# Index: Topics > Game Design ## ๐Ÿ“ Subcategories - [[Economy & Systems/Index|Economy & Systems]] - [[Genre & Mechanics/Index|Genre & Mechanics]] - [[Industry/Index|Industry]] - [[Monetization/Index|Monetization]] - [[Social & Psychology/Index|Social & Psychology]] ## ๐Ÿ“ Documents - [[2014 Combat Controls Update]] - [[4X ์‹œ์Šคํ…œ (4X System)]] - [[4X ์ „๋žต ๊ฒŒ์ž„ ์ˆ˜์ตํ™” ๋ชจ๋ธ]] - [[4X ์ „๋žต]] - [[AI Exploitation]] - [[AI ์ถ”์  ๋…ผ๋ฆฌ(AI Pursuit Logic)]] - [[Agency and Player Autonomy]] - [[Alliance (๋™๋งน)]] - [[Alliances-and-Sector-Hegemony]] - [[Anti-Air-and-Anti-Ground-Combat]] - [[Arc-2-Technology]] - [[Area-of-Effect (AoE) Damage]] - [[Assault-Platoons]] - [[Baiting Tactics]] - [[Baiting-and-Combat-Controls]] - [[Baiting]] - [[Base Layouts]] - [[Base-Layouts-and-Kill-Zones]] - [[Base-Layouts]] - [[Combat Controls Update (Feb 2014)]] - [[Combat Controls]] - [[Combined-Arms]] - [[Command Center]] - [[Command and Control (C2) Interface]] - [[Command and Control (C2)]] - [[Control-Points]] - [[Damage-Resistance-Platforms]] - [[Damage-Types]] - [[Defense-Buildings]] - [[Defensive Stances]] - [[Defensive-Architecture]] - [[Descendants-Sector-Control]] - [[Events]] - [[Evolution-of-the-War-Commander-Combat-Ecosystem]] - [[Fate War]] - [[Final Fantasy XV- A New Empire]] - [[Free-Repair-Strategy]] - [[Free-Repair-Tactics]] - [[GAME_SYSTEM_DESIGN_PROMPT]] - [[Game of War BM๊ณผ ๊ตฌ์กฐ ์กฐ์‚ฌ]] - [[Game of War BM๊ณผ ๊ตฌ์กฐ ์กฐ์‚ฌ]] - [[Game of War- Fire Age BM ๋ฐ ๊ตฌ์กฐ ์„ค๊ณ„]] - [[Game of War- Fire Age]] - [[Iridium]] - [[Jailing]] - [[Kingdom vs. Kingdom (KvK)]] - [[Kingdom vs. Kingdom Events (KvK)]] - [[Live Operations (LiveOps)]] - [[LiveOps]] - [[Machine Zone์˜ 4X ํฌํŠธํด๋ฆฌ์˜ค ํ™•์žฅ ๋ฐ ๋ผ์ด๋ธŒ ์„œ๋น„์Šค ๋ชจ๋ธ ๊ณ ๋„ํ™”]] - [[Metronomos-Heavy-Turret]] - [[Micro-management]] - [[Mixed-Platoons]] - [[Mobile Strike]] - [[Nightwatch-Bunker]] - [[Pay-to-win]] - [[Permanent Loss]] - [[Platform-Resistance-and-Defensive-Specialization]] - [[Platform-Resistance]] - [[Platform-Specialization]] - [[Power Creep (Content Treadmills)]] - [[Puzzles & Survival]] - [[Rise of Kingdoms]] - [[Rock-Paper-Scissors-Dynamic]] - [[Rogue-Player-Bases]] - [[Sarkis-Cloning-Technology]] - [[Sector-Breach-Store]] - [[Sector-Breach-XP]] - [[Sector]] - [[Splash Damage]] - [[Staircase Monetization Model]] - [[Status-Effects]] - [[Street Duel Fighter]] - [[Structural-Dynamics-and-Tactical-Evolution-of-the-Combat-Ecosystem]] - [[Structural-Dynamics-of-Combat-Ecosystem]] - [[Support Insulated]] - [[Support-Platforms]] - [[Tactical-Evolution-of-the-War-Commander-Combat-Ecosystem]] - [[Thorium]] - [[Unit Stances]] - [[VIP ์‹œ์Šคํ…œ (VIP System)]] - [[VIP ์‹œ์Šคํ…œ]] - [[VIP]] - [[War Commander ์ „ํˆฌ ์ƒํƒœ๊ณ„์˜ ์ „์ˆ ์  ์ง„ํ™”(Tactical Evolution of the Combat Ecosystem)]] - [[War-Commander-Combat-Ecosystem]] - [[War-Commander-Event-Operations]] - [[War-Commander-Strategic-Hub]] - [[War-Commander-์ „ํˆฌ-์ƒํƒœ๊ณ„-๋ฐ-์ง€์ •ํ•™์ -๊ตฌ์กฐ]] - [[War-Commander-์ „ํˆฌ-์‹œ์Šคํ…œ]] - [[Wonder]] - [[World War Rising]] - [[๊ฐ€์ƒ ํ™”ํ (Virtual Currency)]] - [[๊ฑฐ์ (Control Points) ์ ๋ น์ „]] - [[๊ณ„๋‹จ์‹ ์ˆ˜์ตํ™” (Staircase Monetization)]] - [[๊ณ„๋‹จ์‹ ์ˆ˜์ตํ™” ๋ชจ๋ธ (Staircase Monetization)]] - [[๊ณ ๊ณผ๊ธˆ ์œ ์ € (Whales)]] - [[๊ณ ๋ž˜ ์œ ์ € (Whale Players)]] - [[๊ณผ๊ธˆ ๋ชจ๋ธ (Monetization)]] - [[๊ตฌ์—ญ ํ†ต์ œ ๋ฐ ๋™๋งน ์ „์Ÿ(Sector Control and Alliance Wars)]] - [[๊ธฐ์ง€ ๋ ˆ์ด์•„์›ƒ ๋ฉ”ํƒ€(Base Layout Meta)]] - [[๊ธฐ์ง€ ๋ฐฉ์–ด ๋ ˆ์ด์•„์›ƒ(Base Layouts)]] - [[๊ธฐ์ง€ ๋ฐฉ์–ด ์„ค๊ณ„ ๋ฐ ๊ณต๋žต(Base Defense and Siege)]] - [[๊ธฐ์ง€ ๋ฐฉ์–ด ์„ค๊ณ„(Defensive Architecture)]] - [[๊ธฐ์ง€ ๋ฐฉ์–ด(Base Defense)]] - [[๋‹คํฌ ํŒจํ„ด (Dark Patterns)]] - [[๋™๋งน(Alliances)]] - [[๋™์  ๊ฐ€๊ฒฉ ์ฑ…์ • (Dynamic Pricing)]] - [[๋ผ์ด๋ธŒ ์„œ๋น„์Šค (Live Service)]] - [[๋งž์ถคํ˜• ํŒฉ (Personalized Packs)]] - [[๋งค๋ชฐ ๋น„์šฉ์˜ ์˜ค๋ฅ˜ (Sunk Cost Fallacy)]] - [[๋ชจ๋ฐ”์ผ ๋ฏธ๋“œ์ฝ”์–ด ๊ฒŒ์ž„์˜ ์ง„ํ™” ๋ฐ Game of War BM ๊ตฌ์กฐ ๋ถ„์„ ํ”„๋กœ์ ํŠธ]] - [[๋ฏธ๋ผ ์ „์ˆ (Baiting)]] - [[๋ฐฉ์–ด ๊ตฌ์กฐ ๋ฐ ๊ธฐ์ง€ ๋ ˆ์ด์•„์›ƒ(Defensive Architecture and Base Layouts)]] - [[๋ฐฉ์–ด ๊ตฌ์กฐ(Defensive Architecture)]] - [[๋ฐฉ์–ด ๊ธฐํ•˜ํ•™ ๋ฐ ๊ตฌ์กฐ ์„ค๊ณ„(Defensive Architecture)]] - [[๋ฐฉ์–ด ์•„ํ‚คํ…์ฒ˜(Defensive Architecture)]] - [[๋ฐฉ์–ด ํƒœ์„ธ(Defensive Stance)]] - [[๋ฐฉ์–ด ํ”Œ๋žซํผ(Defense Platforms)]] - [[๋ณ‘์› (Hospital)]] - [[๋ณตํ•ฉ ๋ฐฉ์–ด ์ „๋žต(Combined Arms Defensive Grid)]] - [[๋ด‰๊ฑด์  ๊ถŒ๋ ฅ ํ”ผ๋ผ๋ฏธ๋“œ (Feudal Power Pyramid)]] - [[๋ถ€๋Œ€ ํŽธ์„ฑ(Platoon Formations)]] - [[๋ธ”๋ฆฌ์ธ  ๊ธฐ์ง€ ์„ค๊ณ„(Blitz Base Design)]] - [[์ƒ์„ฑ ๋ฐ ๋ฐ๋ฏธ์ง€ ์œ ํ˜•(Unit Counters & Damage Profiles)]] - [[์„ธ๊ณ„ ์ง€๋„(World Map)]] - [[์„นํ„ฐ]] - [[์†Œ๋Œ€]] - [[์Šคํƒœ์–ด์ผ€์ด์Šค ์ˆ˜์ตํ™” ๋ชจ๋ธ (Staircase Monetization Model)]] - [[์‹œ๊ฐ„ ์ œํ•œ ๋ฉ”์ปค๋‹ˆ์ฆ˜ (Time-gating)]] - [[์‹œ๊ฐ„ ์ œํ•œ ํ™œ์„ฑํ™” (Time-limited Activation)]] - [[์‹ค์‹œ๊ฐ„ ๋ฒˆ์—ญ ์—”์ง„ (RTE)]] - [[์‹ค์‹œ๊ฐ„ ๋ฒˆ์—ญ ์—”์ง„ (Real-Time Engine)]] - [[์‹ค์‹œ๊ฐ„ ์—”์ง„ (RTE)]] - [[์‹ค์‹œ๊ฐ„ ์—”์ง„ (Real-Time Engine)]] - [[์•ฝํƒˆ์  ์ˆ˜์ตํ™” (Predatory Monetization)]] - [[์–ผ๋ผ์ด์–ธ์Šค (Alliance)]] - [[์˜๊ตฌ ์†์‹ค (Permanent loss)]] - [[์˜๊ตฌ์  ์†์‹ค (Permanent Loss)]] - [[์™•๊ตญ ๋Œ€ ์™•๊ตญ (KvK) ์ด๋ฒคํŠธ]] - [[์›”๋“œ ๋งต(World Map)]] - [[์œ ๋‹› ๋ฏธ๋ผ ์ „์ˆ (Baiting)]] - [[์œ ๋‹› ์ƒ์„ฑ(Unit Counters)]] - [[์œ ๋‹› ์ƒ์„ฑ(Unit Matchups)]] - [[์œ ์ธ ์ „์ˆ (Baiting Tactics)]] - [[์œ ์ธ ์ „์ˆ (Baiting)]] - [[์ด์ค‘ VIP ์‹œ์Šคํ…œ (Dual-layer VIP)]] - [[์ด์ค‘ ๊ณ„์ธต ๊ณผ๊ธˆ ๋ชจ๋ธ (Two-layer Monetization)]] - [[์ ์ž ๊ฒฝ์ œ (Deficit economy)]] - [[์ „๋ ฅ ์‹œ์Šคํ…œ(Power Systems)]] - [[์ „ํˆฌ ์ „์ˆ (Battle Strategies)]] - [[์ „ํˆฌ ์ œ์–ด(Combat Controls)]] - [[์ „ํˆฌ ์ปจํŠธ๋กค(Combat Controls)]] - [[์ „ํˆฌ ํ†ต์ œ(Combat Controls)]] - [[์ œ๋กœ์ž‰ (Getting Zero-ed)]] - [[์ œ๋กœ์ž‰ (Zeroing)]] - [[ํŒŒ์›Œ ํฌ๋ฆฝ (Power Creep)]] - [[ํฌํƒ‘ ์‹œ์Šคํ…œ(Turret Systems)]] - [[ํ”ผํ•ด ์œ ํ˜•(Damage Types)]] - [[ํ˜ผํ•ฉ ์†Œ๋Œ€ ์ „์ˆ (Mixed Platoon Tactics)]] - [[ํ˜ผํ•ฉ ์†Œ๋Œ€(Mixed Platoons)]]