
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.
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Reviews
Themes across 849 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
先说优点:目前来看是个可玩性很强的游戏 不同流派和随机邻国再加上随机的贸易物品增加了多周目的游戏性 门客与国策可以帮助随意改变发展重心 再说缺点:目前来说这个游戏还不够完善 地图只有一个 建筑产业种类还不齐全 现下最蛋疼的问题就是人口过多会导致小人集体偷懒闲逛 推荐把人口控制在200户左右 这样能有最佳游戏体验 总结下来 这个游戏对于喜欢城建养成的玩家来说非常值得入手 前景也是非常好的 希望制作组能坚持更新 开发更多剧情地图与随机地图功能 门客和流派希望可以更加完善 这是这个游戏最大的优势 建筑外观如果可以升级就更好啦 不然后期满地图帐篷确实不太美观 目前最重要的就是解决人口过多小人偷懒闲逛的BUG 这很破坏游戏体验
manor lords pero chino, esta genial la musica es un deleite, ojala que le sigan añadiendo contenido 10/10
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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
挺好的游戏,发展前景很大
先秦题材我出一个买一个好评一个,就是这bgm有点难绷,上古汉语搁那叽里咕噜唱啥也听不懂,不如换成纯音乐礼乐演奏,还有就是UI长得好像那个b网游,美术这一块还是不够先秦(个人看法)
半成品,看看距离完整版还要多久时间
底子挺好,城建、后勤、门客、千人战斗系统都能串起来玩,战国味也浓。不过现在买要有 EA 心理准备,能接受粗糙感就值得试,想吃完整体验的建议蹲后续更新。
截至评论时间 我大概玩了20小时左右 首先是我对他的评价 中等偏上又缺少核心 以下是问题 玩法问题 烽沙是一个趟着庄园领主走过的车辙往前的游戏 但是对前车之鉴没有太大的自我认识,这个问题比起现在的内容量少,BUG繁杂,优化贼差,部分机制不完善,严重的多,这个问题核心就是,哪怕是庄园领主,目前对于战斗这方面都还是较为空白的暂用形设计,没有围城战,没有大地形因素的特色作战,兵种分化不明确等等问题,烽沙的战斗系统,明显更偏向于加入了一定量帝国时代4风格的战斗机制,例如拉墙啊,管子林之类的,这些本质上还是在“暂时”的逃避战斗核心缺失的问题,我不是贬低这种行为,本质上现在没有东西玩,塞一点不成熟的机制也是少数能为玩家做的事,并且一些内容可以在开启存档的时候关闭,所以和这个问题差不多的邻国,入侵,门客,都是可以得过且过的, 但是这些问题如果在马上就要度过的走完庄园老路之后的阶段,就要成为最大的顽疾了,战斗机制上太过拷贝庄园领主 浪费特色 所以我给战斗模组给出上中下三策建议 1 上策是独立部署一个专业军队 也就是彻底独立征兵机制,组建常备军队,保留征召兵,降低人口导致的资源消耗,能够更精细的给军队做配给,征召缓慢,部队调度麻烦,这些问题可以通过开源的方法解决,如果有专业军队,我可以独立更改兵种的武器,调度,甚至是人员,可以通过类似于帝国时代CTRL 1 2 3 编队的形式快速整编调度,这样也不失为一个好的数值战斗模式 缺点是需要更改战斗底层逻辑骨架,极大拖慢一次更新进度 2 中策是继续维持现在的战斗逻辑,缓慢征兵与麻烦的整源,但是独立制作更多兵种,制作更多国家,地区的武器,装备,同时优化城市战斗,同时增加一定的战斗逻辑,比如更多的兵种克制,兵团的更多战斗方法,也就是更偏向全面战争的类型,然后给特色的国风战国背景战斗机制填料,填到他拥有一个具体逻辑,缺点就是短时间内可能并不消耗生产力或者说短暂的改动就能出现玩家大范围的响应,但是再长远看来,目前战斗的逻辑,要是堆更多兵种,装备,武器,机制,都会对平衡造成一定冲击,甚至是每一次更新都是,同时长远的来看,这是对美术资源的强制大量消耗 3 下策是没招中的没招,如果短时间内没法做战斗的大规模改动,也无法对战斗内容填料,我建议可以对门客的驻扎战斗动手,可以让百家的门客都再添加一行金银铜战斗词条,让所有门派都能参与到战斗当中,例如驻扎了儒家的兵团可以增加移动速度,驻扎道家的兵团可以减少受到的远程伤害,阴阳家减少兵团死亡的概率,而不是兵家农家固定吃一个没什么用的技能,然后挂在门客栏位里睡觉,同时再更改与优化战场内部的战斗因素,这也只能裱糊这没有多少特色的战斗系统 对于发展系统上的问题有很多,其他玩家也有反馈,目前的制作组肯定已经有了自己的想法,我只能建议与希望,制作组现在的当务之急,不是把游戏的盘子做的更大,而是真正找出一个特色的系统,哪怕是和冰气时代一样的,可以作为自己的主要特色玩法的核心,城市运营与策略建造不是战争游戏的正反馈核心,核心不是光靠正反馈就能确立,我唯一想建议制作组的就是这句话 至于其他内容就是老生常谈 简化制造,平衡城市与地图资源,开发更多地形,填料,门客系统增加更多技能,培养门客与兵团系统,优化内容,这些想必制作组耳朵都听出茧来了 至于现在还在观望的玩家,我最直白,最不饶弯子,最简单,最不虚以委蛇的告诉你 没做好 但是可以入 入的人多了说不定有早鸟奖励呢? 但是目前你50块钱确实是只能买到一个能玩20小时不到的庄园领主原始版本,不过能蹲蹲更新,更新还是很快了 以上,祝大卖
感觉有着很好的基础,虽然仍然有着一些瑕疵,但只要不停止更新成为一个优秀的作品是毋庸置疑的。
这游戏吃了庄园的红利,庄园当初大火说明该方向市场潜力很大,但是同样吃了庄园摆烂的亏,导致很多玩家不敢第一时间入手。本人在庄园刚发布时就开始玩,玩过逢沙后专门对比了一下,主要差别是庄园更倾向于模拟经营,战斗系统几乎就是附加品,建筑的美术设计模型明显更用心;逢沙明显更倾向战斗,建设到后期完全就是军营,各种建筑全是帐篷和建议木板;同时逢沙的战斗系统明显更完善丰富,能拉起来大规模军团战车团。看后续更新计划也是很丰富,具体的要看能不能落实。游戏公司在成都,有十几年的经验,相信比庄园这种药靠谱的多
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