Since the previous refactor update, Age of New Worlds has moved local play, multiplayer, AI simulations, replay, presentation effects, and match lifecycle behind one canonical game engine. The visible result is fewer synchronization bugs. The architectural result is one authoritative path from command to state, events, and animation.
Since the previous refactor update, most of the work has not been about adding another visible system.
It has been about removing alternative ways in which the same game could be interpreted.
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