
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
哈哈哈哈哈哈哈哈哈哈哈哈
Играбельно, но конечно слабее ML
性能优化做的不错,知道保时间流逝速度,但战斗还是没做好,城墙和建筑塌了得重新手放没有维修或者原地重修的功能,配合无网格,打没的城区重新规划建筑位置是灾难,其他评论也有提到战损大,这个实在不行调低点敌人难度还能玩,但如果每次防御战都要重新规划一遍城市,那只能关掉入侵者了,就玩不了战斗了,快点修 另外建议学学Farthest Frontier的劳工管理菜单,生产达到设定的上限后停止生产并释放劳动力,而不是像现在这样在工坊里摸鱼,以及出一个规划职业军队的建筑,或者干脆给现在的武器仓库加上驻军功能,在城墙里也加一个支持驻军的武器仓库,这样一些离主城很远的堡垒就能当真正的堡垒了
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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 853 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
还可以
这游戏时长是刚买的两天内打的... 1、虽然卖点是无网格建造,但我个人还是很喜欢方方正正的拉格子,目前修路建房啥的没有参照物,很容易歪; 2、音乐有特色,挺喜欢,如果多点就好了,不过这个优先度应该也不高; 3、军队这块,军队战胜后非但没有战利品(外出打个熊都能有收获呢?),甚至自己部队减员还要消耗自己的武器和盔甲,有点拔剑四顾心茫然,还是希望能强化下正反馈..现在心疼的我都是靠雇佣兵配合投石车防守,雇佣兵送掉不心疼( 4、食物那块还是有点单一,希望后期能加上养殖功能,也刚好能与兽皮/筋产业链对应上不是; 5、远距离物流还是太慢了; 6、开局门派选择意义不明,也局限了门客选择来源,这样相当于单局只能体验两个门派; 7、房屋(庐舍)最为游戏建造量最大的单位模型还是有点单一了,而且只能容纳1伍,希望后续能有更多样化的房屋; 游戏美术、音乐都还不错,虽然确实是付费测试,但这画面和音乐还是值得的
好评!!!距离神作还有一段路要走,中后期向外扩张受现有的运输机制限制了,不要放弃这个项目阿伟出dlc一定入!
制作组听劝,赞一个
[h1]#Early Access Game [/h1] Enjoying this so far, nice graphics. It has space to improve; logistics, army movement, region landscape, building upgrades, Rice cultivation . Performance needs to improve, not a game to be played during summer because of the heat generated xD I am looking forward to what this game will become.
玩法方面就像庄园领主战国版,优化太差了,人多就卡的不行,深度也不够,后面就很无聊了,再打磨打磨,离优秀的作品还差一大截
真好玩
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