Mandate Order Launch Checklist
Verify first-hour and first-season priorities before logistics failures and empty armories end your frontier run
Starting a new Mandate Order map feels generous until the first winter or scout report exposes what you skipped in hour one. Digital Sky’s frontier layout offers freeform construction, but the simulation still demands water before mouths, storage before harvest, roads before couriers, and armory paths before banners. Early Access begins around August 12, 2026 on Steam and the Epic Games Store; this launch checklist compresses getting started and opening build order into a verification pass you can run while the game is paused.
Use the checklist when booting any new stronghold, after a wipe, or when returning from a break and unsure what your city already satisfies. It does not replace reading how to play for the full loop—it catches the gaps that cause most preventable collapses.
Phase one: survey before you pave
Before placing prestige structures, spend five minutes in map survey mode described in terrain and resources. Mark freshwater, flat farm bands, visible ore or timber, and the invasion bearings preview minimaps usually hint at. Mandate Order rewards governors who anchor the city core near water and farmable soil, not on the prettiest hilltop.
Reserve a wall corridor even if palisades come later. Moving a fully built industrial spine because you forgot a gate line costs more labor than pausing one minute to chalk future segments. Cross-read starting stronghold tips for week-one zoning heuristics.
Phase two: first-hour survival structures
The opening hour should produce walkable water, sleeping peasants, and a plan for food entering storage—not walls, retainers, or duplicate workshops.
Wells first or simultaneously with first homes. Housing before wells creates instant satisfaction penalties that slow construction when you need speed most. Cluster cottages within walking distance of a central well on flat ground.
Initial housing pocket, not sprawl. Two to four homes near the well beat a dozen huts scattered across ridges peasants climb in winter. Expand in pockets as services keep pace per housing and livelihood.
Road spine stub. Lay the trunk road that will later link granaries, workshops, and gates. Cosmetic detours are cheap to fix early and expensive once freight depends on them.
First warehouse or granary placement. Even before fields mature, designate where grain will land after the first harvest. Changing granary location mid-autumn steals couriers from wall prep.
Phase three: first-season economy links
Spring and summer determine whether autumn is a triumph or a fire drill.
Fields planted on schedule. Follow how to farm by season windows; missing planting because you chased ore is a classic new-map failure. Fields belong in belts with pickup points facing your granary route.
One proven industry chain. Pick either metal or timber first—not both at scale. Route mine or logging output to a warehouse beside a single workshop, then confirm one full craft cycle completes. See production chains before adding smelter number two.
Freight station literacy early. Configure one supply-demand pair manually—grain to granary or ore to smelter—so the UI is not new during harvest panic. How to manage logistics is the deep reference; here the goal is one working route.
Courier post at the hub. If freight orders queue but nothing moves, you need hauling capacity, not another warehouse. Place a courier post where multiple routes intersect.
Phase four: military path before mobilization
Mandate Order lets you place barracks early, but conscription without armory gear wastes peasants and time.
Workshop-to-armory freight planned. Finished spears in a general store do not count. Armories must sit on the workshop-to-wall lane with demand configured before you raise more than a token garrison.
Armory before second barracks. Stock categories matching troop types you intend to train—polearms, bows, shields, armor—not random surplus.
Mustering space inside future gates. Leave flat ground where formations and line drawing will matter later. Gates crowded by cottages are painful to fix under siege.
Phase five: satisfaction and winter buffers
Launch success means surviving month six, not month one.
Fuel depot located and stocked before autumn ends. Winter fuel is a satisfaction pillar in population and satisfaction. Charcoal routes compete with ore hauls—prioritize fuel when leaves turn.
Granary pull verified for every housing pocket. Use logistics diagnostics if food exists but satisfaction drops.
Ritual calendar glance. If your start includes ceremony obligations from ritual and disasters, note which season they steal labor from and avoid stacking them with harvest peak.
When to re-run this checklist
Re-run after major expansion (new district, second mine, wall ring upgrade), after losing a raid that destroyed a hub building, or after returning from a week away and forgetting which freight routes you configured. Early Access patches may add buildings that belong as new rows—verify patch notes when updates land.
Related guides
- Getting started for narrative first-hour flow.
- Opening build order for structure timing.
- City layout when moving from checklist to district planning.
- Buildings hub for structure roles referenced here.
- Tools hub for logistics, conscription, and seasonal planners after launch stabilizes.
A frontier camp that clears this checklist still faces neighbors and sieges—but it fails on its own mistakes far less often. Pause, verify, then unpause into the Warring States.
Frequently Asked Questions
Quick answers drawn from Early Access systems and common player questions.
When should I run the launch checklist?
At new map start, after major expansion, or when returning from a break. Run it paused before winter or before raising your first serious army.
Does the checklist include wall construction?
It includes planning wall corridors and gate space early, but full wall segments come after livelihood and industry links prove stable—see opening build order.
What if I fail multiple checklist items?
Fix water, food storage, and one freight route before anything else. Those three cause cascading failures that mimic combat losses.
Can I skip industry on day one?
You can delay scaling, but plan warehouse and road placement for workshops before autumn so armory freight is not a surprise when scouts appear.