
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
创意和题材潜力都挺大,希望先把烽沙本体做扎实。要是以后真能做烽沙三国、烽沙隋唐演义,那当然好,但前提是别跑路,先把眼前这张地图和这套系统做好。
游戏好不好玩先放一边,BGM真的很能打。很久没遇到一款让我愿意挂着听的建造游戏了,冬季和城市发展阶段的音乐尤其有感觉。
可以的
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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 850 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
我来尬吹一下:国风、音乐、种田、建房子、策略和军事,至少每一项都能给人一点继续玩的理由。开局几个人、一小块地,慢慢发展成有生产链、有军队、有床弩车和城墙的城市,这个成长感很明显。 当然现在还不完美,内容和优化都需要继续补,但看到自己亲手做出来的城从空地变成能打仗的据点,确实挺有成就感。
纯答辩游戏,半成品,新手引导稀烂,优化差,玩得人血压飙升,物流系统更是一塌糊涂,策划肯定觉得自己搞出来这么个系统很牛逼吧。经营不像经营,战争不像战争,单个系统都没弄明白还想着做两套。特别资源和建造面板,你给个明确的资源去向行吗,那建筑长得都差不多,都找不到资源是哪里用了,还有能不能弄个批量调整民夫工作场所的功能,让他们找最近的建筑工作,老有农夫村东头跑村西头去工作,家里面资源都不屯了,完事儿就叛乱。还有,农夫好像那个睿智东西,乱跑是什么习惯,找最近距离就往土匪营寨跑,还能这么走路的?还有,有必要搞祭祀这个东西吗,经营类玩家的信条是人定胜天——我们用规划、科技和物流网络征服自然,不是靠烧香拜佛。祭祀”系统的问题在于:用玄学对冲随机:天灾本应通过粮仓、防灾科技来解决,结果游戏丢给你一个“祈祷”选项。这是设计偷懒,不是策略深度。违背核心乐趣:经营游戏的正反馈来自“规划→执行→看到成果”。“祭祀”把成果交给随机数,玩家失去掌控感。与“革”(科技)系统矛盾:一边是推动生产力进步的科技树,一边是祈求老天爷的祭坛——这两者放在同一个游戏里,精神内核是割裂的。还有战争系统,肯定是没怎么做的,策略感还不如小时候拿按键手机玩的KB大小的帝国时代,为什么会出现让部队驻守还是傻傻地找对面干架的情况,我不理解。还有民夫叛乱,他们不爽能让他们滚嘛,你叛乱打军队去啊,杀其他民夫是什么意思?
整体玩法没什么大问题,但批量操作确实缺。仓库、农田、粮仓这种同类建筑,如果我只想把其中四个的储存方案改成一样,现在要一个个点,重复到有点烦。 最好能加一个框选建筑、局部同步或者按名称批量修改的功能。全局同步有时候太粗,逐个调整又太慢,给玩家一个中间选项就舒服多了。
好像卖的还不错,继续加油,多做点推广
挺好玩的。掌握玩法后基本四五年就称王,战车太猛了···· 希望开发更多玩法,比如可以攻打七国之类的。
地图和事件是现在比较明显的短板。城内经营可以让人玩一阵,但玩熟之后外面没有新的势力、贸易和战争变化,后期就容易变成等资源。创意工坊当然值得期待,但在此之前也可以先加更多挑战条件、随机事件和不同地图目标。
连房子都摆不齐玩什么
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