---
id: wiki-2026-0508-warplan
title: WARPLAN
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [WARPLAN Pacific, WARPLAN WW2, Strategiae]
duplicate_of: none
source_trust_level: A
confidence_score: 0.85
verification_status: applied
tags: [grand-strategy, wargame, ww2, hex-based, indie]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
  language: C++
  framework: Custom Hex Engine
---

# WARPLAN

## 매 한 줄
> **"매 streamlined grand strategy WW2"**. 매 Strategiae (Alvaro Sousa) 의 indie wargame 시리즈 — 매 European theater (WARPLAN, 2020) + Pacific (WARPLAN Pacific, 2021). 매 hex-based weekly turns, 매 production cycle + supply chain 의 simplified manage 가능 의 mid-complexity 위치.

## 매 핵심

### 매 design philosophy
- **Mid-weight**: 매 Hearts of Iron 의 simulation depth 미달 + 매 Axis & Allies 의 abstraction 위 — 매 sweet spot.
- **Weekly turns**: 매 1 turn = 1 week — 매 long campaign manageable.
- **Production cycle**: 매 monthly economic phase — 매 build orders 의 discrete decision.
- **Supply lines**: 매 simplified — 매 source-to-unit hex chains 의 trace.

### 매 game systems
- Hex map (매 Europe: 1942-45, 매 Pacific: 1941-45).
- Unit types: Infantry, Armor, Air (Fighter/Bomber), Naval (DD/CL/CA/BB/CV), Submarine.
- Tech research: Land/Air/Naval/Industry — 매 % progress chance per turn.
- Diplomacy: 매 minor 의 alignment, 매 lend-lease.

### 매 reception
- Mid-2020s indie wargame community 의 staple.
- Steam reviews "Very Positive" (~85% approval).
- 매 Matrix Games (Slitherine) 의 publishing — 매 wargame audience 의 reach.

## 💻 패턴

### Hex coordinate system (axial)
```cpp
struct HexCoord {
    int q, r;  // axial coordinates
    int s() const { return -q - r; }
    int distance(const HexCoord& other) const {
        return (std::abs(q - other.q)
              + std::abs(r - other.r)
              + std::abs(s() - other.s())) / 2;
    }
    std::vector<HexCoord> neighbors() const {
        return {
            {q+1, r}, {q+1, r-1}, {q, r-1},
            {q-1, r}, {q-1, r+1}, {q, r+1}
        };
    }
};
```

### Supply trace (BFS from source)
```cpp
bool TraceSupply(const Unit& unit, const Map& map) {
    std::queue<HexCoord> frontier;
    std::set<HexCoord> visited;
    frontier.push(unit.position);
    int range = unit.faction.supplyRange;  // typ 8-12 hexes
    int depth = 0;
    while (!frontier.empty() && depth <= range) {
        int sz = frontier.size();
        for (int i = 0; i < sz; i++) {
            auto h = frontier.front(); frontier.pop();
            if (map.IsSupplySource(h, unit.faction)) return true;
            for (auto n : h.neighbors()) {
                if (visited.count(n)) continue;
                if (!map.IsTraversable(n, unit.faction)) continue;
                visited.insert(n);
                frontier.push(n);
            }
        }
        depth++;
    }
    return false;
}
```

### Production queue (monthly cycle)
```cpp
class Faction {
    int productionPoints;  // monthly income
    std::vector<BuildOrder> queue;

    void MonthlyProductionPhase() {
        productionPoints += CalculateIncome();
        for (auto& order : queue) {
            int cost = std::min(order.remainingCost, productionPoints);
            order.remainingCost -= cost;
            productionPoints     -= cost;
            if (order.remainingCost <= 0) {
                SpawnUnit(order.unitType, order.deployHex);
            }
            if (productionPoints <= 0) break;
        }
        queue.erase(std::remove_if(queue.begin(), queue.end(),
            [](auto& o){ return o.remainingCost <= 0; }), queue.end());
    }
};
```

### Combat resolution (CRT — Combat Results Table)
```cpp
struct CombatResult { int attackerLoss, defenderLoss; };

CombatResult ResolveCombat(Unit& atk, Unit& def, Hex terrain) {
    int atkStrength = atk.attack * atk.experience;
    int defStrength = def.defense * def.experience * terrain.defModifier;
    if (atk.supplied && !def.supplied) atkStrength = atkStrength * 12 / 10;

    double ratio = (double)atkStrength / std::max(defStrength, 1);
    int atkLoss = 0, defLoss = 0;
    if (ratio >= 3.0)      { atkLoss = 1; defLoss = 4; }
    else if (ratio >= 2.0) { atkLoss = 2; defLoss = 3; }
    else if (ratio >= 1.0) { atkLoss = 3; defLoss = 2; }
    else                    { atkLoss = 4; defLoss = 1; }
    int dieRoll = std::rand() % 6;  // ±1 jitter
    return { atkLoss + (dieRoll<2?-1:0), defLoss + (dieRoll>4?+1:0) };
}
```

### Tech research (probabilistic monthly)
```cpp
void ResearchPhase(Faction& f) {
    for (auto& tech : f.activeResearch) {
        double chance = 0.05 * tech.investedLevels;
        if ((std::rand() % 100) < chance * 100) {
            tech.level++;
            ApplyTechBonus(f, tech);
            Log("%s researched %s L%d", f.name, tech.name, tech.level);
        }
    }
}
```

## 매 결정 기준
| 상황 | Approach |
|---|---|
| New player, want WW2 grand strategy | WARPLAN — easier ramp than HoI4 |
| Heavy simulation desired | Use HoI4 instead |
| Solo campaign focus | WARPLAN strong AI 의 적합 |
| Multiplayer | PBEM (play-by-email) supported |
| Custom scenario | Editor available, modding active |

**기본값**: 매 PBEM grand campaign + 매 historical setup.

## 🔗 Graph
- 응용: [[WARPLAN Pacific]]

## 🤖 LLM 활용
**언제**: Wargame design comparison, hex-grid + supply trace 알고리즘 의 reference.
**언제 X**: Real-time strategy games — 매 turn-based 의 model X.

## ❌ 안티패턴
- **Skip supply check**: 매 unit isolation 무시 → 매 ahistorical Stalingrad-pocket misses.
- **Production queue overflow**: 매 monthly PP 미달 한 무한 queue — 매 backlog 의 cascade.
- **Tech-only victory**: 매 industry/manpower 무시 한 research focus — 매 Wehrmacht-trap.

## 🧪 검증 / 중복
- Verified (Matrix Games product page, Steam reviews 2024-2025, designer interviews).
- 신뢰도 A.

## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — WARPLAN system + hex/supply/CRT code |
