正在尝试让地图大战略+AI模拟结合,看看能碰撞出怎样的火花,游戏支持传统大战略地图策略模拟的大部分要素,同时让AI替代了核心的摇骰子阶段和数值变化阶段,让游戏的自由度更上一层楼。科技,国策,人物,势力以及几乎所有的一切,不再局限于开发者的预设条目和节点。

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“本作是一款高自由度的历史模拟游戏,历史剧情推演、时代机制、文明玩法的打磨离不开真实玩家的体验反馈。我们选择抢先体验模式,核心是希望提前开放可完整游玩的游戏内容,邀请广大历史爱好者、模拟游戏玩家参与测试。通过收集玩家对历史设定、玩法逻辑、数值平衡、场景细节等方面的建议与反馈,持续优化游戏体验,修正设计短板,贴合玩家对真实历史模拟的核心需求,和社区共同打磨出更优质、更贴合玩家期待的完整版游戏。”

Approximately how long will this game be in Early Access?

“我们计划将游戏的抢先体验周期维持在6到12月左右。整个周期会根据社区反馈优化进度、新内容开发节奏以及游戏打磨完善程度灵活调整,确保游戏的历史模拟体系、核心玩法、细节内容均达到优质完整版标准后,再正式推出1.0版本。我们会持续在商店页、社区公告更新开发进度,让玩家实时掌握游戏更新动态。”

How is the full version planned to differ from the Early Access version?

“现阶段抢先体验版本已具备完整的核心历史模拟玩法、基础时代场景、文明推演机制,可满足玩家完整开局、模拟历史发展、体验核心剧情的游玩需求。我们计划在完整版中对游戏进行全方位升级优化,首先会拓展更多历史朝代、地域文明、经典历史事件模组,丰富玩家的游玩选择;其次将深度优化AI推演逻辑、历史随机事件体系,提升模拟的真实性与随机性,避免玩法同质化;同时会完善游戏画面细节、UI交互、操作逻辑,优化数值平衡与游戏流畅度。此外,我们计划新增自定义历史规则、剧情编辑、成就系统、云端存档等功能,优化新手引导与教程体系,修复抢先体验阶段玩家反馈的各类问题与BUG,全方位提升游戏的完整性、趣味性与沉浸感。所有开发规划均为团队预期计划,具体内容将根据社区玩家反馈动态调整优化。”

What is the current state of the Early Access version?

“已经实现内政外交军事政治等核心内容”

Will the game be priced differently during and after Early Access?

“会有所不同,抢先体验因为产品的稳定性不够,价格会偏低一点,正式版会高出一点点,20%左右”

How are you planning on involving the Community in your development process?

“我们将把社区反馈作为游戏迭代开发的核心依据,搭建全方位的玩家互动渠道,让玩家深度参与游戏开发全过程。首先,我们会常驻Steam社区评论区、讨论板块,每日收集玩家关于历史设定、玩法体验、BUG问题、内容新增的建议与吐槽,逐一整理归档并纳入开发排期。其次,我们计划定期发布开发日志,同步每周、每月的更新内容、优化方向与后续开发计划,公开开发进度,接受玩家监督与讨论。同时,我们会定期开启社区投票活动,针对新增历史朝代、优化功能、玩法调整等核心内容,让玩家投票决定开发优先级。此外,我们会专门收集玩家发现的BUG、不合理的数值设定、不符合历史逻辑的细节问题,在版本更新中优先修复优化。对于优质的玩家创意、历史细节补充、玩法改良方案,我们会积极采纳并落地实现,同时在更新公告中致谢贡献玩家,与社区携手打造更贴合历史、更具可玩性的历史模拟作品。”
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Planned Release Date: Q4 2026

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About This Game

You are the Chongzhen Emperor.

You know that in seventeen years Beijing will fall, and that a tree on Coal Hill is waiting for you. You also know the Ming did not die at the hands of a single enemy. It died of an empty treasury, a bleeding Liaodong frontier, roaming refugees, factional infighting, bureaucratic evasion, unpaid soldiers, and one "Noted" after another that changed nothing.

This time, every edict is yours to decide, every battle yours to draw, every tael yours to account for.

[HOW IT PLAYS]

One turn is one month. Three steps, every month:

Read the reports

How much tax came in, how much pay went out, where disaster struck, and what actually became of your last edict.

Issue edicts

Appoint and dismiss, adjust taxes, raise armies, build, research, negotiate. Drafts can be edited, rejected, or approved.

Promulgate and settle

The month is simulated and time moves forward. A monthly gazette, written in the style of a Ming court bulletin, tells you what happened across the realm.

Edicts do not always land as written. Not enough silver, low imperial authority, provinces withholding revenue, factions obstructing, an incompetent official in charge: every link can bend the result. An edict is not a button. Execution is the battlefield.

[WHAT YOU CAN DO]

- Appoint and dismiss, summon historical statesmen by name, let one man hold two posts, or leave an entire ministry empty

- Imprison, convict, exile, execute. Stripping a prince of his fief requires a case and evidence; princes and ministers go through the same judicial chain

- Issue secret orders to the Embroidered Uniform Guard. Investigations advance monthly, and hard evidence can anchor a conviction

- Adjust taxes (land tax, Liao levy, salt tax, commercial tax, or invent your own), survey farmland, uncover hidden fields, reform surcharges, merge poll tax into land tax, abolish the Liao levy, open the seas and establish customs

- Draw silver from the privy purse, cut clan stipends and official salaries, open granaries for relief

- Raise, march, reorganize, split, merge, re-command, disband, arm, and pay your armies

- Build and demolish, tune blueprint output

- Research technology, and create your own: describe a technology, a national policy, or a building, the AI defines its stats and construction time, and it becomes real in your save, with real monthly output and real upkeep

- Negotiate peace, form alliances, sign treaties, change the era name, rename the dynasty

[SIGNATURE SYSTEMS]

Battle sandbox: draw your plan on the map, the AI judges the picture

When two armies meet, there is a battle. Before it begins you enter the sandbox: real unit designations and strengths on the left, real terrain in the middle. Drag army tokens onto the map, mark the main thrust, reserves, and engagement lines with freehand strokes, arrows, regions, and text, then write one line of intent. Seal the sandbox, and a multimodal model looks at the picture you drew and rules on victory, course, and casualties in one pass. No parsing arrows into coordinates and plugging them into a strength formula.

Army pay is computed, not assumed

Soldier pay = troop type headcount × unit cost. Arms upkeep = equipment in the field converted to silver by combat value. Fielded equipment wears down by a monthly percentage; stockpiled equipment does not. Pulling weapons back into the armory is a genuinely profitable move. Shortfalls are flagged in red.

Buildings earn money, and carry poison

A customs barrier costs 20,000 taels a month and returns 160,000 to the treasury, while adding +8 corruption and +4 unrest. A maritime customs office returns 400,000 with +16 corruption. Do the math yourself.

Office powers: authority is handed down one cell at a time

Each ministry is a lane, vacancies are dotted boxes, factions are color-coded. You grant each office its powers (finance, personnel, military, works, justice). Withhold "military" from the Ministry of War, and it cannot move a single army.

Issue tracks and officials in charge

Every reform and crisis becomes a trackable progress bar with an assignable official. The official applies a percentage modifier: in good conditions gains are amplified, in bad ones losses are. Unattended issues do not stand still. With no one responsible, they slowly rot.

Provincial governors act on their own

A province with a governor handles one matter a month on its own (relief sales, land surveys, bandit suppression, wall repair). Governors of poor integrity skim a little on the side. Dismiss a governor without replacing him, and that province is truly left unattended.

People arrive and depart on the historical calendar

169 historical figures with portraits and status (serving, dismissed, imprisoned, exiled, retired, deceased). Xu Guangqi grows old. Yuan Chonghuan goes to prison. Leave them alone and history takes its course.

National policy trees

Four policy trees with construction times, prerequisites, and mutually exclusive branches. Policy effects live in entities: an established ministry, a building, a tax line, or a modifier. Abolish the ministry and the effect stops that instant. There is no "light it up for a permanent +10%".

[CONTENT]

- 169 characters (67 at court at the default start, the rest arrive and depart on the historical calendar)

- 58 regions: the two capitals and thirteen provinces, the nine frontier garrisons, the Later Jin, Mongolia, Korea, Japan, Annam, Ü-Tsang, and more

- 29 powers

- 31 armies: troop composition, arms, supply, morale, drill, mobility, arrears, loyalty

- 65 building types

- 41 technologies in five branches: military, education, finance, agriculture and medicine, craft

- 43 national policies in four trees: military, science, internal security, taxation

- 7 factions: Donglin, eunuch party, imperial loyalists, Western learning, neutrals, the army, and more

- 44 random events, 32 starting events, 30 national events, 100 battle events, 27 disasters

- 64 regional conditions: drought, locusts, uprising, tax revolt, gentry overreach, clean administration, and more

- 123 governor actions

- 112 social class entries

Only four global indicators: Treasury, Privy Purse, Popular Support, Imperial Authority.

The opening monthly balance is −200,000 taels. You are robbing Peter to pay Paul from month one. Imperial clan stipends alone cost 660,000 taels a month.

[DESIGN PRINCIPLES]

- No cheats: no gifted super-weapons, no loyal ministers falling from the sky, no one-click restoration through the tech tree, no universal reform button.

- No greenhouse: the opening is not a pile of free buffs. Every positive tier has a mirrored negative tier. You will know exactly how you died.

- Numbers land somewhere: every edict ends up in a column of the state machine.

- Your saves stay on your own machine.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

1. Some art and music assets in this game are pre-generated with AI assistance during development, and used after manual screening and revision.
2. This game does not feature anthropomorphic dialogue functions. Real-time generation is only used for world simulation.
3. Turn-based simulation of this game adopts large language models for real-time content generation.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: WIN 10
    • Processor:
    • Memory: 1024 MB RAM
    • Graphics:
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: WIN 10
    • Processor:
    • Memory: 4196 MB RAM
    • Graphics:
    • Network: Broadband Internet connection
    • Storage: 1024 MB available space
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