Front-End Layer
Town reconstruction, resident care, defense, Conquest, hero combat and short feedback lower 4X entry friction.
Town reconstruction, resident care, defense, Conquest, hero combat and short feedback lower 4X entry friction.
Initial town, survivors, food/housing, building and defense translate complex 4X into survival/town problems.
Session, hours, daily, weekly, biweekly, monthly, multi-day, 6-week+ league and server-age cycles operate in parallel.
New systems tend to add separate currency, shop, timer and event overlays rather than retiring or merging old loops.