The presentation layer has a tempting job.
It shows the map. It reacts to clicks. It animates units. It displays city panels, movement previews, action buttons, fog of war, territory, alerts, and turn information. From the player’s perspective, this layer often feels like “the game”.
But architecturally, it is not the game.
The presentation layer is the place where the game becomes visible and interactive. It is not the place where the rules are decided. That distinction became one of the most important boundaries in the project.
(more…)