Retainers

Hundred Schools of Thought in Mandate Order

What each philosophical tradition tends to do when assigned to your city or armies

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Hundred Schools Overview

The Hundred Schools of Thought name a real Warring States intellectual landscape—competing traditions that argued how a state should govern, fight, farm, and ritualize order. Mandate Order turns that history into a retainer system: you recruit scholars associated with schools such as Confucianism, Daoism, Mohism, Legalism, Militarism and military strategy, Agriculturalism, Yin-Yang, and Jiran, then assign them to buildings or armies for targeted effects. Digital Sky emphasizes that culture must change decisions, not just art direction. Early Access is planned for August 12, 2026 on Steam and the Epic Games Store, with the retainer panel and central command tent already part of the launch feature set.

This overview explains what each major school tends to represent in preview materials, how assignment works at a high level, and where to go next for comparisons and first-roster advice. For recruitment timing and workflow, read how to recruit retainers. For national-level consequences, pair this page with diplomacy and policy and ritual and disasters.

How retainers function in Mandate Order

Retainers are not a passive gallery of historical figures. You recruit them through the retainer interface, then assign them to specific buildings or military formations so bonuses apply where you need them. That assignment model rewards planning: a farm-oriented advisor attached to the wrong district wastes a slot; a military strategist on an empty barracks teaches nothing.

Retainers also connect upward to court debates and the nine-grid national policy system described in official store text. Schools bias which policies feel accessible and which philosophical arguments you can sustain during debates. A roster heavy on Legalism may unlock harsh efficiency paths; Confucian retainers may favor stability and rite-heavy governance. Exact numbers will vary in Early Access, but the strategic shape—school identity affecting city development order—is consistent across preview interviews.

Confucianism: hierarchy, rites, and stability

Confucian retainers typically emphasize proper order, satisfaction through ritual correctness, and social stability during expansion. In a frontier city, Confucian advisors often help when housing grows faster than services, when unrest appears after conscription, or when you need breathing room to finish walls without revolt. They pair naturally with population and satisfaction planning and with ritual and disasters when ceremonies are part of your stability strategy.

Confucian paths may trade peak industrial speed for predictability—valuable on maps where one unrest spiral deletes a planting season.

Daoism: flexibility and lighter touch governance

Daoist retainers preview discussions associate with flexibility, disaster mitigation angles, or governance that avoids over-tight control depending on implementation. Daoism is not “ignore logistics”; rather, it often suggests alternate responses to pressure—recovering from crises without rebuilding every district from scratch. Watch for tradeoffs that slow deliberate expansion if you interpret Daoist bonuses as permission to skip fuel planning.

Use Daoist recruits when your failures come from over-correction—constant policy flips, ritual panic, or military overextension.

Mohism: utilitarian defense and practical ethics

Mohism in Warring States thought is famous for defensive fortification and utilitarian concern for common people. Mandate Order previews align Mohist retainers with defensive play and efficient protection of workers—synergies worth pairing with walls and siege and how to defend a siege. Mohist philosophy also fits players who want strong walls without immediately chasing aggressive diplomacy.

Mohist bonuses multiply value when build layout already favors chokepoints and armory access.

Legalism: harsh law and administrative efficiency

Legalist retainers push control, strict law, and efficiency at potential satisfaction costs. Legalism rewards players who keep granaries full and can absorb unrest while accelerating projects. It punishes fragile openings: harsh internal policy while food chains break accelerates collapse. Legalist rosters shine after opening build order fundamentals stabilize.

Pair Legalism with honest logistics audits—bonuses rarely override empty warehouses.

Militarism and military strategy: drill, doctrine, and war planning

Militarism and military strategy schools focus on army outcomes—training, deployment synergies, or strategic options tied to real-time battles. These retainers belong on rosters that already stock armories via production chains and how to conscript. Recruiting military strategists before spears reach storage produces impressive advisors watching idle peasants.

Cross-read the combat hub for formations, troop types, and siege tools that actually consume those military bonuses.

Agriculturalism: seasons, yield, and granary logic

Agriculturalist retainers align with Mandate Order’s four-season farming and granary-first survival. They help when harvest variance, weather feedback, or courier delays cause food scares despite visible fields. Agriculturalism is often the strongest first philosophy on food-poor maps if you already read how to farm by season.

Agricultural bonuses assume fields within worker reach and warehouse pickup configured—see build storage guides.

Yin-Yang and Jiran: specialized philosophical paths

Developer Q&A explicitly names Yin-Yang and Jiran among school associations. Yin-Yang often implies balance systems—alternating pressures, elemental or seasonal harmonization, or disaster-risk shifting rather than raw output spikes. Jiran appears as a distinct tradition in preview materials; treat its retainers as specialized picks until Early Access tooltips document exact effects. Verify in-game descriptions after launch rather than assuming beta labels remain unchanged.

Schools as development order modifiers

Games Press interviews quote Digital Sky stating players adjust city-building strategy based on retainers recruited, not a single optimal order. That means schools act like philosophical tech trees: Legalism may pull administration earlier; Agriculturalism may delay military vanity projects; Mohism may elevate wall timing. Document your roster against outcomes each season so you learn causality—core design goal for the twelve-month Early Access period.

Where to go next

Compare schools side by side on school comparison. Pick a first roster on early retainer picks. Return to the retainers hub for hub-wide links, or tools when planners arrive.

Frequently Asked Questions

Frequently Asked Questions

Quick answers drawn from Early Access systems and common player questions.

Which Hundred Schools appear in Mandate Order?

Preview materials name Confucianism, Daoism, Mohism, Legalism, Militarism and military strategy, Agriculturalism, Yin-Yang, and Jiran. More schools may arrive during Early Access.

How do I assign retainers?

Recruit through the retainer panel or central command tent, then assign scholars to specific buildings or armies so bonuses apply to those targets.

Do schools change national policy?

Yes. Retainer schools influence the nine-grid national policy direction and court debates alongside diplomatic choices.

Which school is best for beginners?

Agriculturalism or Confucian stability often help fragile openings; Militarism rewards players with working armories. Match school to your map's actual failures.

Can I recruit every school immediately?

Slots are limited and retainers are long-term commitments. Depth on a few aligned schools beats scattered tier-one bonuses across incompatible paths.