
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 852 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
目前玩着还行,但是物流和运输是个大问题,驿站覆盖范围有限,像中军大帐这样的大建筑必须紧贴着才能吃到加成,如果需要采集外围的资源,经常人走到资源点就天黑了,如果把民居放边上那么取食物和水就要走好远,我把家里经营了一段时间以后发现不是很有打出去的动力,把物资运送到新的地点相当于从零开始再造一个聚集地了。可不可以把手推车集成到仓库和生产建筑里面,驿站在解锁养马之后可以使用马匹,在不同驿站之间快速通行
门客选不同的人,经营路线真的会变,这点挺好。就是有些门客的强弱还不太均,墨家直接造器械有点bug。
玩了十几个小时了 算刚入门吧,但是那个儒家的 下月躲人口的技能为什么不生效啊 是BUG吗,显示是下个月多4伍人口 加技能加3伍,不应该是7伍吗,怎么还是4伍
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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 853 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
目前还是有很多需要完善和优化的地方,但是总的来说瑕不掩瑜。前期上手难度偏大,引导需要优化一下,熟悉操作之后玩起来还是不错,古风的音乐也很舒服,期望后面能持续优化和迭代。
题材少见,经营框架也有东西;缺点是教学、界面和战斗都还需要打磨。先观望后续更新,未来可期。
城市真正运转起来的感觉还不错:民夫在不同区域活动,资源从采集点进入仓库,再被送到生产和城防需要的地方,规划合理之后会很有成就感。 可惜这套系统目前不够直观,UI没有把物流状态讲清楚,AI也会出现明明有任务却不去做的情况。于是有时不是在做经营决策,而是在排查到底是哪一环卡住了。希望后面能把缺货、闲置这些状态做得更明显,让玩家是在解决问题,而不是猜问题。
框架能看出来,但是第一眼信息量太大,教学也不算细,不是种田选手有点难上手。
烽沙我觉得题材和框架都很不错,价格也挺合适的。 制作组愿意回应反馈,这点至少说明不是做完就放着。只是当前完成度确实还差了点,内容就20小时左右,喜欢这类题材的人可以先尝鲜
我觉得这游戏目前体验最好的是后勤和经济的压力感,以及门客带来的路线选择。仓库、资源、人口和军队互相牵制,经营得好再去扩张,确实会有成就感。门客不是简单加几个数值,选谁、派去哪里,有时候会改变一整套发展顺序,这部分是有重玩空间的。项目组愿意看玩家反馈,我也愿意再给它一点时间。不过当前版本的问题也很集中:UI信息量太大,AI执行不稳定,事件和后期目标还不够丰富。很多时候玩家不是在做真正的经营决策,而是在自己补系统说明、补长期目标。底子是有的,但要从“能玩”走到“让人愿意长期玩”,还需要把这些基础体验继续磨顺。
城防和围攻是比较容易让人记住的部分,春秋战国背景加上音乐之后,守住城门的气氛还是有的。准备粮食、资源和防线的过程也比单纯堆兵更有意思。 现在的问题是平时事件数量偏少,战斗里的操作也不算多,除了围攻之外,其他时间的变化感还不够强。如果能把日常事件和战场变化连起来,节奏会更好。
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