World & Order
World & Order
“To rebuild the perished nations. To restore the lost successions.”
“To rebuild the perished nations. To restore the lost successions.”
— Confucius (551 - 479 B.C.)

Reality is just an extension of history.

400 years ago, dispensing fealties and brute force, House of Aisin Giro from Manchuria conquered the four realms of the Cathayan Continent within a century. Under Aisin Giro’s divide and conquer, the fates of the four realms - the grasslands of Tartaria, deserts of Turkestan, Snowfields of Tibet, and the fertile farmlands of China - were entwined together in the form of United Empires.

110 years ago, Aisin Giro stepped down from the throne after a military coup in the year of the white pig. Without the imperial overlord, the four realms went their separate ways.

After 40 years of intermittent warfare, the Communists conquer China proper under the ‘United Front’ (collaborate with less antagonistic rivals to defeat major enemies) strategy. The Communists also tried their utmost to conquer as many of Aisin Giro’s vassals and annexed lands as possible, forging a new mega state: The People’s Republic (referred to as the Republic).

As the new overlord of the continent, the Communists took a different route from Aisin Giro: instead of ruling through agents and allowing tributaries to retain autonomy, the Communists rule as a colonial power with unprecedented cruelty. The peoples of the conquered realms were forced to flee their homelands walled-in by the Communists, and join their brethren living in free regions outside of Communists’ oppressive wall.

The seeds of hatred bloomed into a reconquista of the east, from whence the Seventy Years’ War unfolded - a long-term hybrid war fought between those with the grim determination to uphold a ‘united’ republic and those who wish to revive their old independent states.

Around a decade ago, the Communists regressed to heavy-handed, reckless and inept governance, while also trying to expand their scope of influence. Malicious ethnic cleansing and an obstreperous military resulting in widespread corruption, embezzlement, exploitation, slaughter and defilement.

The Republic becomes a ghost of its former glory, but the world still awaits determined strategists who would go up against the Communists, while other major powers of the world remain undecided.

Taiwan, a remnant of Aisin Giro’s previous colonies, stands their ground in the face of Communists’ might. Fending off the persistent aggravation of the Communists, Taiwan stays vigilant from across the strait.

Could Taiwan stay safe by not provoking the Communists, keeping away from matters in the Cathayan Continent? Or should they refrain from repeating the same mistakes of the last thirty years which allowed the Communists to grow into the behemoth it is today?

Taiwan has yet to come to a conclusion, but the war is still at hand.

PS. This game is a work of NON-FICTION. Any similarity to actual agencies, policies or ethnic groups of the PRC in this game is INTENTIONAL.

In this game, each country remains perpetually in power over towns. The players fight not about their sovereignty over places, but about their "influence" thereon.

Countries over the world have formed flexible regional unions with varying levels of internal cooperation. Some regional unions even have rivaling members. They may either watch in silence the turmoils of the Cathayan Continent, or lend a helping hand in secrecy.

When a command center undergoes reelection, commander candidates must choose one out of the three diplomatic strategies of their faction as their political stance. After a candidate is elected, the said diplomatic strategy will take effect during their term of office, determining with which country in power/regional union their faction will befriend overall and the varying benefit gained therein.

The sovereignty over each town is owned by different entities. As you take control over a town, the type of daily reward you can claim will vary accordingly. In the game, sovereignty over each town is seized by the following country in power/regional union respectively:

- Northern Commonwealth

- Anglosphere Commonwealth

- Japanese Monarchy

- Corean Confederation

- Nusantarian League

- Indochinese League

- Bharathi League

- Khalifah League

- European Union

- People's Republic

- Taiwan

Northern Commonwealth

An extension of the Order of the Former Soviet Union and its Asian sphere of influence that is gradually turning into an alliance between the Slav and the Altaic people. The stretching borderlines between the alliance and the Republic creates a peculiar relationship between the two powers. The Northern Commonwealth owns sovereignty over the following towns:

West Turkestan

Atyrau Aktobe Kokshetau Nur-Sultan Temirtau Karaganda Ekibastuz Pavlodar Semey Oskemen Zaysan Ayagoz Aktogay Balkhash Taldykorgan Zharkent Chundzha Almaty Shu Bishkek Taraz Shymkent Tashkent Dushanbe Elista (Kalmykia)

Mongolian Plateau

Choibalsan Sainshand Dalanzadgad Bayankhongor Ulaanbaatar Darkhan Erdenet Mörön Kyzyl (Tuva) Altai Khovd Ölgii Gorno-Altaysk

Trans-Siberian Railway

Chita Ulan-Ude (Buryatia) Irkutsk Abakan Novosibirsk Omsk Petropavl Barnaul Moscow

Russian Manchuria

Yuzhno-Sakhalinsk Komsomolsk Khabarovsk Vladivostok Blagoveshchensk

Anglosphere Commonwealth

An extension of the Great Britain dominion and the post-war U.S. supremacy, currently in conflict of interests with the Republic over West Pacific. Being a society of immigrants, it has developed a complicated relationship with the Cathayan Continent. The Anglosphere Commonwealth owns sovereignty over the following towns:


London Washington New York Toronto Calgary Vancouver San Francisco Los Angeles Auckland Sydney

Japanese Monarchy

Once dominated the better half of the Cathayan Continent, almost ascending to the new reign after Aisin Giro, it suffered defeat at the final moment and has since developed towards isolationism and pacifism. This ancient Monarchy now seeks only its own peace and benefits, yet cannot keep itself out of international affairs. The Japanese Monarchy owns sovereignty over the following towns:


Sapporo Sendai Tokyo Osaka Fukuoka Okinawa

Corean Confederation

A coalition only in name, parading a collaboration based on the wish to restore the glory of their motherland, while in fact the two allying countries are bitter rivals: the North possesses nuclear weapons, whereas the South is a great economic power in the world. The Corean Confederation owns sovereignty over the following towns:

Corean Peninsula

Chongjin Pyongyang Seoul Busan

Nusantarian League

The term "Nusantara" originates from ancient Javanese, meaning the whole area consisting of Southeast Asia islands. Although a flexible alliance is formed, there exists extensive territory and religious conflicts between the members. The Nusantarian League owns sovereignty over the following towns:

Southeast Asia

Manila Laoag Jakarta Singapore Kuala Lumpur

Indochinese League

Regarding the collaboration between countries on the Indochinese Peninsula, the eastern half led by Vietnam stands equal against the Republic in the north, while Thailand and Myanmar in the western half are stuck deep in complicated domestic troubles. The Indochinese League owns sovereignty over the following towns:

Southeast Asia

Hanoi Ho Chi Minh City Bangkok Santikhiri Muang Xay Pangkham (Wa State) Laukkai (Kokang) Myitkyina Tahaundam (Kachin State) Homein (Shan State/Southern Wa State) Yangon

Bharathi League

"Bharatha" was the name of a virtuous king of the ancient subcontinent. Under the strong lead of India, a regional setup is formed with smaller countries depending on India, although some countries are pro-Republic. The Bharathi League owns sovereignty over the following towns:


Bhairakuppe (Karnataka) Mundgod (Karnataka) Bandara (Maharashtra) Chandragiri (Odisha) Mainpat (Chhattisgarh) Delhi Leh (Kashmir) Dharamshala (Himachar Pradesh) Dehradun (Uttarakhand) Pokhara (Nepal) Kathmandu (Nepal) Labangla (Nepal) Thimphu (Bhutan) Tawang (Arunachal Pradesh) Tez (Arunachal Pradesh)

Khalifah League

An extension of the Order led by the Sultans (also Khalifahs) of the Ottoman Turkish Empire. Although Türkiye has turned into a pan-Turkistic secular state, the existing orders of the Islamic world remain indistinctly in the memories of East Mediterranean and Asian countries. The Khalifah League owns sovereign over the following towns:

Middle East

Fayzabad Kabul Khost Miramshah Rawalpindi Gilgit Istanbul Idlib Aleppo Riyadh

European Union

Despite numerous recent challenges, it remains the most tight-knit union in the world. As their colonist ancestors have left the Cathayan Continent for decades, current European politicians are less eager about the conflicts in the Far East. The European Union owns sovereignty over the following towns:


Munich Geneva Paris

People's Republic

Having formed strategic partnerships with multiple countries, the truth is the Republic has only one military ally, North Corea. As the last power behind the world's Communist Faction, the Republic knows it can only rely on itself. The People's Republic owns sovereignty over the following towns:

China (Cathaysian States)

Shenzhen Guangzhou Kouang Tchéou Wan Meizhou Chaozhou Guilin Nanning Haikou Sanya Xiamen Fuzhou Wenzhou Hangzhou Shanghai Nanjing Hefei Wuhan Nanchang Changsha Nanyang Zhengzhou Xuzhou Jinan Qingdao Tianjin Beijing Shijiazhuang Taiyuan Yan'an Xi'an Yinchuan Lanzhou Dunhuang Xining Chongqing Chengdu Guiyang Kunming Taue Xoong Sibsongbanna


Heihe Giyamusi Mudanjiang Yanbian Qiqihar Daqing Harbin Jilin Baicheng Changchun Mukden Anshan Dalian Dandong Fuxin Zhaoyang Chengde

Southern Mongolia

Khingan Jirem Ulankhad Hulunbuir Xilingol Kalgan Ulanqab Hohhot Bugat Hot Bat Khaalga Ordos Bayannur Ud Hairibin Ejin

East Turkestan

Kumul Guqung Turpan Ürümqi Koktokay Altay Qoqak Karamay Bortala Ghulja Kuytun Janbalik Bayingolin Korla Qakilik Kuqa Aksu Uqturpan Kizilsu Kashgar Yengisar Yarkand Hotan


Ngari Shigatse Lhasa Drigu Nagqu Nyingchi Chamdo Yulshul Golmud Tsolho Tshojang Golog Malho Kanlho Bairi Ngawa Garzê Yaknga Mili Dechen

Hong Kong & Macau

Victoria Chai Wan Stanley Kowloon City Yau Tsim Mong Sham Shui Po Wong Tai Sin Kwun Tong Sai Kung Sha Tin Sheung Fan Sha Ta Tai Po Yuen Long Tuen Mun Tsuen Wan Kwai Tsing Chek Lap Kok Macau


Shunned by the whole world because of the Republic, never integrated into any regional union. But it is unbothered as guns and steel still support this ancient country in the turmoils east of the sea. Taiwan owns sovereignty over the following towns:


Taipei New Taipei Taoyuan Hsinchu Miaoli Taichung Nantou Changhua Yunlin Chiayi Tainan Kaohsiung Pingtung Taitung Hualien Yilan Keelung Penghu Kinmen Matsu Pratas

A faction consists of three descending levels: command center, union and organization. The player will play an organization, which in multiplicity can form a union, whereas a strong union will be able to control a command center through elections.

Command Center




Your Organization

There are two kinds of factions in this game: the Communist Faction represented by Communists, and the Anti-communist Faction which includes all non-Communist factions. The internal framework for both Communist and Anti-communist Factions is the same: a "Command Center" decides on the overall strategy and resource distribution among the faction, while their subordinate "Unions" (called "Cabals" among the Communists) compete over the power and positions within the command center. A union is like a guild organized by players, whereas each player plays a revolutionary organization (or a secret agency among the Communists). Players can join an existing Union or establish one of their own.

A player from the Anti-communist Faction can join another Anti-communist faction with the special item "Pledge of Loyalty." Progress in your main campaign will be preserved for the same status as pre-defect, but the faction-specific card pool will be discontinued and replaced with the card pool of the new faction. Your name will also be removed from all rankings among your former faction.

The current version does not support the defect from Anti-communist to Communist Faction, and vice versa. Then how does a player in the Anti-communist or Communist Faction experience the joy/fun of defecting to the Communists or being a traitor? You can opt to join a union/cabal of the rivaling Faction and take in a traitor's bliss. For details, please see the <Union/Cabal>.

Each union or cabal may be rivals or allies, just like in real life.

Create Union/Cabal

Any player that has not yet joined a union (or cabal for the Communists) can find the "Create Union/Cabal" button on the "Union/Cabal" page in the "Diplomacy" interface. Please note that you can only create a union/cabal loyal to the faction to which you belong. For example, a union created by a player from the Hong Kong Faction is certainly loyal to the Hong Kong Faction. If you want to join a union loyal to a different faction, please join a union created by another player.

After creating your union/cabal, you will automatically become a "leader" that can appoint at most 2 "deputies." On the Player Information page, click on the name of the union/cabal you have created to review its details and copy the union/cabal ID. Share the ID to allow other players to search for and opt to join your union/cabal through the ID. You can also enable the "Open Recruitment" function on the "Union/Cabal" page in the "Diplomacy" interface, allowing the system to recommend your union/cabal at random to other players within your same faction and using the same UI language as yours. The number of players for each union/cabal is limited to 50 players, recruitment will be disabled when you reach the limit.

You can transfer the "leader" title to other members, but only to members from the same faction as you. For example, the leader of a union loyal to Hong Kong Faction can only be a player from the Hong Kong Faction. The restriction does not apply to "deputy" positions.

* Even if a union/cabal has only 1 player member, the leader can still participate in elections, base battles and mock battles, thus socially awkward players can play alone at ease.

Join a Union/Cabal

Any player that has not yet joined a union (or cabal for the Communists) can search for any existing union/cabal via its ID or name on the "Union/Cabal" page in the "Diplomacy" interface. Players can also click the "Base Country Union/Cabal Recommendation" button to allow the system to recommend random unions/cabals that are "within your same faction" and whose "leader uses the same UI language as yours."

You can also join a union/cabal loyal to another faction. For example, a player from the Hong Kong Faction can join a union loyal to Taiwan, or a cabal loyal to the Communists. However, please note that base battles are fought in basic units of "unions." If a player from the Hong Kong Faction joins a union loyal to Taiwan, he or she can mostly only engage in base battles of the Taiwan Faction (unless there are base battles in which they can engage as reinforcement to fight for another faction).

Command Center
Command Center
The Command Center is in charge of the strategies and resource distribution among a faction, as well as the object of control for which unions/cabals compete with each other.

Supreme Commander

The Command Center of each faction has its own name and different titles for its commander. A commander is elected from the leaders of the unions within the faction and may be reelected without term limits. The union/cabal to which a commander belongs is called the "governing body" of a faction, and the governing body is always the affecter in the name of the operation base town of the faction. You can see who is the current governing body on the Faction Information interface.

During a base battle, a commander can decide the battle reward boost for each town to influence unions into attacking/defending certain towns. For details, please see the <Base Battle> section.

The names of Command Centers and commanders for each faction are as follows:



Supreme Leader


Militia Union


Hong Kong

Provisional Govt



Great Khural



Dept. of Intelligence



Altay Committee



National Army (of E. Turkestan)



Volunteer Legion


Rebel Alliance

Revolutionary Alliance



Each Command Center consists of 9 agencies (one of which is always under the direct reign of the commander and the governing body). You can see the agencies and their directors on the Town interface of the headquarters for the faction. After elected, the commander can assign leaders from other unions/cabals from the same faction as agency directors, and the members of the same union as the directors can claim their daily agency reward from the Towns interface of the faction's headquarter.

Please note that one leader can only work as director of one single division; the same goes for commanders. Moreover, players can only claim daily rewards from one division. A "promise to assign division positions" is a means to win over other unions/cabals, so commanders should consider the pros and cons carefully before deciding to assign.

The names and emblems of each agency (Communists in the upper row and Anti-communist Faction in the lower row) are as follows:

Security Comm.

Military Comm.

Organization Dept.

Counter-intelligence Div.

General Staff

Personnel Div.

Publicity Dept.



Public Relations Div.


Political Warfare Div.


Legal Affairs Comm.

Foreign Affairs Comm.

Supervision Div.

Legal Div.

External Relations Div.

The reelections of a Command Center are not one-vote-per-person kind of democratic elections. The number of votes varies based on a union's "sphere of influence," i.e. the number of towns affected by said union.


Only leaders from unions/cabals loyal to a faction can run for office for the Command Center. When registering for election, a candidate must choose one out of the 3 diplomatic strategies, plus the next strategy you wish to unlock for your faction from the Strategy Tree. The strategies will be your political stance for all players in the faction to see.

Voting Rights

Only union/cabal leaders may vote. Each leader has one "basic vote" and several "town votes," the amount of which equals the number of towns affected by their union/cabal (i.e. "sphere of influence"). In other words, a union/cabal with a bigger sphere of influence on the map has a bigger influence over an election.

Leaders must cast all their votes for the same candidate (if they are running for office, they may vote for themselves). The votes cannot be distributed to multiple candidates.

If there is a tie in the election, the candidate from a union with more affected towns wins. If the unions have the same number of affected towns, the candidate whose union rank higher wins.

Base Battle
Base Battle
Each town is under the sovereignty of a certain "power" which will remain definite. The factions fight not about their sovereignty over towns, but about their "influence" thereon, so they become the rulers of underground orders.

During Base Battles

A base battle starts after reelection in a faction's Command Center. The affecter of a town will only change during base battles. Commanders of each faction can decide the battle reward boost for each town to influence unions into attacking/defending certain towns.

Host a Base Battle

The leader and deputies of every union/cabal have the authority to start base battles. A leader can start a battle by moving the main force of the faction to any town within their faction's sphere of influence and clicking the "Attack" button on the nearby town (the said town cannot be the headquarters for a faction). The whole world in the game will be notified. Please note that an Anti-communist faction can start a base battle against other Anti-communist factions.

Players can also start base battles against towns controlled by an NPC. The affecter of a town controlled by NPC will be shown as the Command Center of the faction to which the NPC belongs (e.g. Provisional Govt).

The Assembly Period

An assembly period will begin following the start of a base battle. The unions/cabals under the reign of the attacking and defending factions may gradually move their main force to the vicinity of the target town, while the moving time varies by their distance on the map (it is faster if one takes the railway). Unions/cabals from other factions may join the weaker combatant in a town as reinforcements. Members of a union/cabal can decide whether they wish to join a base battle.

The leader who has started a base battle can cancel the battle at any time during the assembly period. After the assembly period ends, the base battle officially begins and the leader who started said battle will be the commanding officer of the attack, whereas the leader whose town was attacked becomes the commanding officer of the defense. A base battle over a town will last no more than 5 rounds and will be won by the party that first controls of 3 war zones / or by the party that controls more war zones over the course of the 5 rounds.

Distribution of Fighting Strength

The battlefield is divided into three war zones with their own characteristics in descending order: Rural Area, Commercial Circles, and the Mafia. Before each round of battle commences, the commanding officer may adjust their expected distribution of fighting strength. After a player joins a battle, if they are offline when the battle starts, their fighting team will be randomly placed at one of the fronts to fight. If the player is online, they can choose which front to fight. Players might have a better chance of winning if they can act according to the expectations of the commanding officer.


After a base battle ends, the winning party will obtain an extra bounty of rewards. Most importantly, if the attacking party wins, the affected target town will subsequently be affected by the union/cabal that started this base battle.

All members can claim rewards daily in the Towns interface of the towns affected by their union/cabal when they log in. If a town is affected by a player loyal to the Rebel Alliance, the town will show the emblem chosen by the leader of the alliance.

Covert Friendly Control

Please note that while unions/cabals from the same faction cannot start base battles against each other, there are ways to claim towns affected by the other party. At the end of the base battle period, if a town is affected by Union A, and Union B from the same faction meets the following 2 criteria simultaneously in said town:

1. Union A has affected the target town for 2 base battle periods.

2. Union B has the highest fighting strength (calculated by "the sum of members' fighting strength" and "the distance between the unions' main force") in target town.

Then the target town will be affected by Union B instead. Players may also covertly put NPC-affected towns under friendly control, in which circumstance the NPC's fighting strength will be deemed as 0.

Each faction has its own specific card pool. Join the faction whose cadres you want!

Occupation System

The cadres in the game are divided into 4 types of occupations: propagandist, patron, spy and guerilla. During battles, a team can appoint at most 5 cadres, creating their unique tactics through different placement and combinations.

During battles, cadres in the same occupation system will share the command ball of the same color.


Players can equip different types of runes for cadres based on their weapon type. There are 9 types of runes in the game: geas, enchantment, concussion, sword, dagger, hidden weapon, bow, firearm, and explosive. Runes come in 3 ascending levels of power: basic, advanced and supreme, and can be enhanced to a higher level with materials.


Players can spend "Recruitment Order" to recruit cadres in the "Recruitment" interface. Players from different factions have different cadre recruitment probabilities and can see the cadre recruitment probabilities of each card pool in the game.

If you recruit a cadre you already have, you will obtain the "Esoterica" for said cadre. A "Esoterica" stands for deeper self-understanding of a cadre and will bring breakthroughs to the cadre's abilities!

There are several types of PvP battles in the game, namely: Ranking Battles for single-team and three-team formations fought between individual players, as well as Mock Battles between unions/cabals.

Ranking Battle

Ranking Battles consist of two types:

The single-team ranking battle is fought by 1 team from each of the two parties.

The three-team ranking battle is fought by 3 teams from each of the two parties. Before the start of each of the 3 rounds of the battle, players will covertly choose one from their 3 teams for fighting, and the first party to strike two victories will be the winner.

Mock Battle

As its name suggests, Mock Battles are simulations of Base Battles. They are fought similarly to base battles, but not about towns on the map. The system will match participating unions/cabals with opponents and start the mock battle after the assembly period. The difference between Mock Battles and Base Battles is that there will be no reinforcements from other unions/cabals in a mock battle, as the assembly period serves to allow members of the participating unions/cabals to click and join the battle.

Rank badges and ranks will be offered to unions/cabals according to the results of Mock Battles.

For more details please see the <Base Battles> section.

By participating in various battles, players can obtain rank badges which will show in the personal information for everyone to see their brilliant results. Unions/cabals can also upgrade their rank badges through Mock Battles and Base Battles.

I am a paragragh. Add your own text here and let your users know a little more about you.

I am a paragragh. Add your own text here and let your users know a little more about you.

I am a paragragh. Add your own text here and let your users know a little more about you.


I am a paragragh. Add your own text here and let your users know a little more about you.

This game is a work of NON-FICTION. Any similarity to actual agencies, policies or ethnic groups of the PRC in this game is INTENTIONAL.

To implement freedom of speech, we do not actively filter or review any word or phrase (including player names and comments) in the game.

For this work, all duplication, reproduction, republication and derivative creations that are not for commercial use and provide sources are permitted. The scope of permission covers the game's characters, images, texts and music, users of which do not need to request prior permission.

For commercial use, please seek the developer's prior consent at: [email protected]

Some content of this game is not suitable for children 12 and under.