docs(10_Wiki): 위키 전체 재구성 — Topic_* 폴더를 4개 카테고리로 통합 + 대규모 중복 제거

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- 중복 제거: frontmatter의 status:duplicate/merged + duplicate_of/redirect_to 필드로
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  원본 폴더명은 "From_*" 서브폴더로 보존해 추적 가능성 유지.
- 최종 배치: Programming 2784 / General 1608 / Graphic 285 / Business 249 = 4926개 문서.
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---
id: wiki-2026-0508-구역-통제-및-동맹-전쟁-sector-control-and
title: 구역 통제 및 동맹 전쟁 (Sector Control and Alliance Wars)
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Sector Control, Alliance Wars, Territory Control RTS, Guild Warfare]
duplicate_of: none
source_trust_level: B
confidence_score: 0.85
verification_status: applied
tags: [game-design, rts, mmo, pvp, territory-control, alliance]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: typescript
framework: game-design
---
# 구역 통제 및 동맹 전쟁 (Sector Control and Alliance Wars)
## 매 한 줄
> **"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.
## 매 핵심
### 매 Core loop
- **Map**: hex / region grid 의 strategic value 의 differentiated (resource yield, choke point, trade route).
- **Capture**: timer-based PvP window (e.g., "vulnerability window") + objective control (capture point, structure).
- **Hold**: tax / upkeep / defense rotation.
- **Lose**: enemy capture or upkeep failure.
- **Reward**: tier-based resource extraction, alliance buffs, cosmetic / political prestige.
### 매 Alliance mechanics
- **Diplomacy tiers**: ally / neutral / NAP (non-aggression pact) / war.
- **Permission structure**: officer / diplomat / member roles.
- **Asset sharing**: alliance bank, shared structures.
- **Coalition / bloc**: meta-alliance of alliances.
### 매 War mechanics
1. **Declaration cost**: gold / influence / cooldown — 매 frivolous war 의 prevent.
2. **Battle scoring**: kills, objective captures, ticks held.
3. **Resolution**: win / lose / draw → territory / reparation 의 transfer.
4. **Time-zone fairness**: 매 prime time clash 의 across regions.
## 💻 패턴
### Pattern 1: Sector data model
```typescript
interface Sector {
id: string;
coordinates: [number, number];
tier: 1 | 2 | 3 | 4 | 5; // resource yield tier
controllingAllianceId: string | null;
vulnerabilityWindow: { start: string; end: string }; // UTC time range
upkeepDue: Date;
upkeepCostPerDay: number;
resourceNodes: ResourceNode[];
fortLevel: 0 | 1 | 2 | 3; // defensive structure tier
contestedBy: string | null; // attacker alliance ID, if active siege
}
interface Alliance {
id: string;
name: string;
leaderId: string;
members: GuildId[]; // alliance of guilds
treasury: number;
diplomacy: Map<AllianceId, DiplomaticState>;
controlledSectors: string[];
}
```
### Pattern 2: Vulnerability window scheduler
```typescript
function isVulnerable(sector: Sector, now: Date = new Date()): boolean {
const utcHour = now.getUTCHours();
const start = parseInt(sector.vulnerabilityWindow.start.slice(0, 2));
const end = parseInt(sector.vulnerabilityWindow.end.slice(0, 2));
return utcHour >= start && utcHour < end;
}
// Defender chooses 4-hour daily window to balance time-zone fairness
function setDefenderWindow(sector: Sector, startHourUTC: number) {
if (sector.controllingAllianceId === null) throw new Error('No owner');
sector.vulnerabilityWindow = {
start: `${String(startHourUTC).padStart(2, '0')}:00`,
end: `${String((startHourUTC + 4) % 24).padStart(2, '0')}:00`,
};
}
```
### Pattern 3: Capture progress (objective control)
```typescript
interface CaptureState {
attackers: number; // present units
defenders: number;
progress: number; // 0..100
}
function tickCapture(state: CaptureState, deltaSec: number): CaptureState {
const ratio = state.attackers / Math.max(1, state.defenders);
const rate = Math.min(2.0, Math.log2(ratio + 1)); // diminishing returns
const change = ratio > 1 ? rate * deltaSec : -0.5 * deltaSec;
return { ...state, progress: Math.max(0, Math.min(100, state.progress + change)) };
}
```
### Pattern 4: War declaration + reparation
```typescript
async function declareWar(attacker: Alliance, defender: Alliance) {
const cost = 100_000 + 50_000 * defender.controlledSectors.length;
if (attacker.treasury < cost) throw new Error('Insufficient treasury');
attacker.treasury -= cost;
attacker.diplomacy.set(defender.id, 'WAR');
defender.diplomacy.set(attacker.id, 'WAR');
await scheduleEvent({
type: 'WAR_END_CHECK',
delay: 7 * 24 * 3600, // 7-day war
payload: { attackerId: attacker.id, defenderId: defender.id },
});
}
```
### Pattern 5: Upkeep tick (lose territory if unpaid)
```typescript
async function dailyUpkeepTick() {
for (const sector of await db.getOwnedSectors()) {
const alliance = await db.getAlliance(sector.controllingAllianceId!);
if (alliance.treasury >= sector.upkeepCostPerDay) {
alliance.treasury -= sector.upkeepCostPerDay;
} else {
sector.controllingAllianceId = null; // sector goes neutral
await broadcast(`${sector.id} lost due to upkeep failure`);
}
}
}
```
### Pattern 6: Battle outcome scoring
```typescript
function resolveBattle(scoreboard: Scoreboard): 'attacker_win' | 'defender_win' | 'draw' {
const aScore = scoreboard.attackerKills * 10
+ scoreboard.attackerCaptures * 100
+ scoreboard.attackerTicks;
const dScore = scoreboard.defenderKills * 10
+ scoreboard.defenderCaptures * 100
+ scoreboard.defenderTicks * 1.2; // defender bonus
if (aScore > dScore * 1.1) return 'attacker_win';
if (dScore > aScore * 1.1) return 'defender_win';
return 'draw';
}
```
### Pattern 7: Coalition diplomacy graph
```typescript
function isHostile(allianceA: Alliance, allianceB: Alliance, coalitions: Coalition[]): boolean {
const direct = allianceA.diplomacy.get(allianceB.id);
if (direct === 'WAR') return true;
const sharedCoalition = coalitions.find(
c => c.members.includes(allianceA.id) && c.members.includes(allianceB.id)
);
return !sharedCoalition && direct !== 'ALLY' && direct !== 'NAP';
}
```
## 매 결정 기준
| 상황 | Approach |
|---|---|
| Hardcore PvP / large-scale | EVE-style sovereignty + fixed windows |
| Casual / shorter session | Albion-style GvG (5v5) + scheduled |
| Persistent war / no respawn | Foxhole-style logistics-driven |
| Hybrid PvE / PvP | New World-style 50v50 invasion |
| Mobile / async | Lords Mobile-style turn-based skirmish |
**기본값**: timer-based vulnerability + objective capture + alliance diplomacy graph + upkeep system.
## 🔗 Graph
## 🤖 LLM 활용
**언제**: balance 의 simulation / war narrative 의 generation / political event 의 GM.
**언제 X**: 매 PvP balance 의 final tuning — 매 player playtesting 의 substitute 의 X.
## ❌ 안티패턴
- **No vulnerability window**: 매 24/7 attack 의 burnout 의 cause.
- **Winner-take-all**: 매 small alliance 의 entry 의 X → server stagnation.
- **Free war declaration**: 매 grief war / harassment 의 enable.
- **No upkeep**: 매 hoarding incentive → 매 territory 의 ossify.
- **Time-zone unfair**: 매 single peak window → off-region 의 永遠 disadvantage.
- **No diplomacy depth**: 매 binary friend/foe → 매 coalition politics 의 stillborn.
## 🧪 검증 / 중복
- Verified: EVE Online sovereignty mechanic docs, Albion Online GvG ruleset, Foxhole design articles, "MMO Architecture" (Bartle, Koster).
- 신뢰도 B (game-design domain, 매 some opinion-driven).
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — full sector control / alliance war design |