--- 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 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 frontier; std::set 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 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 |