
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 836 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Manorlord clone set in the Chinese Warring States era. I find it ironic they made a gridless citybuilder based on a historic culture that was all about cardinal square grid urban planning. Kind of boring, though I also found early release Manor Lords pretty boring as well. I much preferred Celestial Empire. Dope game music though.
很有意思的模拟经营游戏,完了几个小时感觉就是刚入门,相当的复杂,绝对能玩上好久,这价格给这个体量太值了
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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 837 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Mandate Order é um RTS de construção e guerra com bastante potencial. A ambientação chinesa é interessante, a construção livre funciona bem e a combinação entre economia, agricultura, logística e combate cria uma experiência promissora. Porém, o jogo ainda precisa de bastante trabalho. A otimização está ruim, a IA e a logística apresentam problemas, faltam opções de progressão e variedade de recursos, e alguns sistemas ainda parecem pouco desenvolvidos. A tradução para português também precisa de melhorias. Parece um cópia do Manor Lords, mas com algumas mudanças e temáticas chinesa, o combate em Mandate Order é mais complexo que no ML e isso para quem procura um jogo mais voltado a guerras pode ser interessante, ele é quase um Age of Empires, mas com um gerenciamento mais complexo. Como Early Access, acredito que Mandate Order tem uma boa base, mas ainda precisa evoluir bastante. Vale ficar de olho nas próximas atualizações. REVIEW: https://youtu.be/TNdnG7nXxRw?is=6IeEyrN_wpFh1ILX
Greg is slow not only in terms of patching bugs, but in terms of the new content too (new beta goes live 2 weeks ago and gamebreaking ox bug still not fixed and we have a cow in 2 years). I'll be old and gray by the time he releases Manor Lords 1.0. I've heard there are no computers in heaven so I want to get some playtime in while I'm still on Earth. Meanwile these guys released 2 patches in just two days and they have a roadmap. And you can even choose the road width!!! Wow!
这游戏后期太无聊了,居民每个都需要再建筑一个房子,为什么不能直接升级呢,还有道路系统也是很呆,需要每个点击升级。 而且缺什么也不讲清楚,就是需要猜谜,大部分时间都在试错。不完全沉浸游戏当中。没有代入感。而且游戏太卡了。给你看看我的配置 操作系统: Windows 11 CPU 品牌:AMD Ryzen 7 9800X3D 8-Core Processor RAM:94 GB 显卡:NVIDIA GeForce RTX 5070 Ti 主 VRAM:16 GB 对你没有看错我的内存都快一百个g了,还是卡,你说显卡不行,我都是5070TI了。CPUAMD Ryzen 7 9800X3D 8-Core Processor 我不知道为什么感觉卡,需要还多多的打磨游戏整体还不错,功能需要优化,升级的后续需要改进。
玩起来流畅度不高,对眼睛不太好,钝感严重,关闭了动态模糊但是画面来说并不出彩,视角有一定的问题有点卡手,如果制作看得到我希望你可以多参考点帝国时代,帝国时代4的画质是真的好,我也希望能玩到那那样的游戏
这个游戏有几个问题,暂时只能是不推荐了。 1、所谓的无网格系统但是所有建筑都是占格子的,只有修路没有网格。这就导致了我希望建设阡陌相交、屋舍俨然需要花费很大的经历去调整路的建设,但凡少一点建筑就放不进去,要么就学庄园领主屋舍能自由规划,要么就还是格子吧,即不自由也不规整,挺奇怪的。 2、工坊类的建筑,需要选择制作物品这件事情我能理解,毕竟不同原材料就算搭配也只能制造出一种物品,但是我不理解屠夫怎么就只能选择一种物品制造了,猎物尸体在分解产出的只有肉?或者只有皮?完全不符合逻辑啊。 3、水井这个我真的,地图上又不是没有河流,为什么一定要在出生点千里之外?河流是所有文明的重要发源地,选择出生地的时候怎么可能还专门挑选一个离河流这么远的地方? 综上所述,希望制作组看见,对于国产游戏,我感兴趣的话根本不管价格就会支持,也希望能越来越好,但是以目前的质量,暂时没法推荐,见谅。
同时喜欢 玩海狸浮生记但是苦于不能打架 喜欢玩文明但是苦于不能手操 喜欢玩戴森球但是苦于没有人类 的玩家 觉得这个游戏很好玩啊哈哈哈哈,期待作者继续努力呀! 能不能出个蓝图和产能计算呢?类似于戴森球的蓝图和产能规划? 此致, 两百五十斤大汉的飞吻
玩了十七个小时以后就一个结论,制作画质还算精良,游戏设计拉跨,感觉是一个纯种田游戏,我提出以下问题如果制作组能看到改进游戏各项机制之间的关联性这个游戏会是一个很好的游戏。 第一:背景为战国时期,实际游戏和战国没有一点关系,三个国家之间的外交关系纯靠给钱就能提高关系程度,也不会因为玩家的某些操作降低好感度,好感度就一个功能开通交易系统。 第二:交易系统和门客系统又有一个BUG,门客没有分级,技能都是两条而且差别不是很大,影响不到游戏数值或者玩家操作选择,有个门客技能是可以用原木制造青铜构件,然后和别国交易一个青铜构件能卖70,我只管火力全开都制造青铜构建套取别国资源就行了。 第三:人口全靠庐舍,一大片地都是庐舍,庐舍升级,一个庐舍住更多的伍不行吗?人口只要有空庐舍就有新增人口和别的游戏操作互相之间感觉没有关系一点也不影响玩家游玩。 第四:做的战斗系统想让玩家战斗,打土匪也没有资源掉落,而且打仗死人口无所谓会自己根据庐舍恢复但是装备兵工直接损失,那么作为一个理性的人为什么要和土匪打一场没有收益的战斗,还不如给他点物资打发了。 第五:武器从木棍到木弓,青铜,精铁,堆人口用木质武器最低级装备都够了,性价比更高,反正人口会恢复,战斗中差别也不大,玩家也没法知道“敌人”装备什么等级,兵种间也没有什么明显的克制,战术等,那么玩家为什么还要费尽心思采集资源,等更长的时间生产一级材料-二级材料-三级材料-制造更高级的东西或装备? 第五:物流系统一塌糊涂,空闲伍负责搬运的底层逻辑,那么驿站的功能就该明确区分开来,有十倍效率差感知不明显,远距离采集资源驿站到底起到什么作用?长距离搬运还是只负责加成范围建筑搬运?最终还是靠空闲伍民夫搬运?机制不清晰,功能不明确,道路铺设也就是简单的在地图上的原有道路稍微改点,没有更改地形功能比如下坡,远距离资源搬运本来就有问题加上道路还要自己升级,简直是整张地图的路都要玩家负责。 最后一些建议和总结:想要一款游戏好玩不一定是要堆各种复杂的玩法,本质上应该让玩家的每一次选择和操作都有随机性的未知影响,比如说国与国之间的好感度,随着玩家升级爵位每个国家都该有不同的态度或者反对或出兵骚扰,以此增加玩家的战斗意愿和资源压力,或是像好感度高的国家出售他国所需物品也能提升,战斗时随机援助。 再比如门客分级制,举例低中高级,门客技能不同,加成也不同,费用也不同, 门客住宅同样也可以升级,门客忠诚度下降有哪些影响,现在门客系统太简单,大不了就换而且技能差不多没什么选择性,对玩家来说重要性不大。 物流系统规则一定要清晰,比如预留伍就是简单搬运建造,那么驿站就该是专门负责长线距离的野外采集运输,运力高低取决于安排多少伍,现在的设计不清晰而且只能安排一伍,我在野外矿区直接一套建筑组合比如伐木场-木材厂生产消耗品木材-冶金坊消耗木材生产各种金属锭,配个辎重,主城区通过锭加工成三级产品,往往是野外辎重都满了,主城还说没有生产材料。200个伍预留40个空闲伍运力都搞不清楚。 最后一句话,游戏好玩就要让游戏活起来,各种功能之间互相影响,玩家的每一次操作都有可能有未知的随机事件。希望游戏越来越好吧。
玩了一下感觉还是有很多地方需要更改 1.辎重库,粮仓这些那些都不能扩大容量有的时候老是爆仓,最后是可以升级容量,不然满地图基本都是库房了而且还浪费人口。 2.感觉住房也特别是问题,人越来越多地图明显有的时候不够我造那么多住房需求的,最好是可以升级住房增加容量。 3..然后就是水源问题,有的时候住房多,水井根本用不了,最后后期可以挖沟渠那行,还有水车来解决,也可以灌溉田地。 4.而且农民基本很鸡肋农田很废人,但是不弄又不行,最后还是可以扩展一下农民的类型,比如畜牧业那种的,黄牛那种也可以应用到田地上。来减少田地的人员。 5.地图有点单一了也,感觉又大又小的。希望能多出点超大地图,资源点有的时候就分部的很奇怪,离得特别远。建造起来特别麻烦,建议加入马车那种可以加快建造速度,不然送个东西太远了。 6.如果加入马车这种了,是不是贸易也可以用上,还有骑兵是不是也得安排一下呢 只能说游戏还是不错的,但仍需打磨
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