
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.
Follow us for ongoing development updates and gameplay information.
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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
Themes across 843 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Bon, on est sur un petit manor lords version ♥♥♥. Une accès anticipé avec pas mal de bug ( comme d'hab ) perso, j'aime bien le style du jeu qui change des jeu médiéval mais les lags sont vraiment atroce ( j'ai un pc plus que bon). UI aussi bug, la caméra te fais lag aussi.. Même si j'apprécie le jeu, trop de choses font que pour l'instant dans l'état, pas possible de faire une grosse game sinon c'est le lag assuré par la pop qui vous allez générer donc je ne vous recommande pas le jeu de suite mais a voir sur 2/3 mois
国产庄园领主的题材确实少见,自己规划道路、功能区和城防,看着城市慢慢有样子,还是挺有感觉得。缺点是地图数量和事件种类目前偏少,外部世界的变化不够频繁,后期容易回到重复经营。 现在的感觉有点像是城内部分已经能让人沉下去,但城外的世界还没有完全接上。希望后面能增加更多势力互动、贸易变化和随机情况,来抢东西,来开战,增加季节变化影响运输路线。
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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 844 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好玩有代入感(畢竟是玩自己家的歷史), 倉庫系統希望加上各個品項數量限制跟調貨指令(例如a倉運50木頭到b倉) 可雇用門客數在增多一些不然倉庫跟田太多不夠用
玩了几个小时,整体感觉还是挺惊喜的,春秋战国时候的氛围营造得不错。音乐方面特别加分,背景音乐吟唱很有特色,听着挺有感觉的。目前还是EA阶段,有些系统完成度还需要再打磨,比如建筑类型比较少,城池建立起来没有太多立体空间感,不过整体框架已经很有意思了。第一次进游戏会崩溃,但是重启第二次进去就能正常玩了。优化方面还需要再多搞一搞吧。喜欢中国历史题材和策略建造的朋友可以试试,首发打折比较实惠了。后续更新内容挺多,希望多增加地图跟一些人物立绘
游戏大体还行,游戏好坏不说了,能不能把字体调大一点,玩久了看得眼睛痛
关注这游戏很久了 一打开怎么就一张地图?还有好多建筑没开发完 就是个半成品啊 白期待了 期望别跑路
一般,,,,
总体玩下来还是挺不错的,毕竟这个游戏现在还是个半成品,有几个建议 一:第一个就是希望可玩性更高一点,到封王之后不是单单的被三个国家攻打,希望可以进入另一个操作系统,进入更大的地图进行战国七雄的战争,城池的模型可以使用当前版本中心的匪徒营地,或者弄成更美观的,我有认真看过你们的计划,十月份会向外拓展,希望能加这部分内容,或者之后能加这部分内容,不仅仅只是经营当前的这一块地,是将这块地变成一座城,再发展成更多的城,不然已经加爵到王了,只经营这么一小块连城都不是的小地方还是有点好笑的hhh,如果这样做了可以将加封的条件变得更苛刻一点,不只是达到资源条件,也要达到士兵条件 二:征兵希望有常驻兵,不然被拉去征兵了庐舍里面的资源没人运 三:用水需求上让玩家能自己改,不然就两格,有时候水资源是够的但是没有民夫去放到庐舍之中,或者可以让玩家自己选择民夫去做什么,比如玩家可以选择分几个民夫专门给庐舍送物质,不然民夫自己去送很容易导致资源够了但是庐舍缺少某样东西 四:各家的国策可以加一下debuff,用一家的学说治国肯定是会有缺点的,可以在某些地方增益的情况下也减益一部分地方,希望有些学说之间可以有联动,不像只有三个同一家学说才能连连看,开局选学说的时候希望能让玩家自选两家,给玩家自己选择权 五:优化问题,其实能理解因为单位过多导致掉帧,这是不可避免的,特别是如果之后如果有拓展成国战的打算的话,这方面其实也很重视了,已经优化很多次,后续也会继续优化,也就说一嘴 六:人物可以加一些老人、女人和小孩啥的,但是好像如果加了这些的话,也就是有些人是无法工作的,所以就是提一下这个想法,增加一下多人物 七:希望可以增加几个快速定位的能力,因为有时候会忘记自己是否造过某样建筑,特别是之后还要增加畜牧系统,没有这种定位能力,或者显示会很难受,或者可以将各种物品的总数合在一起,然后加一个在进行建造或未进行建造的工坊,正在生产的工坊和未生产的工坊之类的 最后希望这个游戏能越来越好,个人还是很喜欢的
个人感觉目前需要优化的点 1.建筑辨识度太低,前期建筑少的时候还好,后期根本分不清哪个是哪个,几乎全程要按alt打开概览,但是概览又太全了,满屏都是建筑的名称,希望可以有个中间态,例如默认显示加工建筑这类的名称或者有个高辨识度的图标、支持自定义显示哪些建筑等等…… 2.道路删除会把建造时的整段一起删除,没办法只删除一点,而且升级过的道路删除貌似也不返还材料,这导致道路规划有点烦人 3.移动建筑不能和现有位置重叠,必须先挪到不重叠的地方然后才能移回来,且要等遗留的物资运走,这能叫移动吗?这不是拆了重建吗 4.多数人口耗在生产阶段的水多加面面多加水上了————因为驿站范围太小,仓库容量也小,后期摊子大了,你要建很多仓库和驿站,而驿站又持续消耗独轮车,很多人力又用在植树砍树划板子造独轮车上了,且人口上来了吃的又不够,因为农田收益和付出感觉不太对等,但是不弄又不行,连水井都需要一户人,导致我压根没有余力征兆士兵出门打仗,宣传里的大场面我是一点没体验到,也就盗贼来了临时拉点兵,打完赶紧恢复生产 5.性能问题,优化不好,fsr开性能档勉强能玩,而且不知道这游戏是不是A黑游戏,视角拉近看小人做动作会有显示bug,尤其打斗时会像面条人一样拉的很长 优点 音乐不错 士兵阵型可以自己画 底子可以,有以前玩傲世三国的味 小贴士 门客中,道家的无中生有很nb,采矿越采越多有木有见过,什么叫道家仙法呀(战术后仰 士兵作用不大,感觉不如弩车……一发蒸发十个人,配合墨家很不错
游戏不错,比庄园领主好玩
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