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01 · Overview & Pillars

Status: Skeleton · Owner: TBD · Updated: 2026-09-23

Purpose

Define what the game is, who it is for, and the 3–5 pillars that every later decision gets tested against.

To define

Design pillars (draft)

#PillarWhat it means in practiceWhat it rules out
1Your dynasty mattersFaction choice changes units, buildings and play style, not just a flag colourCosmetic-only factions
2The alliance is the gameBest content is unreachable soloFully solo endgame
3Thinking beats spendingCounters and timing can beat raw power within a bandPure power-number combat
4TBD

Think about

  • The two source games pull in opposite directions. Whiteout Survival is asynchronous, timer-gated and tuned for 5-minute check-ins. Age of Empires is synchronous, attention-heavy and tuned for 30-minute matches. You cannot have both in the same moment. The usual resolution is layering: an async city layer (timers, upgrades, gathering) plus an opt-in synchronous battle layer (short, skill-expressive, scheduled). Decide the split now — it determines your server architecture, your monetisation and your art budget.
  • Who is the audience really? Lapsed AoE players who want strategy on mobile, or existing 4X mobile whales looking for a new server? They want different games and will review-bomb you for being the other one.
  • Device spec is a design constraint, not a tech detail. 200 units on screen in real time excludes a large share of the Android install base in the markets where this genre earns. Settle the floor before combat is designed.
  • Write the anti-pillars. "No pay-to-win" and "no 12-hour timers" are design decisions with revenue consequences. Better to reject them loudly now than to discover the game became that anyway in month nine.
  • Pillars must be able to lose an argument. If a pillar has never killed a feature you liked, it is a slogan, not a pillar.

Open questions

#QuestionBlocksOwner
1Async-only, or async city + sync battle?Combat, tech, scope
2Primary audience: AoE lapsed or 4X native?Marketing, UX, monetisation

Internal design document — work in progress.