
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.
Engagement
Reviews
Themes across 849 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
和庄园领主比,还是差太多了
很特別的遊戲\ 值得大家來體驗\如果能過一開始一步一步教學會更好!
什么时候支持Steam Deck?
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Genres
Stats
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 850 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
新手教程确实漏了不少关键东西。我第一次开小地图回来以后,完全不知道怎么回领地,按键设置翻了半天还去问AI,最后才知道是H键。希望教程别只讲“能做什么”,也讲清楚“做完以后怎么回来、怎么找到东西”。
游戏挺不错的,一不注意就通宵了,好玩是好玩,就是还有一些细节希望可以优化一下,比如修路时希望可以出现详细的格子方便我们玩家规划每个区块的大小,现在的道路规划经常出现房子修到一半结果发现路歪了,两排房子只能修一排了。然后就是那个田,能不能设计成那种类似于积木的结构,你放一块后可以以这块田为基础连续修田啊?每次都要一块田一块田的慢慢转圈搭农田,太费时间了。最后后期还有个比较烦的问题,那就是我占领其他地区建新基地的时候,能不能让系统安排附近房子的伍来工作啊,经常是我在东北边地区建了几个采矿建筑和民房,结果是从东南边主基地派人去工作,旁边新基地的工人没派过去干活,工人大部分时间都在路上。
什么时候搞随机地图生成,一打开游戏我懵逼了,才一张图,8月18我发现生产木弓后,被搬运去军械库,就无法被弓箭铺拿过去升级青铜弓了?搞的我必须拆毁军械库让他们重新拾取
城防和围攻是比较容易让人记住的部分,春秋战国背景加上音乐之后,守住城门的气氛还是有的。准备粮食、资源和防线的过程也比单纯堆兵更有意思。 现在的问题是平时事件数量偏少,战斗里的操作也不算多,除了围攻之外,其他时间的变化感还不够强。如果能把日常事件和战场变化连起来,节奏会更好。
挺有潜力的,但是基本上没法玩,每隔几分钟就连带着我整个操作系统一起崩溃,帧率也不低,应该不是配置问题,我之前最多也就遇到过掉驱动的情况,这种把用户电脑玩崩的游戏我还是头一次见
1.穿模,降低了代入感,人物穿过建筑啊,下雪房子里也有雪啊,还有房子里直接烂泥地,百姓睡觉就是睡烂泥地上之类。 2.建筑没有取消吸附按钮,经常要拆道路来建房子。 3.仓库没有升级,500上限太少了,建十几个仓库还是不够用。 4.士兵没有熟练度升级等说法,用弓箭射半天没死人。 5.城墙怎么造城门?没选项没教程。 6.批量改设置?房子还要一个个点进去改物资上限,后期几百个房子我一个个去修改? 7.门客上限太少,而且也就初始刷个特质等级,后续完全没有培养的说法,有点无聊了。 8.很多范围加成的建筑范围也太小了,什么驿站,人物特质范围什么的。
我觉得这游戏目前体验最好的是后勤和经济的压力感,以及门客带来的路线选择。仓库、资源、人口和军队互相牵制,经营得好再去扩张,确实会有成就感。门客不是简单加几个数值,选谁、派去哪里,有时候会改变一整套发展顺序,这部分是有重玩空间的。项目组愿意看玩家反馈,我也愿意再给它一点时间。不过当前版本的问题也很集中:UI信息量太大,AI执行不稳定,事件和后期目标还不够丰富。很多时候玩家不是在做真正的经营决策,而是在自己补系统说明、补长期目标。底子是有的,但要从“能玩”走到“让人愿意长期玩”,还需要把这些基础体验继续磨顺。
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