year—[/p][p]Building Upgrades, Chariot Troops, Flow-Field Pathfinding, Logistics Restructuring, the City Wall System, and this newly revealed Calamity & Sacrifice System—[/p][p]into something you can touch and play with your own hands this spring.[/p][p]After the Lunar New Year, we plan to roll out a new test version, in a more polished and verifiable form, featuring the first gameplay of these core systems.[/p][p]It will not be perfect. But it will be our steadiest step yet on the path to turning calamity into blessing.[/p][p][/p][p][/p][h3]IV. The Year of the Horse Draws Near—Enjoy the Festival[/h3][p]The air of the New Year fills our office now. We will soon leave our desks and return to our hometowns—where incense burns for ancestor worship, family tables brim with reunion, and the old year is bid farewell with the same simple, solemn reverence as in our game.[/p][p]Thank you. For this year.[/p][p]Whether you are a veteran City-Builder who’s tested with us late into the night, or a new friend who just added Mandate Order to your wishlist; whether you’ve voiced sharp feedback in the comments, or watched quietly from the sidelines—[/p][p]thank you for walking another season with Mandate Order.[/p][p]For the Year of the Horse, we have no grand words.[/p][p]We only wish you full granaries, unbreakable walls, heavenly blessings that follow you always, and ominous omens that fall only on your foes.[/p][p][/p][h3]And above all—[/h3][p]these few days of the festival, spend them well with your family. Eat, laugh, and cherish the moment.[/p][p][/p]

Reclaiming the Might of War Chariots -Phase 11

[h3]To all City-Builders,[/h3][p]Spring breezes stir once more, and all things renew—development on Mandate Order has stepped into a new rhythm.[/p][p]After each update, we read every single comment with care. Some of your words have given us much food for thought:[/p][p]"The story is great, but can we play any of this in the demo?"[/p][p]"You’re selling a game, not a startup story."[/p][p][/p][p]We’ve taken these voices to heart. They remind us of a simple truth: no matter how bold the vision, it means nothing if it can’t be turned into a smooth, playable experience. Let us be honest: none of these features are yet available in the demo. They’re still in development, and we’re working tirelessly to translate our designs into tangible, interactive gameplay.[/p][p]So why do we share them early?[/p][p]Because we want you to understand the historical roots and design intentions behind these systems—what we aim to talk about with you is not just what we’re building, but why we’re building it this way.[/p][p]Today, starting with our in-development combat system, let’s dive into the historical moments that inspired our design.[/p][p][/p][h3]I. War Chariot Unit: From "Ritualized Warfare" to the "Battlefield Bulldozer"[/h3][p]On the battlefields of the Spring and Autumn period, when two armies clashed, they abided by the rule of "forming ranks before sounding the drums for attack". The war chariot stood as the most prominent protagonist in this ritualized style of warfare. A standard chariot formed a miniature combat system: a charioteer holding the reins at the center, an archer on the left firing long-range volleys, and a halberdier on the right engaging in close-quarters combat—this was the ancient formation of "three warriors to a chariot".[/p][p]The War Chariot unit we plan to implement is a digital homage to this age-old formation. But we aim to endow it with more than just historical aesthetics; we want it to carry the tactical weight befitting its historical legacy:[/p]
  • [p]Charge Power: War chariots will feature a realistic physics-based knockback effect. This is not just for visual impact, but a direct interpretation of the ancient tactical role of chariots—breaking enemy infantry formations. As historical records note, "Chariots gallop, soldiers charge": this is the overwhelming destructive power we seek to capture.[/p]
  • [p]Tactical Positioning: In Mandate Order, the war chariot is no clumsy ornament, but a tactical linchpin that can tear through defenses and turn the tide of battle at critical moments. You will take the reins of this profound historical relic, and experience the raw intensity of early warfare amid clashing metal, thundering hooves and swirling dust.[/p][p][/p][p]Concept Art Preview[/p]
[h3]II. Flow Field Pathfinding: The "Dynamic Aesthetics" of Ancient Battle Formations[/h3][p]The Art of War states: "Fight in chaos yet remain unbroken; form a circular formation and stand unvanquished." What renowned ancient generals strove for was the ability to keep vast armies in formation and responsive to commands, even in the heat of movement.[/p][p]Our in-development Flow Field Pathfinding System is an algorithmic tribute to this art of command. It is designed to make your armies move like real legions:[/p]
  • [p]Orderly Movement: Units will automatically maintain formation, reduce congestion, and preserve a combined offense and defense posture while advancing.[/p]
  • [p]Adapt to the Terrain: March around obstacles like flowing water, respond flexibly to battlefield changes, and embody the maxim of "War has no fixed strategy, water has no fixed shape".[/p]
[p]Beneath this system lies a dynamic simulation of ancient battle formations such as the "Fish Scale Formation". Through technology, we hope to recreate the breathtaking aesthetics of fluid formation movements—"Standing like a mountain, moving like a river"—and make the act of command and deployment itself a profound art form.[/p][p][/p][h3]III. Physically Accurate Ranged Combat: Every Shot Has a "Tangible Basis"[/h3]
  • [p]If the war chariot represents the "Ritual of the Charge" on Spring and Autumn battlefields, then ranged siege weapons embody the increasingly sophisticated "Art of Slaughter" of the Warring States period.[/p]
  • [p]In Mandate Order, we have infused ranged attacks with realistic physical simulation: the flight of arrows and projectiles will be influenced by elevation and gravity in full detail.[/p]
[p]This means:[/p]
  • [p]Holding the high ground (elevated ridges, strategic chokepoints) grants not just a wider field of vision, but arrows that fly farther and strike with a deadlier downward velocity, harnessing the power of the terrain.[/p]
  • [p]Attacking uphill from low ground requires accounting for parabolic trajectory decay—you may even fail to hit the target entirely due to insufficient range.[/p]
[p]This is more than just visual realism; it is an extension of tactical depth. Through this system, we aim to deliver a calm, grounded sense of wartime combat—victory relies not only on courage and strategy, but on your every nuanced understanding of terrain, distance, and weapon performance.[/p][p][/p][p][/p][p][/p][h3]Building the Road Ahead: Sowing the Seeds of a Believable War in Spring[/h3][p]We know full well that translating historical visions into a stable, smooth, and strategically rich experience is the only thing that truly matters. The team is now fully focused on development, laying a solid foundation for the next playtest build—our goal is to make the above systems playable and testable in their initial form.[/p][p]Historical research and verification are our responsibility; they ensure every detail of the game world stands up to scrutiny. And turning all of this into a truly engaging experience is our promise to every City-Builder.[/p][p]Spring is a season of sowing, and a time for conviction to grow. We cherish this early exchange with you, and we’re eager to hear your thoughts—what do you imagine for these combat systems? What other gems of Eastern warfare wisdom do you hope to see brought to life in Mandate Order?[/p][p]Every one of your insights is helping this world take a firm step toward being more authentic, more immersive, and more worthy of your time.[/p][p][/p][p][/p][p][/p][p][/p][p]With sincere thanks,[/p][p]The Mandate Order Team[/p][h3][/h3]

The Urban Revolution from Tents to High-Rise Palaces -Phase 10

[h3]To all city-builders,[/h3][p]Greetings on this Friday.[/p][p][/p][p]Our last discussion on city walls still lingers, and in every comment we received, we truly heard your longing for the growth of your homeland:[/p][p]"We can’t live in tents forever, can we?"[/p][p]"Can buildings evolve step by step like living things?"[/p][p]"Hope dwellings progress alongside civilization..."[/p][p]We have listened to every one of these voices and recorded them with the utmost care. If city walls are the backbone of a homeland, then buildings are the vital energy that flows within it. Today, we want to respond earnestly: this shared expectation has long been woven into our blueprint, and it is taking shape brick by brick, tile by tile.[/p][p]Here, we are proud to present the first glimpse of the Building Growth System in Mandate Order, and trace the profound historical context behind it. We have always believed that a truly immersive design must take deep root in the soil of real civilization.[/p][p][/p][p][/p][h3]I. How Buildings "Grow": From Humble Huts to Stately Dwellings[/h3][p]We understand that the current tents and wooden palisades are merely the starting point of survival in troubled times. In the long river of real history, the evolution of settlements is an epic of technology, resources, and human organization. For this reason, we have designed a three-stage growth path for every building in Mandate Order—this is not just a visual transformation from thatched earthen steps to elevated magnificent mansions, but a comprehensive awakening of function, efficiency, and strategic significance.[/p][p][/p][p](Image for illustration only, not an in-game screenshot)[/p][p][/p][h3]II. Source of Inspiration: Return to the Spring and Autumn & Warring States Periods, Witness the "Urban Revolution"[/h3][p]The Spring and Autumn and Warring States Periods (c. 770 – 221 BCE) was a brilliant era when China’s urban form underwent a profound revolution. To adapt to the rivalry between feudal states and the prosperity of trade, the planning, construction, and functional systems of cities entered an unprecedentedly complex and glorious stage. This is the most profound source of inspiration for Mandate Order’s Building Growth System.[/p][p][/p][h3]From "Single City" to "Dual City": Spatial Division of Power and Livelihood[/h3]
  • [p]Most Warring States capitals adopted a dual-city system (separation of the imperial city and the outer city):[/p]
    • [p]Imperial City (Small City): The core of political power, often built on towering rammed earth foundations (e.g., the Dragon Platform of Handan, capital of the State of Zhao), embodying supreme authority.[/p]
    • [p]Outer City (Large City): The living place of commoners, craftsmen, and merchants, crisscrossed with streets and brimming with vitality.[/p]
  • [p]Our Implementation: This is more than just a background setting. As your power grows, your territory will naturally develop functional districts—administrative centers, workshops, residential lanes, markets... transforming your stronghold step by step into a true capital with a soul of its own.[/p]
[p][/p][h3]"Elevated Pavilions, Magnificent Palaces": A Symbol of Technological Leap and Authority[/h3]
  • [p]Elevated architecture became a hallmark of the era. Massive foundations not only protected against moisture and enemies, but also served as a convergence of observation, rituals, and authority.[/p]
  • [p]Building Material Revolution: Technological breakthroughs such as blue-grey roof tiles, decorative eave tiles, and hollow giant bricks bid farewell to the primitive era of "thatched earthen steps" once and for all.[/p]
  • [p]Our Implementation: This directly shapes the ultimate aesthetics and functional vision of building growth. The Lv3 buildings (grand official style) in our plan will feature elevated foundations, blue-grey tile roofs, and exquisitely crafted components as core characteristics. This is not just for visual splendor—we also plan to endow them with tangible bonuses: elevated vantage points for far-sighted observation, and solid stone for reinforced defense. From the thatched mud of Lv1, to the neat stone and wood of Lv2, to the possible application of decorative eave tiles and hollow bricks in Lv3, each upgrade is a subtle tribute to that epic of handicraft industry.[/p][p][/p]
[p](Image for illustration only, not an in-game screenshot)[/p][p][/p][h3]III. System Anchoring: Infusing Historical Genes into Game Growth[/h3][p]Now, let us turn our attention back to the system we are polishing. You will find that every stage echoes the pulse of that civilization:[/p]
  • [p]Lv1: "Foundation of the Humble Start": Corresponding to the initial development of border defense, with scarce resources—survival shelters built from earth, wood, and thatch.[/p]
  • [p]Lv2: "Dawn of a Settled Life": Corresponding to the gradual rise of national power, with the differentiation of building functions, independent workshops and markets, and the initial formation of community networks.[/p]
  • [p]Lv3: "Signs of Prosperity": Corresponding to the might of a powerful state, where "state-run" workshops stand side by side with towering palaces—elevated platforms with fine tiles, decorative details adding the finishing touch. At this stage, buildings become a silent declaration of national power and civilization.[/p]
[p]What we want to present is a growth that is rooted and soulful. When your "Jade Workshop" evolves into a "Jade Manufacturing Department", it not only produces rare treasures, but also recreates the peak of jade carving craftsmanship in the Warring States Period. When residential tents evolve into courtyard houses, they not only accommodate more people, but also interpret the civilizational journey of settlements from "military fortresses" to "homelands".[/p][p][/p][p](Image for illustration only, not an in-game screenshot)[/p][p][/p][h3]IV. Building the Future Together: Our Promise[/h3][p]We understand that transforming profound historical concepts into a smooth and in-depth gaming experience is an arduous journey. We have never slacked off for a single day on the topics you continue to care about—logistics networks, performance optimization, combat depth, and more—and are pushing forward with all our strength.[/p][p]History is our compass, not our shackles. All textual research and deliberation will ultimately converge to the same destination: to create a Mandate Order world that is both steeped in the depth of civilization and allows every player to write their own unique epic of survival here.[/p][p]Thank you to all who have asked questions, participated in textual research, and sent us encouragement. Every question and resonance has deepened our understanding of the balance between "authenticity" and "fun", and made this path of "co-building history" more firm and clear.[/p][p][/p][p][/p][h3]About Mandate Order[/h3][p]Mandate Order is a single-player Eastern-themed warfare and city-building simulation game. Set in a turbulent era where “nations have no fixed borders, and survival hangs in the balance each day”, you don’t play as an emperor ruling over vast lands—instead, you take on the role of a “City Defender” standing guard at the frontier. From building city walls brick by brick, managing craftsmen, integrating strategies from diverse schools of thought, to thriving as a small state caught in the crossfire of great powers—this is a story of survival with heart and soul.[/p][p][/p][h3]Steam Playable Version Highlights (Full devlogs available via official channels)[/h3]
  • [p]Wildlife Ecosystem: Wolves, bears, and boars now roam with fully realized behavior patterns and lairs. Defeat them to harvest bones and hides.[/p]
  • [p]Laborer Backgrounds: New character profile interface with randomized hairstyles and facial features, making each laborer feel more distinct.[/p]
  • [p]Dynamic Four Seasons: Terrain snowmelt, tree color changes and leaf fall—weather system fully implemented.[/p]
  • [p]City Defense Upgrades: Gates can now be opened/closed, knockback mechanics added, and charge combat feel optimized.[/p]
  • [p]Building QoL Improvements: Batch construction, snap-to rotation, warehouse categorization, production progress UI, and more.[/p]
  • [p]Immersive Audio-Visual Overhaul: Season-themed BGM inspired by The Book of Songs, refined environmental sound effects, and a complete UI restructure.[/p]
[h3]Wishlist & Playtest Now![/h3]
  • [p]Add to Wishlist: Get instant updates and beta notifications: [/p][p][dynamiclink][/dynamiclink][/p]
  • [p]Join the playtest: Click 【Mandate Order 】 on the store page to participate.[/p]
  • [p]Join our community to chat directly with the development team[/p][p][/p]
[p]With sincere thanks,[/p][p]The Mandate Order Team[/p]

A Talk on Millennia of Fortifications -Phase 9

[h3]Greetings, City-Builders! [/h3][p][/p][p]Happy Friday[/p][p][/p][p]First and foremost, we want to extend our sincerest gratitude to every one of you who’s joined our playtest and left us invaluable feedback. Your discussions and suggestions have poured in, and among them, the in-depth debate on “whether wooden city walls align with historical accuracy” has evolved from a game topic into a player-led academic research effort—and that fills us with immense inspiration. Your passion for historical authenticity is the very core driving force behind our polish of Mandate Order.[/p][p]This week, we want to focus on the topic of city walls. Combining our development insights, we’ll share new directions for the Dynamic City Defense System we’re building for Mandate Order.[/p][p][/p][h3]I. The Great Wooden Wall Debate: The Wisdom of Composite Construction, The Choice of Evolution[/h3][p]Your discussions have zeroed in on a core truth: historical city defenses were complex and dynamic. Our research has revealed that city walls during the Spring and Autumn and Warring States periods were already composite systems of rammed earth as the body and timber as the frame—a testament to profound wisdom in working with local conditions.[/p]
  • [p]Timber for Agility: When pioneering new lands or establishing frontline outposts, wooden palisades and walls were practical choices for quickly erecting barriers with locally sourced materials, corresponding to the early expansion phase of factions in the game.[/p]
  • [p]Rammed Earth for Solidarity: Meanwhile, sophisticated rammed earth (formwork construction) techniques were the mainstream for building capitals and asserting authority, albeit requiring enormous organizational costs. The evolution from timber to rammed earth in the game is a direct simulation of this technological progress and resource accumulation process.[/p]
[p]Most importantly, historical construction systematically combined these materials: timber was embedded into rammed earth as “bones and tendons” to enhance stability, forging an integrated “flesh-and-bone” structure. This philosophy of composite construction is the cornerstone of our city defense design.[/p][p]Thus, the evolution of city walls from wooden palisades to rammed earth in Mandate Order is not merely a gameplay progression—it is a deliberate adherence to the real historical trajectory of technological development. Early wooden walls reflect the resource-scarce, technologically nascent pioneer stage; and your desire for more robust, complex city defenses aligns perfectly with the course of history: from simple barriers to systematic fortifications.[/p][p](Upgradable city walls already implemented in the current Mandate Order demo)[/p][p][/p][h3]II. Blueprint Unveiled: The All-New Dynamic Evolving City Defense System[/h3][p]In light of your discussions and expectations, we’re thrilled to reveal the Dynamic City Defense System we’re planning for Mandate Order—the first time we’ve shared this publicly. This is far more than a mere visual material swap; it is a core gameplay loop bound to technology, resources, and strategy.[/p][p][/p][h3]1. Two Materials, Distinct Roles[/h3][p]a. Timber Fortifications: Early-game defense. Fast to construct and low-cost, ideal for rapidly establishing outposts and mounting basic defensive installations.[/p][p]b. Rammed Earth (Formwork) Walls: Enables the construction of taller, more robust rammed earth walls using formwork techniques. It effectively withstands early siege assaults and can support watchtowers for enhanced defensive visibility.[/p][p][/p][h3]2. Interconnected Installations, Strategic Depth[/h3][p]City walls will no longer be an isolated “line of defense”—they will become a living defensive organism.[/p][p](This is a conceptual diagram and not an in-game asset)[/p][p] [/p][p]When beacon fires signal an alarm, the entire system springs into action:[/p]
  • [p]The Defense Command coordinates decisions, assessing threat levels and prioritizing defensive deployments;[/p]
  • [p]The Communication System activates immediately, relaying orders via beacon towers and flag signals;[/p]
  • [p]The Installation System provides the foundation, with walls, crenellated buttresses, and barbicans forming the core barriers and fire support positions;[/p]
  • [p]The Armament System completes its deployment, with ballistae cocked, and rolling logs and boiling oil ready for use.[/p][p][/p]
[p]What attackers must breach is a fully integrated, real-time responsive system where every component works in close tandem.[/p][p]Our goal is to make “city-building” a visible, tangible epic of growth: from sparse wooden walls, to the taking shape of towering rammed earth walls built with formwork, and finally to a three-dimensional fortress capable of countering diverse battle scenarios and enabling rich tactical choices. Every decision unlocks a new layer of strategic depth.[/p][p][/p][h3]III. Call for Siege & Defense Weapon Ideas: What Would You Like to See?[/h3][p]A large part of ancient Chinese warfare history is the history of sieges waged around city walls. To enrich this three-dimensional tactical contest, we invite you to join us in brainstorming. What distinctive siege or defense weapons that embody the wisdom of Eastern warfare do you believe deserve a place in this struggle?[/p]
  1. [p]Nest Cart: Overlooks enemy troop deployments, fortification structures, and movements within the city walls, helping commanders formulate attack strategies. It is a deterrent in itself—no troop deployment within the city is hidden from view.[/p][p][/p]
  2. [p]Well Lattice Cart (Assault Tower): A mobile arrow tower that can attack enemy siege weapons on the city walls. Mounted on it, any unit can launch long-range attacks. Typically built to three and a half stories high with pulleys at the base, it unleashes suppressive fire from a height as it moves.[/p][p][/p]
  3. [p]Wooden Canopy Cart: Used in conjunction with ladder siege tactics, it shields the top of scaling ladders from enemy projectile fire, covering soldiers as they climb the walls.[/p][p][/p]
  4. [p]Covered Siege Cart: A mobile bunker where soldiers can perform earth and stone transportation, tunnel digging, and other operations under protection. Continuous round-trip transport quickly fills moats to create assault routes.[/p][p][/p]
  5. [p]Others: Boiling gold juice, caltrop barriers, heavy ballistae, catapults…[/p]
[p]We welcome all ideas, whether whimsical or rigorously researched! We will read every suggestion carefully and evaluate their implementation in Mandate Order based on in-game application scenarios, weaving them into the game’s epic of sieges and defenses.[/p][p][/p][h3]IV. Beyond the Walls: Relentless Polish, Answering Every Expectation[/h3][p]The deepening of the city defense system is just one piece of the Mandate Order world. We are making steady progress on all the aspects you care about: performance optimization, content expansion, experience improvements, and the polish of historical details.[/p]
  • [p]Performance & Optimization: This is our top priority. Our team is fully committed to overcoming technical challenges, striving to improve frame rates, eliminate lag, and enhance compatibility with low-spec devices for a smoother gameplay experience.[/p]
  • [p]Content & Gameplay: We are hard at work developing new maps, events, story guidance, tech tree expansions, mid-to-late game objectives, and more.[/p]
  • [p]Experience & Guidance: Key iteration focuses include streamlining and optimizing the logistics system, adding detailed beginner tutorials, improving UI information prompts, and refining civilian and combat AI.[/p]
  • [p]History & Authenticity: We will unwaveringly delve deep into Chinese history and cultural elements—from architectural styles, costumes, and weaponry to social systems. We strive to present the essence of traditional culture in the game’s systems and reject jarring, ahistorical “fantasy” content.[/p]
[p]Thank you again for your research, debates, suggestions, and every word of encouragement. Your voices are the light guiding our way. Please rest assured—we are giving this our all.[/p][p][/p][h3]About Mandate Order[/h3][p]Mandate Order is a single-player Eastern-themed warfare and city-building simulation game. Set in a turbulent era where “nations have no fixed borders, and survival hangs in the balance each day”, you don’t play as an emperor ruling over vast lands—instead, you take on the role of a “City Defender” standing guard at the frontier. From building city walls brick by brick, managing craftsmen, integrating strategies from diverse schools of thought, to thriving as a small state caught in the crossfire of great powers—this is a story of survival with heart and soul.[/p][p][/p][h3]Steam Playable Version Highlights (Full devlogs available via official channels)[/h3]
  • [p]Wildlife Ecosystem: Wolves, bears, and boars now roam with fully realized behavior patterns and lairs. Defeat them to harvest bones and hides.[/p]
  • [p]Laborer Backgrounds: New character profile interface with randomized hairstyles and facial features, making each laborer feel more distinct.[/p]
  • [p]Dynamic Four Seasons: Terrain snowmelt, tree color changes and leaf fall—weather system fully implemented.[/p]
  • [p]City Defense Upgrades: Gates can now be opened/closed, knockback mechanics added, and charge combat feel optimized.[/p]
  • [p]Building QoL Improvements: Batch construction, snap-to rotation, warehouse categorization, production progress UI, and more.[/p]
  • [p]Immersive Audio-Visual Overhaul: Season-themed BGM inspired by The Book of Songs, refined environmental sound effects, and a complete UI restructure.[/p]
[h3]Wishlist & Playtest Now![/h3]
  • [p]Add to Wishlist: Get instant updates and beta notifications: [dynamiclink][/dynamiclink][/p]
  • [p]Join the playtest: Click 【Mandate Order 】 on the store page to participate.[/p]
  • [p]Join our community to chat directly with the development team[/p]
[p][/p][p]Sincerely,[/p][p]The Mandate Order Team[/p]