First, apologize to veteran players; past communication about the entire development plan was indeed insufficient.
From now on, we will improve this.
The main nodes of future development plans, as well as completed ones, are published and recorded here.
We hope players can set clear and realistic expectations for this game's development.
We may make minor adjustments during development based on feedback from community.
However, the overall development direction will not change.
At least from my own experience, I've never encountered such gameplay mechanics.
Additionally, while this incorporates many findings from sociological research, it also includes a lot of my personal bias and subjective input.
Mistakes are inevitable in the process, and we sincerely ask for your understanding.
I offer my deepest gratitude in advance to all willing to dive in.
Please note that this only covers key development objectives; many minor features and details will be presented in the game itself during development and will be detailed in development logs.
Overall Goal: Social Shaping/Construction
Social Shaping:
Use external violent competition as a major factor influencing social structure
- gives players a survival/competition goal, so they know what to do;
Then use "male-female/gender relations," patriarchal/matriarchal/equal rights/matrilineal, etc., possible gender relations as the basis of social rules
- players can choose which basic gender relation to adopt as the foundation, forming class-family and other social structures;
Then use various classical political philosophy concepts as ways to mediate social contradictions
- players can choose which concepts to use to regulate social contradictions;
Ultimately achieve the gameplay of freely shaping society according to players' ideals or in-game goals.
2026 - Class
(Design Completed) Patriarchal Society -> Family
Increase in male social status: Achieve noble status through merits in various battles, diplomacy, and internal management
Men possess women, simultaneously creating demand: property needed for women to bear and raise offspring.
This will give rise to private ownership. The more women possessed, the greater the demand for property.
Women, once possessed, enter patriarchal families, and players will also lose direct operational control over women.
Women's social functions will depend on their husbands,
For example, the wife of a leader, besides doing housework, will also participate in labor with her husband;
The wife of a noble does not participate in labor, devoting herself to education, culture.
Overall, women will primarily engage in "supporting husbands and raising children," providing numerical bonuses to their husbands and children in education/social status.
(Design in Progress) Matriarchal Society
Historically, and even today, it exists.
Historically, it can only exist in environments with less intense competition. For example, certain relatively isolated mountainous areas, plateaus, etc.
In the game, we are considering granting unique cultures, diplomacy, victory methods, etc., to maintain playability balance.
(Design in Progress) Various civilizations outside China
2025 - Worldview, External Factors of Society
(Completed December) Orgnization
We already have a team system and leaders.
The Orgnization system will introduce strategies such as "demoralizing the enemy" in combat, while also imposing limitations where the number of people a leader can command depends on their social status and leadership.
This is important groundwork for the emergence of the class-family society. Social status and leadership can be enhanced through class, official positions, and family education.
(Completed August) Reduce Female Attack Power
Reducing female attack power makes the division of roles between genders more pronounced.
Women manage reproduction, while men possess greater combat strength.
Introducing this mechanic lays important groundwork for the later emergence of class-based and family-centered societies.
(In Production) Continue optimizing overall experience
Refining diplomacy system, animal allocation, room construction management, tutorials, performance, etc.
(Completed July) Group marriage
Design basis: Consanguine family, intermarriage within the same generation, such as collective marriage among siblings, children do not know who their father is.
Note: This is not matriarchal society. The matriarchal society option has not yet been added to the game.
(Completed July) Framework of the worldview:
This is the detailed explanation for this:
The internal structure of society is usually significantly influenced by external pressures/factors.
Violent competition is mainstream. Thus, male status inevitably rises.
Design adopted main reference materials:
"The Origin of the Family, Private Property and the State"
Author: Friedrich Engels
Core chapters: Chapter 2 "The Family" (Section 2 "The Family") & Chapter 3 "The Iroquois Clan" (end part)
Work: "Women, Production and Patriarchy in Pre-industrial Societies"
Author: Diana G. Coontz (1983)
Chapter: Chapter 3 "The Military Revolution and the Domestication of Women"
Work: "The Warrior Society: How War Created Patriarchy"
Author: Ruth Eisentadt (2021) Core chapter: Chapter 4 "The Weaponization of Inheritance: Bronze Age Europe" (pp. 112-145)
Work: "Sapiens: A Brief History of Humankind"
Author: Yuval Noah Harari

