Apologies if this is off track, Bibor, but does top down design versus bottom up fit in any way what you are trying to say?
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Yes! But both!
Top-down as the first half of the design process, where you take the final desired gameplay feature and break it down to pieces. Let's call them nuggets. And then bottom-up to integrate / fit into mechanics. Create enough nuggets, play with them for long enough, and certain patterns will start to appear on how to make them fit together (into exising or new mechanics). Discard the nuggets incompatible with the selection of mechanics and you're good to go.
Example on Civ4 religion (how I imagine it went):
1. nuggets
We want religions!
Religions need to be distributed across the map
Religions need to appear at different time periods
Religions must affect population, not tiles
Religions need to spread automatically but also manually
Religion needs to have local and global effects
2. playing with nuggets and mechanics
How to distribute religions across the map and at different time periods? --> slot into different technologies
How to make religion affect population? --> create new city center mechanic
How to make religions spread automatically? --> slot into existing auto spread (plague) mechanics
How to make religions spread manually? --> slot into unit making and movement mechanics
How to make religions have local effects? --> slot into city buildings mechanics --> slot into wonders
How to make religions have global effects? --> slot into diplomacy modifiers --> slot into wonders
We want corporations!
... -> Slot into existing city center mechanic, same way as religion
... -> slot into unit making and movement mechanics, same way as religion
2. Mechanics:
- city center mechanics --> used by: religions, corporations
- unit production mechanics -> used by: military units, civilian units, religious units, spies, etc.
- building production mechanics -> used by: ...
- diplomacy mechanics -> used by: ...
- auto spread mechanics -> used by: religions, plagues
- ...