
Mandate Order is a Warring States war city-builder set in ancient China. Build a stronghold, manage industries and logistics, recruit scholars from the Hundred Schools of Thought, raise armies, and command real-time tactical battles with thousands of soldiers.
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About
Mandate Order is an ancient war simulation and city-building game set in ancient China, combining construction, management, and tactical strategy.
The game features free-form city-state construction, a retainer system inspired by the Hundred Schools of Thought, dynamic seasonal and weather changes, and large-scale real-time tactical battles. Under the constant threat of enemy invasion, you will build and manage an ancient military stronghold that integrates production, defense, and warfare.
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A gridless free-building system allows you to construct everything from residences and farms to workshops and barracks, forming a complete urban production chain.
The game features rich farming, building, gathering, and production systems. A full annual production cycle brings seasonal changes that affect not only the visual atmosphere, but also city management and the rhythm of marching and warfare.
Rule like a city lord or feudal ruler: integrate different schools of thought, formulate diplomatic strategies, and shape your own philosophy of governance. Make choices such as forming alliances, declaring ceasefires, opening trade, or joining forces against powerful enemies. A nine-grid national policy system works together with court debates, while the schools of your retainers influence the direction of policy.
Recruit retainers from Confucianism, Daoism, Mohism, Legalism, Militarism, Agriculturalism, and other schools. Assign them to city governance, military command, diplomatic negotiation, and national policy development. Different combinations create unique gameplay experiences.
Use simple mouse line-drawing commands to quickly deploy formations, enabling tactics such as encirclement, breakthrough, siege assault, and defense. Chariot charges, fortress warfare, thousand-unit battlefields, and a pseudo-physics knockback system create an immersive ancient warfare experience.
Build a complete fortress defense system with walls, towers, catapults, ballistae, and more. Plan your military architecture around walls and defensive structures, with enhanced physical feedback to make battlefield impact more tangible.
Offer sacrifices to Heaven and Earth to pray for the fortune of your state. The ritual system affects natural disasters, calamities, and event outcomes. How you respond to these trials will become a test of your judgment and morality.
As the old saying goes: fortune and misfortune depend upon each other. After a devastating disaster, could there also be a hidden opportunity for growth?
Through technological development, building upgrades, and logistics systems, you will experience not only the advancement of tools and techniques, but also the deeper transformation of institutions and civilization.
Raw materials such as timber, ore, and grain go through gathering, processing, storage, and distribution to form a complete industrial chain.
Depending on the sandbox environment and your available resources, you must constantly adjust your strategy, strengthen your state through reform, and renew old systems to survive and grow.
🔸 A unique Eastern war city-building experience rooted in China’s Spring and Autumn and Warring States periods
🔸 A Hundred Schools of Thought retainer system, with different schools enabling different playstyles
🔸 Gridless free-form construction and a deep logistics system
🔸 Large-scale real-time tactical battles, including chariot charges and fortress warfare
🔸 Dynamic seasons and weather, natural disasters, and a ritual system
🔸 Diplomacy and national policy systems that extend strategic depth
🔸 Sandbox mode with multiple ways to play
City-building, war simulation, Eastern tactics, city management, resource management, and strategic decision-making.
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We believe that a truly complete game is not born in a closed development environment. It is shaped through continuous dialogue with players.
With respect and dedication, we look forward to your criticism, suggestions, and feedback.
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Reviews
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Reviews
强迫症目前直接放弃了。。。我真的理解不了,中式城镇和建筑最重要的不就是“对称”么?但是这个游戏明明是一条非常笔直的道路并且没有坡度,道路上面的建造点却经常是断断续续的,尤其是道路的起点和结尾部分这种情况尤为严重,建造点存在明显的距离不等的情况。导致连造一个最基础的双排民居都会出现第一排和第二排对不齐的情况。虽然第一时间就入手支持的这款游戏,但是感觉基础细节实在是有点差。。。。。。。
玩了半个小时受不了了,背景音乐太聒噪了,一个静下心来思考布局规划建设的游戏你在那敲锣打鼓又唱又跳的,我就没见过哪个游戏的BGM这么抢戏的,光这一点就直接拉跨整个游戏的质感,玩法上暂时没玩到什么有特色的地方,基本就是照搬庄园领主,其实你抄的好也行,我也愿意玩,但是目前玩下来感觉就是很浮躁,这类游戏沉浸感很重要,让人专注在其中一不小心就玩了好几个小时,哪怕什么都不干就盯着自己的小人工作都可以看很久,这需要很多细节的打磨,目前这款游戏还差得远。还有就是不知道为什么中国游戏的界面永远给人乱七八糟信息量过载的感觉,试着做做减法吧,别老想着加这个加那个,玩家不是白痴,不需要你把所有东西都甩到脸上。加油!
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Languages: Simplified Chinese*, English, French, German, Russian, Turkish, Polish, Traditional Chinese, Spanish - Latin America, Japanese, Korean, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 837 reviews with recorded playtime.
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别,半成品,建筑不能升级,优化不好,第三年开始卡顿。游戏逻辑不符合常理。就挂了一个国风游戏的口号,跟国风没有关系,就是野人部落
Clear copy of manor lords with small changes. 100% refunded.
[h2]Greg has lost Mandate of Heaven[/h2] Or has he? Look, our time on this planet is limited so there's nothing wrong with not willing to wait for years while Manor Lords gets its act together, especially if you love the setting of Ancient China. The derivative nature of this game is not a problem at all. The problem is calling it a Manor Lords clone is a misnomer. Quite frankly, I'm not sure this should even be called a city builder. Because, see, at its heart Manor Lords is still your classic builder, not unlike Caesar 3 or Grand Ages: Rome. Sure, the combat is there, but it's frankly quite secondary for those games. Meanwhile this one, it doesn't have zoning residential plots that come with the backyards with chickens, veggies or maybe fruit orchards. These plots don't develop over time, residents don't open a workshop in their houses, and there are no different housing levels or satifying the progressively evolving needs to begin with. There are also no elaborate building animations where you can see in real time how a building is built together brick by brick - instead there's just a few "stages" a build goes through. This distances the game from Manor Lords, Ostriv and basically any dedicated city builder. We aren't really building a city here. Rather, we are zoning tents for what essentially is a military camp. All other buildings follow suit - a field kitchen, a latrine that's basically a ditch in the ground, the commander's tent. We basically get to experience the Tuntian system where our soldiers double as farmers, miners, craftsmen. This makes the goal of the game not really building an efficient or aesthetically pleasant city as you would expect, but rather to supply and put together an army. Now, there isn't anything wrong with games that only have minimal city-building elements because they focus on warfare - from Age of Empires to Company of Heroes to, of course, Total War. Thing is, such focus isn't there either. There's but a few unit types you can put together, you get to pick what to arm them with, and after that - you point and click. Your unit performance seems entirely decided by their gear, there doesn't seem to be any tactics involved, nor special abilities nor morale or... The semi-recent Anno 117 went more in-depth with this, despite land combat being just one of many features of the game otherwise focused on logistics. Your "opponent" is just the groups of bandits passively guarding the next deposit you gotta reach after your previous one runs out; or some other resources you need to keep your military camp expanding. What else? Well, there's the system of retainers/"schools of thought" - which is reminiscent of managers of Tropico 4, giving buildings certain buffs. Once a year they hold a debate and give you a token you get to slot in to get some global buff. While surely thematically appropriate, it seems too random and hard to plan around to really have a place in a strategy game. So overall, there just doesn't seem to be a side or aspect of this game I would come to enjoy. Plopping your tents is a one and done deal, your camp forever remains depressing, harsh, starving and miserable place. Your gameplay is mostly waiting while your craftsmen put together a new batch of weapons, summon an army, right click at the next group of bandits, then use the newly liberated deposit to grow your China a bit larger (c), rinse and repeat. Can it be salvaged or where should the devs go from here? Instead of trying to do everything at once I'd embrace Praetorians or Knights&Merchants (if you're old enough to remember that one) and simplify the builder part (the current number of resources&grind seem excessive) while simultaneously deepen the combat side, add more unit variety and combat nuance. Because, right now, this game just doesn't seem to have anything it would excel at. Total War: Three Kingdoms, CK3: All Under Heaven and House of Legacy are all better games at the respective aspects they tackle. As a side note, I'm not convinced that Greg's formula of the game was successful enough to warrant "cloning" it in the first place. For decades, we had either dedicated builders with small combat elements; or dedicated RTS games with some minor city-building. Trying to make a game that is competent at both is admirable for sure, but it commands a way bigger budget and know-how these indie studios will feasibly have. And if you do happen to get a budget becoming of an AAA, there are many games you can make that would be way more commercially viable than a city-builder.
This is obviously a huge Manor Lord rip off. UI is basically the same.
I don't know how Steam allows such a blatant ripoff of another game. This is as close as you can get to passing off someone else's work as your own. It's a jankier version of Manor Lords brought to you by Chіna. 0/10
朋友做的游戏,来支持一下。题材和方向本来就少见,希望他别瞎搞把自己做没了。
# A Game Worth Playing! When I first jumped into the game, the gameplay style, graphics, and UI absolutely reeked of Manor Lords. It was easy to assume this was just another Manor Lords copycat—and honestly, I thought the same thing. But once I actually started playing, just a few of the early mechanics were enough to show that the developers weren’t simply copying and pasting Manor Lords into a different setting. It feels much more like they took heavy inspiration from Manor Lords and then built their own game around that foundation. Here are a few things worth mentioning: * **First, the graphics.** The entire visual style has been adapted into an ancient Chinese aesthetic, specifically inspired by the Warring States period. The vegetation, resources, buildings, and overall environment feel much more distinctly East Asian. There are still some rough edges that need work—for example, construction still feels more like buildings upgrading layer by layer rather than workers actually building them. The hunting areas also don’t quite convey a sense of wildlife yet, and it can be a little difficult to tell when hunters are actually out hunting. Still, it’s clear that the developers have put serious effort into the visual direction and are genuinely committed to the setting. * **Second, the gameplay has its own unique mechanics.** The game strongly emphasizes the feeling of running a military encampment—almost like an independent army corps that operates on its own, practicing *“garrison troops while farming during peacetime”* and preparing for sieges and warfare during times of conflict. Some of these mechanics actually go considerably further than what Manor Lords currently offers. I don’t want to make too many direct comparisons, though, because I play and enjoy both games. * **The game also seems to be targeting more than just the average Western strategy gamer.** It feels particularly appealing to players who understand East Asian culture and enjoy an East Asian-themed setting. In that sense, the game can provide a very different kind of inspiration, much like how Total War: Three Kingdoms managed to do with its Three Kingdoms setting. * **The game is still in Early Access**, so there is a huge amount of room for development. And judging by how receptive the developers have been when interacting with players, I genuinely believe the game has a lot of potential to grow in the near future. **One last thing:** PLEASE add some new OST tracks to the game. I’ve been listening to the same few songs for so long that they’re starting to put me to sleep. :)) ==================================================================== # 一款值得一玩的游戏! 刚进入游戏的时候,无论是玩法风格、画面还是 UI,都散发着浓浓的《Manor Lords》味道,很容易让人第一时间觉得这就是一款《Manor Lords》的山寨版。说实话,我一开始也是这么想的。 但是实际玩进去之后,仅仅几个前期机制就能看出来,开发者并不是简单地把《Manor Lords》复制粘贴过来。他们更像是在《Manor Lords》的基础上获得了很强的灵感,然后发展出了属于自己的游戏。 这里有几个值得注意的地方: * **首先是游戏的美术风格。** 游戏整体的视觉风格被转化成了中国古代风格,尤其是以战国时期为背景。无论是植被、资源还是整体环境,都明显更加偏向东亚风格。当然,目前还是有一些需要改进的地方。例如建筑系统目前依然比较像一层一层进行升级,而不是让人真正感觉到游戏里的工人在现场建造房屋。狩猎区域目前也还没有很好地表现出野生动物的活力,而且有时候很难看出来猎人到底是不是正在狩猎。不过总体来说,可以看得出来开发团队确实在美术方面投入了大量精力,而且是非常认真地在打造这个东方背景。 * **其次,游戏本身有不少独特的机制。** 游戏非常强调一种军营、军团的感觉,有点像一支能够独立运作的军队:和平时期实行“寓兵于农”,让军队参与生产和发展;战争时期则转向备战、攻城和作战。其中一些机制甚至已经走得比《Manor Lords》目前所能做到的更远。我不太想在这里进行太多比较,因为实际上这两款游戏我都在玩,而且我也都很喜欢。 * **这款游戏的目标玩家似乎也不仅仅是普通的西方策略游戏玩家。** 它对于了解东亚文化、喜欢东方历史题材的玩家来说,可能会有更强的吸引力。单单这种东方主题本身,就能够带来一种不同的游戏体验和灵感,就像《Total War: Three Kingdoms》当初所做到的那样。 * **目前游戏仍然处于 Early Access 阶段,** 未来还有非常大的发展空间。而从开发团队与玩家互动时所表现出来的态度来看,我相信他们对玩家反馈相当重视,也相信这款游戏在不久的将来会有非常大的发展潜力! **最后说一句:求求你们赶紧加新的 OST 吧!** 这几首音乐我已经听到快睡着了 :)) =========================================================================== # Một tựa game đáng chơi! Ngay từ khi bước vào game, phong cách gameplay, đồ họa và UI đều mang đậm hơi hướng của **Manor Lords**, khiến người chơi rất dễ có ấn tượng ban đầu rằng đây chỉ là một sản phẩm “copycat” của Manor Lords. Thành thật mà nói, bản thân tôi cũng từng có suy nghĩ như vậy. Tuy nhiên, càng chơi, chỉ với một số cơ chế được giới thiệu ngay từ giai đoạn đầu, có thể nhận ra rằng đội ngũ phát triển không đơn thuần sao chép và đưa Manor Lords sang một bối cảnh khác. Chính xác hơn, họ lấy Manor Lords làm nguồn cảm hứng mạnh mẽ, sau đó xây dựng và phát triển những ý tưởng riêng dựa trên nền tảng đó. Dưới đây là một vài điểm tôi cho rằng đáng chú ý: * **Thứ nhất, về mặt đồ họa và phong cách nghệ thuật.** Toàn bộ hệ thống hình ảnh đã được chuyển thể sang phong cách Trung Hoa cổ đại, đặc biệt lấy cảm hứng từ thời kỳ Chiến Quốc. Hệ thống thực vật, tài nguyên và môi trường đều mang màu sắc Á Đông rõ rệt hơn rất nhiều. Tất nhiên, vẫn còn một số điểm cần cải thiện. Chẳng hạn, hệ thống xây dựng hiện tại vẫn có cảm giác giống như công trình được nâng cấp từng lớp, thay vì thực sự tạo cho người chơi cảm giác những nhân công đang trực tiếp xây dựng công trình. Các khu vực săn bắn cũng chưa thực sự tạo được cảm giác về một hệ sinh thái động vật sống động, trong khi hoạt động của thợ săn đôi lúc vẫn khá khó quan sát. Dù vậy, có thể thấy đội ngũ phát triển đã đầu tư nghiêm túc vào phần mỹ thuật và thực sự muốn xây dựng một thế giới mang bản sắc riêng. * **Thứ hai, gameplay sở hữu nhiều cơ chế riêng biệt.** Game tạo cảm giác rất rõ ràng về việc quản lý một doanh trại quân đội, gần giống như điều hành một quân đoàn có khả năng hoạt động tương đối độc lập: thời bình có thể “ngụ binh ư nông”, vừa phát triển kinh tế vừa duy trì lực lượng; đến thời chiến thì chuyển sang chuẩn bị công thành và tiến hành chiến tranh. Một số cơ chế thậm chí còn được phát triển xa hơn những gì Manor Lords hiện đang thực hiện. Tuy nhiên, tôi không muốn đi quá sâu vào việc so sánh hai game, bởi tôi thực sự chơi và yêu thích cả hai. * **Thứ ba, đối tượng mà game hướng tới có lẽ không chỉ giới hạn ở nhóm game thủ chiến thuật phương Tây.** Tựa game đặc biệt phù hợp với những người hiểu hoặc yêu thích văn hóa, lịch sử Đông Á và muốn trải nghiệm một bối cảnh khác với các tựa game chiến thuật châu Âu quen thuộc. Chỉ riêng chủ đề Đông Á cũng đã mang lại một nguồn cảm hứng khá đặc biệt, tương tự như cách **Total War: Three Kingdoms** từng làm được với bối cảnh Tam Quốc. * **Cuối cùng, game vẫn đang trong giai đoạn Early Access**, vì vậy còn rất nhiều không gian để phát triển và hoàn thiện. Dựa trên cách đội ngũ phát triển tiếp nhận phản hồi cũng như tương tác với cộng đồng người chơi, tôi khá kỳ vọng vào hướng phát triển của game trong thời gian tới. Nếu tiếp tục duy trì tinh thần cầu thị này, tôi tin game có tiềm năng phát triển rất mạnh trong tương lai gần. **Và một lời đề nghị cuối cùng dành cho đội ngũ phát triển:** Làm ơn bổ sung thêm OST mới! Nghe đi nghe lại mấy bài hiện tại mãi cũng bắt đầu thấy buồn ngủ rồi đấy :))
非常具有可玩性,但建议开设创意工坊
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