docs(10_Wiki): 위키 전체 재구성 — Topic_* 폴더를 4개 카테고리로 통합 + 대규모 중복 제거
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id: wiki-2026-0508-구역-통제-및-동맹-전쟁-sector-control-and
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title: 구역 통제 및 동맹 전쟁 (Sector Control and Alliance Wars)
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Sector Control, Alliance Wars, Territory Control RTS, Guild Warfare]
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duplicate_of: none
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source_trust_level: B
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confidence_score: 0.85
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verification_status: applied
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tags: [game-design, rts, mmo, pvp, territory-control, alliance]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: typescript
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framework: game-design
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---
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# 구역 통제 및 동맹 전쟁 (Sector Control and Alliance Wars)
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## 매 한 줄
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> **"매 sector control 의 핵심 = 'persistent territorial map 의 alliance 의 collective effort 의 contested resource 의 yield'."**. EVE Online (2003) sovereignty system 의 archetype → Albion Online / Foxhole / New World 의 modern iteration 의 inspire. 매 design 의 essence 의 individual action 의 macro-political consequence 의 mapping.
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## 매 핵심
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### 매 Core loop
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- **Map**: hex / region grid 의 strategic value 의 differentiated (resource yield, choke point, trade route).
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- **Capture**: timer-based PvP window (e.g., "vulnerability window") + objective control (capture point, structure).
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- **Hold**: tax / upkeep / defense rotation.
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- **Lose**: enemy capture or upkeep failure.
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- **Reward**: tier-based resource extraction, alliance buffs, cosmetic / political prestige.
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### 매 Alliance mechanics
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- **Diplomacy tiers**: ally / neutral / NAP (non-aggression pact) / war.
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- **Permission structure**: officer / diplomat / member roles.
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- **Asset sharing**: alliance bank, shared structures.
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- **Coalition / bloc**: meta-alliance of alliances.
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### 매 War mechanics
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1. **Declaration cost**: gold / influence / cooldown — 매 frivolous war 의 prevent.
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2. **Battle scoring**: kills, objective captures, ticks held.
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3. **Resolution**: win / lose / draw → territory / reparation 의 transfer.
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4. **Time-zone fairness**: 매 prime time clash 의 across regions.
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## 💻 패턴
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### Pattern 1: Sector data model
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```typescript
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interface Sector {
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id: string;
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coordinates: [number, number];
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tier: 1 | 2 | 3 | 4 | 5; // resource yield tier
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controllingAllianceId: string | null;
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vulnerabilityWindow: { start: string; end: string }; // UTC time range
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upkeepDue: Date;
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upkeepCostPerDay: number;
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resourceNodes: ResourceNode[];
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fortLevel: 0 | 1 | 2 | 3; // defensive structure tier
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contestedBy: string | null; // attacker alliance ID, if active siege
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}
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interface Alliance {
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id: string;
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name: string;
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leaderId: string;
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members: GuildId[]; // alliance of guilds
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treasury: number;
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diplomacy: Map<AllianceId, DiplomaticState>;
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controlledSectors: string[];
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}
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```
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### Pattern 2: Vulnerability window scheduler
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```typescript
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function isVulnerable(sector: Sector, now: Date = new Date()): boolean {
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const utcHour = now.getUTCHours();
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const start = parseInt(sector.vulnerabilityWindow.start.slice(0, 2));
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const end = parseInt(sector.vulnerabilityWindow.end.slice(0, 2));
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return utcHour >= start && utcHour < end;
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}
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// Defender chooses 4-hour daily window to balance time-zone fairness
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function setDefenderWindow(sector: Sector, startHourUTC: number) {
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if (sector.controllingAllianceId === null) throw new Error('No owner');
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sector.vulnerabilityWindow = {
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start: `${String(startHourUTC).padStart(2, '0')}:00`,
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end: `${String((startHourUTC + 4) % 24).padStart(2, '0')}:00`,
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};
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}
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```
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### Pattern 3: Capture progress (objective control)
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```typescript
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interface CaptureState {
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attackers: number; // present units
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defenders: number;
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progress: number; // 0..100
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}
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function tickCapture(state: CaptureState, deltaSec: number): CaptureState {
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const ratio = state.attackers / Math.max(1, state.defenders);
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const rate = Math.min(2.0, Math.log2(ratio + 1)); // diminishing returns
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const change = ratio > 1 ? rate * deltaSec : -0.5 * deltaSec;
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return { ...state, progress: Math.max(0, Math.min(100, state.progress + change)) };
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}
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```
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### Pattern 4: War declaration + reparation
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```typescript
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async function declareWar(attacker: Alliance, defender: Alliance) {
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const cost = 100_000 + 50_000 * defender.controlledSectors.length;
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if (attacker.treasury < cost) throw new Error('Insufficient treasury');
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attacker.treasury -= cost;
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attacker.diplomacy.set(defender.id, 'WAR');
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defender.diplomacy.set(attacker.id, 'WAR');
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await scheduleEvent({
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type: 'WAR_END_CHECK',
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delay: 7 * 24 * 3600, // 7-day war
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payload: { attackerId: attacker.id, defenderId: defender.id },
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});
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}
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```
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### Pattern 5: Upkeep tick (lose territory if unpaid)
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```typescript
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async function dailyUpkeepTick() {
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for (const sector of await db.getOwnedSectors()) {
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const alliance = await db.getAlliance(sector.controllingAllianceId!);
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if (alliance.treasury >= sector.upkeepCostPerDay) {
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alliance.treasury -= sector.upkeepCostPerDay;
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} else {
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sector.controllingAllianceId = null; // sector goes neutral
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await broadcast(`${sector.id} lost due to upkeep failure`);
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}
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}
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}
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```
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### Pattern 6: Battle outcome scoring
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```typescript
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function resolveBattle(scoreboard: Scoreboard): 'attacker_win' | 'defender_win' | 'draw' {
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const aScore = scoreboard.attackerKills * 10
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+ scoreboard.attackerCaptures * 100
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+ scoreboard.attackerTicks;
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const dScore = scoreboard.defenderKills * 10
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+ scoreboard.defenderCaptures * 100
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+ scoreboard.defenderTicks * 1.2; // defender bonus
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if (aScore > dScore * 1.1) return 'attacker_win';
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if (dScore > aScore * 1.1) return 'defender_win';
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return 'draw';
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}
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```
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### Pattern 7: Coalition diplomacy graph
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```typescript
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function isHostile(allianceA: Alliance, allianceB: Alliance, coalitions: Coalition[]): boolean {
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const direct = allianceA.diplomacy.get(allianceB.id);
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if (direct === 'WAR') return true;
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const sharedCoalition = coalitions.find(
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c => c.members.includes(allianceA.id) && c.members.includes(allianceB.id)
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);
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return !sharedCoalition && direct !== 'ALLY' && direct !== 'NAP';
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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| Hardcore PvP / large-scale | EVE-style sovereignty + fixed windows |
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| Casual / shorter session | Albion-style GvG (5v5) + scheduled |
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| Persistent war / no respawn | Foxhole-style logistics-driven |
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| Hybrid PvE / PvP | New World-style 50v50 invasion |
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| Mobile / async | Lords Mobile-style turn-based skirmish |
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**기본값**: timer-based vulnerability + objective capture + alliance diplomacy graph + upkeep system.
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## 🔗 Graph
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## 🤖 LLM 활용
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**언제**: balance 의 simulation / war narrative 의 generation / political event 의 GM.
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**언제 X**: 매 PvP balance 의 final tuning — 매 player playtesting 의 substitute 의 X.
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## ❌ 안티패턴
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- **No vulnerability window**: 매 24/7 attack 의 burnout 의 cause.
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- **Winner-take-all**: 매 small alliance 의 entry 의 X → server stagnation.
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- **Free war declaration**: 매 grief war / harassment 의 enable.
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- **No upkeep**: 매 hoarding incentive → 매 territory 의 ossify.
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- **Time-zone unfair**: 매 single peak window → off-region 의 永遠 disadvantage.
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- **No diplomacy depth**: 매 binary friend/foe → 매 coalition politics 의 stillborn.
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## 🧪 검증 / 중복
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- Verified: EVE Online sovereignty mechanic docs, Albion Online GvG ruleset, Foxhole design articles, "MMO Architecture" (Bartle, Koster).
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- 신뢰도 B (game-design domain, 매 some opinion-driven).
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — full sector control / alliance war design |
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