
The Emperor and State is a turn-based strategy game that simulates the rule of an ancient feudal monarch. It involves the administration, policy adjustment, diplomatic checks and balances, national wars, as well as the emperor's self-cultivation, the cultivation of successors and so on.
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The Emperor and the State is a simulation game that combines elements of strategy, management, development, and collection. Players will portray ancient Chinese monarchs, governing the country, collecting renowned ministers and consorts from various eras, nurturing descendants, and ultimately building an enduring empire through generations.

Conduct court sessions, handle memorials, and set national policies. The State includes over 20 different Indicators that interdepend and influence each other. By adjusting the relationships between these Indicators, stabilize and promote the development of the nation.
Issue decrees, contemplate strategies, appoint officials, and enforce decrees. Decrees are categorized into seven major types, requiring issuance by the Secretaries of the six Ministry: Personnel, Revenue, Rites, Military, Punishment, and Public Works, as well as the Prime Minister. These decrees contribute to the governance and development of the nation, with most requiring cooperation between the Emperor and ministers through policy proposals.
Making distant friends while attacking nearby in diplomacy. Send envoys to other countries, establish trade relationships, or initiate wars...
Train soldiers, prepare military supplies. When the time is right, seize cities and conquer territories. Influence the course of war by issuing military commands.

Promote education, advance imperial examinations, and gather talented ministers. Through the annual imperial exams and additional special exams, collect historically outstanding ministers and employ them according to their abilities.

The Emperor possesses four attributes: governance, benevolence, valor, and talent. Engage in self-cultivation within various facilities in the imperial palace to enhance corresponding attributes. The Emperor's personal attributes greatly influence the efficiency of governance; therefore, properly schedule daily activities to exercise and improve oneself.

Gather beauties, bestow favor in the six palaces, and enjoy worldly splendor. Confer titles in the harem, bear imperial heirs, and relax to increase efficiency in other matters.

The Emperor is also mortal, and life has its limits. Choose the most talented prince in advance and focus on their cultivation. After the current Emperor's passing, the imperial heir will ascend the throne, and the game will continue! Through generations of inheritance, create your everlasting empire.
Through generations of inheritance, developing national strength, expanding territories, ultimately creating your eternal empire.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, Traditional Chinese**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
游戏的机制合理性很高,现实化的同时又有很高的游戏体验,让我找到了传代的乐趣,非常推荐
遊戲本身概念不錯 可以抽名將抽妃子抽皇子 非常上頭 但細節總是決定成敗 這遊戲細節我只能說拉完了 就算去把自己屬性改滿+底下全名臣也沒救 不去改錢或者肉祭 就是等破產 下面一排建設只大部分城鎮只能蓋一個 第二個要8萬人口就算了 我點了科技要升級我的建設 跟我說人口要18萬才能升2級建設 完全神人設計 我玩了快30年初始人口7.8萬 也才漲到 10.2萬左右 拉個軍隊 民夫一調 恭喜一夜回到解放前 貧困率直接大暴漲 一堆縣城直接降級 每年收入永遠小於支出 用了湊錢也補不齊 土地兼併跟腐敗率嘎嘎亂漲完全壓不下來 一堆國策也完全沒用 連被動加經濟都沒有 甚至國策要啟動還要另外花時間另外研究 另外地圖有夠難分辨倒底能不能走 軍隊拉過去才發現一座大山擋者 有夠浪費時間 估摸著這遊戲設計師大概不怎麼玩自己設計出來的遊戲 不然就是他愛坐大牢
内容量整体太少,更新速度尚可,但是价格定的属实高了不少,以目前这个内容量,我甚至不如去玩4399免费的皇帝养成计划2,唯一比较吸引我的是他的地图比较吸引我,加上我真的很喜欢皇帝题材的游戏,这个傻子我当了,我希望作者能多多增加内容量,优化打磨打磨细节,至少让我跟别人提起我玩这个游戏时不被笑话
The Emperor and State, developed by 涂途 and published by Hawthorn Games, is a grand strategy simulation that shifts the focus of empire-building away from conquest alone and toward the intricate, often exhausting reality of governance. Instead of presenting rulership as a straightforward path of expansion and military dominance, it places the player inside the machinery of a feudal state, where decisions ripple across bureaucracy, economy, and court politics in ways that are not always predictable. It’s a game that prioritizes systems and interdependence, asking the player not just to lead, but to manage, negotiate, and endure. The core experience revolves around assuming the role of a monarch tasked with maintaining stability across a complex and often fragile empire. Every aspect of rule falls under your control: appointing officials, issuing policies, balancing finances, managing military forces, and responding to crises. What makes the game distinctive is how interconnected these responsibilities are. Economic decisions influence public sentiment, which in turn affects political stability, which can impact military readiness. The systems are layered in such a way that there is rarely a single correct choice—only trade-offs that must be weighed carefully over time. A major part of this complexity comes from the game’s emphasis on bureaucracy. Governance is not handled through simple menus or abstract sliders but through a structured network of officials, each tied to specific administrative roles. Managing these individuals becomes a strategic challenge in itself, as their abilities, loyalties, and relationships can significantly influence how effectively policies are implemented. This creates a sense that the state is not just a system to control, but an entity that must be coordinated, with all the unpredictability that entails. It adds a level of realism that is rarely explored so deeply in strategy games. The inclusion of dynasty management further reinforces the long-term nature of the experience. Ruling is not confined to a single lifetime; it extends across generations, requiring players to think about succession, heirs, and the continuity of their policies. Decisions made early on can have consequences that unfold much later, making the game feel less like a series of isolated scenarios and more like an ongoing historical process. This generational aspect adds weight to the player’s actions, as maintaining stability over time becomes just as important as achieving immediate goals. However, the depth that defines The Emperor and State is also one of its biggest challenges. The game offers limited guidance in explaining how its systems interact, leaving players to learn through experimentation. Early sessions can feel overwhelming, as the sheer number of variables and responsibilities makes it difficult to identify priorities. Even when mistakes occur, the reasons behind them are not always clear, which can lead to frustration. This steep learning curve makes the game less accessible, particularly for those unfamiliar with complex strategy simulations. Pacing is another area where the game demands patience. Progress tends to be gradual, with success measured in stability and incremental improvement rather than rapid expansion or dramatic victories. This slower rhythm can be rewarding for players who enjoy careful planning and long-term strategy, but it can also feel stagnant during periods where little visible change occurs. Recurrent challenges, such as economic strain or political unrest, can further slow momentum, requiring constant attention to maintain balance. From a technical and presentation standpoint, the game is functional but modest. The interface focuses on delivering information, though it does not always do so clearly, especially when dealing with more advanced systems. Visuals are simple and utilitarian, prioritizing clarity over style. As an Early Access project, it also shows signs of ongoing development, with areas that feel unfinished or in need of refinement. These limitations do not undermine the core concept, but they do affect the overall experience, particularly for players expecting a more polished product. Despite these issues, the game’s ambition is evident. It attempts to simulate governance in a way that feels systemic and grounded, offering a perspective that goes beyond the typical focus on expansion and warfare. The sense of managing a living, breathing state—one that reacts to decisions in complex and sometimes unpredictable ways—is one of its strongest qualities. It is a game that rewards persistence and careful observation, even if it does not always make that process easy. Ultimately, The Emperor and State is a niche experience that will appeal most to players who enjoy deep, systems-driven strategy games. It is not designed for quick sessions or immediate gratification, but for those willing to invest the time to understand its mechanics, it offers a challenging and intellectually engaging simulation of rule. While its rough edges and steep learning curve limit its accessibility, its commitment to depth and realism gives it a distinct place within the genre. Rating: 6/10
傻逼一样的黄白术研究,你必须让它自己隔夜研究才能正常解锁你妈的炼丹室,不然直接卡住未解锁不给你造的BUG,能不能更新一下?老子打了那么久江山还生了个天赋异禀的儿子,回头一看炼丹室没解锁真的是醉了,还有你妈的傻逼电脑好战程度顶天了,明知打不过我,联盟打我一波接一波,妈的只要老子还没结束战斗,就硬是要联盟打我,一路吃到一百多城,还是有小国不要命一样联合打我,敌意说来就来,你妈的外交只能同时派出俩人上限,我亲善你妈个头,BUG一波接一波,你妈的比自己玩的时候不会笑吗?也没有解除BUG的办法,我真的是日了你妈了
平衡性做的挺好,就是上手有点难。。感觉内容完结算是SLG的神作了。
促织乱草
之前放在愿望单里面了,现在给买了下来,玩了一会儿感觉大臣立绘和界面应该继续改好看一点,其他的我还没怎么玩了,就当支持一波了,希望还能更新下去吧,加油了。
适合会运营的玩家玩
垃圾般的稳定性,玩第一次稳稳 第2次就黑屏了,作者你m没了
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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