
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
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。
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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
半成品,即使这几天更新了几次还是差得太远了,道路现在可以横平竖直建造了,但这个功能不是应该刚出就有吗,好几天了才端上来?还有最明显的问题是辨识度太低: · 建筑物的辨识度太低,这么多灰蒙蒙的建筑物挤在一起,根本分不清哪个是哪个,都不用后期,第二年就已经全糊了 · 图标辨识度不低了,是根本没有辨识度,原材料不足和原材料消耗到达限制是同一个图标,还要鼠标浮上去一个个看具体是什么问题,又浪费时间又折磨 · 这个种田和游戏标榜的无网格自相矛盾,种田为什么只能是标标准准的正方形?这和steam首页宣传片里展示的也不一样,不能因为EA就搞仅供参考那一套,还差得那么多吧? · steam宣传片里那都是砖瓦房,但实机只能建庐舍,就是一个小帐篷,能走点心?就这么糊弄刁民?那谁愿意和你打天下? 最后再来吐槽下金汁这玩意,纯文化糟粕,这玩意古代用得很多,但是你看哪个影视剧,文化作品能把这玩意单拎出来拍上一段或是展示一番的?正常人都知道什么该有什么不该有,一个古风游戏,能让玩家记住你游戏最深刻的东西之一,是大粪?真是无敌了
Ugly, boring, and imbalanced. Manor Lords is a 70% clone, but way, way worse. Terrible graphics — the game is really ugly. Zero description of buildings in the city builder. Only one ugly map. Really bad balance — you can have 20 wells and still not have enough water. Awful system for hiring bonus characters. No way to expand into other territories. Logistics don't work at all — you can only build in close proximity; otherwise, you won't be able to collect materials. And on top of all that, it has some of the worst music in gaming I've ever encountered.
This a great game, yes it is inspired by Manor Lords and uses the same engine, so what? It is NOT a rip off, it is its own game, and honestly I prefer this, It doesn't have that ridiculous region mechanic which made me stop playing ML for good. In this I can build anywhere on the map. I love it, highly recommend.
Для ЕА относительно неплохо. Для тех кто далек от темы и не совсем понимает специфику. Это важно. Перед вами игра про период Весен и Осеней переходящей в период Сражающихся царств. Это когда китайская династия Чжоу ослабла и ее начали растаскивать на части местные военачальники и знать. (если очень кратко это примерно 8-5 века до нашей эры, то есть когда условный Рим был маленьким городом на берегу Тибра). Вы играете за командира небольшой группы беженцев из уничтоженного царства (как я понимаю). И на новых землях вы строите военный лагерь (отсюда назначение людей на работу пятерками - "У" (что то типа римских контуберний по 8-10 легионеров, то есть жили и сражались вместе), палаточные дома и прочее. Ваша цель - освоить окрестные земли, подчинить себе местных разбойников и построить по итогу город-государство с прицелом на получение титулов от Чжоуского вана (который пока формально еще самый важный) и как я понимаю с прицелом на несколько более глобальную компанию (на что намекают другие государства по краям карты и обещанная дипломатия и политика). Судя по всему позднее будет доступ к более городским зданиям и прочему. О плюсах: 1) Нормальная графика и анимации. Нет это не манор лордс, местами графон прям скажем похуже, но в целом глазам приятно на это смотреть. Некоторые анимации конечно заставляли меня плкать но пофиг. 2) Относительно масштабные сражения, опять же это всегда + что игра не пытается сконцентрироваться только на экономических каких-то элементах. 3) Базовые экономические цепочки, относительно понятное обучение. 4) Атмосферность - китайские музыкальные мотивы, выдержанный стиль, исторические философско-этические школы (которые играли в тот период времени значительную роль) представленные в виде нанимаемых советников, внешнее соответствие. В целом круто, что у нас есть не только игры про средневековую Европу. О минусах: 1) Это ЕА - ждать от него идеального баланса со старта странно, но нужно быть готовым к багам, лагам и прочему. Здесь они имеются. 2) Контента на данный момент не прям чтобы много. Пока это скорее военно-лагерь строй , а не градострой. Судя по заявленной роадмапе до градостроя здесь примерно 3-4 месяца. 3) Местами странные экономические цепочки и рецепты производства тех или иных товаров, и невозможность в одной мастерской делать сразу несколько товаров. (ну это лично моя претензия) 4) Это китайские разработчики. К китайским разработчикам в силу устоявшихся традиций нужно относиться с долей опаски.
房舍需要升级,260个房子浪费了大量的土地面积,农牧只有耕地太单调,有人类黎明和放逐之城的那种模式就好了,隔壁皇帝两三天一更天天加新功能,这个的更新速率跟单人码小黄油的速度差不多了。
虽然我是笔记本电脑玩家,但是我玩过庄园领主、奠基等建设类游戏,你这个游戏第三年开始开到3秒一顿,优化做得太差了,我把所有的画质等性能调到最低,还是卡的一批。。。没优化好之前真的很掉分,都不说其他机制了。
Gameplay loop is great, and the music is even better. Who ever created the music deserves a award. Stopped playing the game for a bit and all I could think of is the one song... Hun nun nun nun an aaahhh HUNAN na na naaa ...however it goes, its great :D But for real though, the foundations for the game is great, the only con that I have for the game, is I would like somewhat of a research tree. Most of the buildings in the game are unlocked right from the beginning, allowing you to build everything pretty easy, and a lot of recipes are locked behind "Special people" that you gotta pay monthly currency for, which I do like..I only wish it stated more details on the products they are good at, so I better understand what I want do trade in the markets to the other factions.
Русскоязычные комментарии кажутся неправдоподобными, открыл коммы на всех языках и увидел тех, кто разделяет моё мнение. Игра пока даже рядом не стоит с Manor Lords или Farthest Frontier, проигрывая им почти по всем параметрам. Оставил бы нейтральный отзыв, но такой функции нет, так что скорее "нет", чем "да". Сделал рефанд, готов вернуться когда игру отполируют.
For now, I do not want to risk my CPU. Almost fired my Ryzen 7 8845 during the tutorial. Looked like manor lords. Quite nice game from the looks. Using a Razer cooling pad, still ran dangerously hot.
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