Age of New Worlds started with local play. That was the right place to begin. A 4X game already has enough moving parts before networking enters the picture: turns, units, cities, production, research, fog of war, saves, UI state, and AI. Adding multiplayer too early can turn every feature into a distributed-systems problem.
But I did not want local play to become a dead end.
So even while the game focused on hotseat, I tried to shape the architecture around a future server-backed model. The main rule was simple:
Local play can be convenient, but multiplayer must be authoritative.
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