
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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.
===========================================================================================
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.
===========================================================================================
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 852 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
好玩
庄园领主春秋版
可以把棗林.黏土坑.狩獵場用到山邊嗎 不然佔在中間很影響市容
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 853 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
还是可以的,就是建筑需要点击才显名称,应该鼠标指向建筑就自动显现名称就好了
很好玩的种地经验战斗游戏。春秋争霸!哈哈!乱世为王!哈哈!
希望能有建造模式,不想走流程只想爽
先说好的吧,这游戏我在dx11模式下还算比较流畅,当然我没有玩到后期,没有像一些玩家一样动辄3000-4000人。游戏体验是有的,感觉像一个生产经营型的rts游戏,让我眼前一亮。但是这游戏体验不完整,物流,这一核心玩法的必要功能缺失,营地的选择受制于水源是否丰沛,耕地需要看土地是否肥沃,各个资源点又比较分散,物品的生产又需要多种原材料,生产建筑没有不同产品的生产序列,只能生产一种产品。。。以上这些都只是一部分影响体验的方面,真正让我决定给差评的原因是资源给的十分吝啬,所有资源按年给。林木、猎场、野果,按年轮回也可以吧,但是各种矿产居然也是这样的设定有些不合理吧?用这种方式拉长游戏时长真的没有必要,你们看看成就的达成率,使用门客配方制作过物品的只有 25%,摧毁过10座地方建筑的只有 11% 。先这样吧,希望以后能好起来,到时我再改好评。以上仅为我个人的体验,仅供参考,希望不要影响大家正常购买。
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
好玩
建議 房舍 倉庫 糧倉 能夠升級 或者提高容量 不然後期 哪來那麼多地方蓋房子 也沒土地種田 然後資源太多 蓋了10幾個倉庫都不夠用
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1M | 1.4K | 79% | $19.99 | |
| $1M | 2.2K | 96% | $19.99 | |
| $1M | 3.1K | 76% | $10.49 | |
| $1M | 727 | 80% | $49.99 | |
| $1M | 2.3K | 84% | $19.99 | |
| $1M | 3.2K | 89% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $108.2K | 241 | 66% | $14.99 | |
| $59.1K | 166 | 54% | $9.99 | |
| $32K | 54 | 65% | $19.99 | |
| $30.1K | 86 | 66% | $11.99 | |
| $1.1K | 4 | 75% | $8.99 | |
| $112.1M | 91.8K | 84% | $39.99 |