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  3. Why did we add a detailed poop system to the game? -Phase 8

Why did we add a detailed poop system to the game? -Phase 8

[h3]Greetings, City-Builders! Happy Friday.[/h3][p][/p][p]As we’ve entered the accelerated phase of development, we’ve come to realize that some topics are far more worth sharing than just “what’s been updated”. This week, with the completion of a more robust logistics resource management and conversion system—one grounded in authentic historical logic and deeply integrated into core gameplay loops (as detailed by “Historian Gong” in the attached video)—we’d like to take this opportunity to sincerely share the fundamental design philosophy behind Mandate Order.[/p][p][/p][previewyoutube][/previewyoutube][p]Our original vision is simple: we don’t want to create just another “recruit troops and conquer” war game. Instead, we aim to portray why wars break out, and how an entire society is mobilized and sustained to support them. In our view, the essence of Eastern warfare strategy often lies hidden in these subtle, system-driven details that grand narratives tend to overlook.[/p][p][/p][h3]I. The Purpose of the System: Giving Meaning to Choices, Breathing Life into the World[/h3][p]In-game, this system takes the form of a complete chain: from resource collection and processing, to its eventual application in agricultural production or military defense. It’s not designed for novelty—it exists to answer three practical questions:[/p]
  • [p]How do you maintain basic sanitation and hygiene in your camps and cities to prevent non-combat casualties?[/p]
  • [p]How do you convert the most basic of outputs into nutrients that fuel long-term development (as fertilizer) or emergency defensive tools (as specialized equipment)?[/p]
  • [p]How do your management decisions create a ripple effect that impacts crop yields, medical supplies, and even the resilience of your city’s defenses?[/p]
[p]The system’s design is rooted in simulating the mandatory sanitation management needs of ancient societies—especially military camps. In-game, the placement of relevant production structures (such as “Public Latrines”) is no longer a mere functional task, but a multifaceted strategic decision. The very existence of this system ensures that every long-term choice you make—like “prioritizing agriculture over military buildup”—is backed by tangible, traceable resource flows and management efficiency. We want your chosen development path to be supported by a series of interconnected, playable system mechanics, not just an icon on the screen.[/p][p][/p][h3]II. Core Gameplay: Building a Two-Way Resource Conversion Loop[/h3][p]The strategic heart of this system lies in designing two distinct conversion paths for a single resource, forcing players to make decisions based on real-time strategic conditions.[/p]
  1. [p]Agricultural Conversion Path (The “Fertile Soil” Route)[/p][p]a. Mechanic: This resource can be composted.[/p][p]b. Strategic Impact: The resulting fertilizer can be directly applied to farmland. Players can choose to allocate it to “grain crops” or “medicinal herbs”, which will influence the next production cycle’s food security baseline and medical supply stockpiles.[/p]
  2. [p]Military Conversion Path (The “Deterrence” Route)[/p][p]a. Mechanic: In workshops, this resource can be processed via specialized craftsmanship into a siege weapon material called “Golden Juice”.[/p][p]b. Strategic Impact: In defensive battles, “Golden Juice” inflicts unique debuff effects on enemy units. This provides an asymmetric tactical tool based on resource preparation, adding a new layer of strategic depth to battles.[/p][p][/p]
[h3]III. Our Long-Term Vision: Building an Interconnected “Ecosystem”, Not Isolated “Gameplay Features”[/h3][p]This resource system is just one piece of the in-game ecosystem we’re striving to build. It is not a standalone “mini-game”—in the future, it will inevitably intersect with more systems:[/p]
  • [p]It will directly link to the upcoming farming system, determining the productivity of your land.[/p]
  • [p]It will interact with the subsequent medical and disease system, affecting the health of your population.[/p]
  • [p]It may even tie into future diplomacy and trade systems, as certain resources become strategic bargaining chips during times of scarcity.[/p]
[p]This is the direction we’re committed to: making the world of Mandate Order feel like a slowly operating, yet tightly interconnected organism. Every rule influences the others, and your strategies must account for the bigger picture. We believe that this complexity, derived from real-world operational logic, is the source of deep strategic enjoyment.[/p][p][/p][h3]IV. An Invitation & Our Aspirations: This Is a Shared Journey[/h3][p]Today, we’ve used this system to talk about our design philosophy, hoping to give you a clearer understanding of the experience Mandate Order is pursuing. This is by no means an end—it is only the beginning of a vision.[/p][p]We’re eager to hear your thoughts: What do you think about this design direction that emphasizes interconnected systems and simulates societal operational logic? In your opinion, what other seemingly “trivial” details that profoundly shaped the rise and fall of civilizations are worth being turned into engaging in-game systems? And within Mandate Order’s current gameplay experience, which aspects would you like us to delve into and share our underlying design thinking?[/p][p]Your ideas are invaluable to us. Feel free to leave your insights anywhere—they will help us grow the world of Mandate Order into a more immersive experience, together. Thank you.[/p][p][/p][hr][/hr][h3][/h3][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]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]