
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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Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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 837 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great game. Better than Manor Lords.
优化问题,我的配置不行
一般般,现在东西太少了,而且没有创意工坊,然后到了第三年100+个伍(1伍=5人口)后就猛猛掉帧,当然这都不算什么,差评的原因是因为这物流系统有点一坨了,能造独轮车,你以为能把生产的独轮车直接放在那些加工建筑/仓储建筑里,小人随便用?不,你必须建造「驿站」这个建筑,驿站那个圈的范围内才能用独轮车,偏偏那破驿站的范围还小,还不能升级,而且建筑判定点在建模的中心,意思是驿站的范围圈必须覆盖到目标建筑的中心点,那个建筑才能吃到独轮车的buff,而且就那破驿站范围小到什么程度呢?你要是不规划道路所有建筑紧凑建在一起那还行,你一旦规划道路想要整整齐齐的划分各个生产区域,让他看着顺眼,那这驿站就是一坨,最大的加工建筑应该是加工石料的「石工坊」,紧凑建造顶多就4个吃到buff,你要是建造了道路就好玩了,中间是一条道路,两个挨排着的石工坊建造在道路左边,你在道路右边建造「驿站」想让「石工坊」增加点运输效率,你会发现,由于狗屎一般的范围和建筑判定点在中间的狗屎判定,左边挨排的石工坊只有1个吃到buff,而且驿站不能升级,就我玩了11个小时就发现道路和城墙能升级,建筑没发现啥能升级的 ------------------------------------------------------------------------------------------------------- 而且建造拒马遇到个小坡就是「地势过陡」,而且拒马占地判定也是极其的大,建造近一点就「建筑重叠」,这就导致了拒马和拒马之间有无比大的缝隙,敌人很轻松无视拒马越过拒马,但是,如果我说但是呢?敌对士兵的蠢逼AI逻辑又弥补了这一点:敌人士兵来了!----他们绕过了拒马!----他们无视拒马后面的城墙----转过头攻击起了拒马😅 --------------------------------------------------------------------------------------------------------- 而且敌军来了,城门不自动关闭,敌军靠近城墙就「附近有敌人,无法关闭城门」,然后呢?城防设施「床弩」和「城防投石车」有攻击距离限制,无法攻击近距离目标,只有「城防瓦缸」能打近距离,如果城门关闭,敌人弓手和攻城器材都摧毁了,你只建造了床弩和投石车,没造瓦缸,敌人就剩手拿短剑/长戈的小兵还是会继续攻击城墙,然后幽默的来了:城门关闭-敌人在刮痧城墙-城防设施集体瘫痪-由于附近有敌人,你无法打开城门,无法让近战兵出去消灭他们(谁家我的世界?)-只能召集弓手上城墙来解决; 而且还有bug,召集的战车也能上城墙,66666战车上墙了
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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 838 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
像屎
细节上比庄园领主差了很多,此外优化真的很差,我已经用最低配置在玩都觉得有影响
Sehr schöne Ansätze und tolle, große Karte! Man wird, dank des gelungenen Tutorials, gut ins Spiel gebracht. Es kann sehr langatmig werden.
粗制滥造的纯垃圾,3倍速暂停后重新开始,默认一倍速,建筑建造对齐逻辑也很抽象,打怪的ai逻辑也有问题,就是各种方面都有很明显的问题,全部都是负反馈,非常烂的半成品
Ich mag Manor Lord sehr. Finde es aber schade, wird gleich ein neues Spiel, damit verglichen. Klar einiges ist sehr ähnlich, aber anders nicht. Es ist super schön aufgebaut, und so liebevoll ins Detail, dass mann ihnnen sehr gerne beim Arbeiten zuseht, gibts selten, kann so nah ran zumen, das ist einfach toll. Ich bin begeistert, habs mir nach längerm überlegen heute gekauft, noch nicht so viel gespielt, aber vom ersten Moment beglückt, tolle Einführung, und einfach mega schön, bis ins letzte Detail, freue mich schon auf weitre Fortschritte, bitte macht so weiter, an diesem schönen tollen Spiel.
屎
加油吧,底子是有的,别把玩家的期待耗没了。
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