--- id: wiki-2026-0508-rise-of-kingdoms title: Rise of Kingdoms category: 10_Wiki/Topics status: verified canonical_id: self aliases: [RoK, ROK, 만국각성, Rise of Civilizations] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [game-design, mobile, 4X, F2P, monetization, live-ops] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: Unity/C# framework: mobile MMO 4X --- # Rise of Kingdoms ## 매 한 줄 > **"매 mobile-native 4X MMO — 매 server-as-game-world."**. Lilith Games 의 2018 release (originally Rise of Civilizations), 매 seamless world map 의 하나 server 의 thousands 의 players 의 simultaneous interact, 매 modern mobile 4X (State of Survival, Top War, Last War) 의 template 의 establishing. ## 매 핵심 ### 매 design pillars - **Seamless world map** — pinch-zoom continuous, 의 X tile-screen. - **Civilization choice** — 11 civs (Rome, China, Korea, ...), unique commander + bonus. - **Real-time march** — armies physically traverse map; ambush possible. - **Alliance warfare** — KvK (Kingdom vs Kingdom) cross-server events. - **Commander gacha** — RPG-style hero collection layered on 4X. ### 매 monetization layers - Speedups (time skip currency). - Resource bundles. - Commander sculptures (gacha duplicates). - VIP / pass progression. - Whale-targeted "More than Gems" packs ($99+). ### 매 응용 1. F2P 4X mobile design reference. 2. Live-ops cadence model (KvK every 60 days, season pass). 3. Cross-server matchmaking architecture. 4. Mobile MMO retention case study. ## 💻 패턴 ### March Time Calculation ```csharp public static TimeSpan CalcMarchTime(Vector2 from, Vector2 to, float baseSpeed, float speedBuff) { float dist = Vector2.Distance(from, to); float effectiveSpeed = baseSpeed * (1f + speedBuff); return TimeSpan.FromSeconds(dist / effectiveSpeed); } ``` ### Commander Skill Tree ```csharp public class CommanderSkill { public string Id; public int Level; // 1..5 public int MaxLevel = 5; public int[] CostPerLevel = { 0, 100, 300, 700, 1500, 3000 }; public bool TryUpgrade(ref int sculptures) { if (Level >= MaxLevel) return false; int cost = CostPerLevel[Level + 1]; if (sculptures < cost) return false; sculptures -= cost; Level++; return true; } } ``` ### Server (Kingdom) Tick Loop ```python async def kingdom_tick(kingdom_id: int, dt_ms: int): """매 기본 simulation tick: resources, marches, buildings.""" await update_resource_production(kingdom_id, dt_ms) await advance_marches(kingdom_id, dt_ms) await tick_building_queues(kingdom_id, dt_ms) await tick_research_queue(kingdom_id, dt_ms) await broadcast_chat_messages(kingdom_id) ``` ### KvK Match-Making ```python def matchmake_kvk(kingdoms: list[dict], group_size=8) -> list[list[int]]: """Sort by power, snake-draft into groups for parity.""" sorted_k = sorted(kingdoms, key=lambda k: -k["power"]) groups = [[] for _ in range(group_size)] for i, k in enumerate(sorted_k): idx = i % group_size if (i // group_size) % 2 == 0 \ else group_size - 1 - (i % group_size) groups[idx].append(k["id"]) return groups ``` ### Speedup Inventory ```csharp public class SpeedupInventory { public Dictionary ByMinutes = new(); // 1, 5, 15, 60, 480, 1440 public TimeSpan TotalAvailable() { long mins = 0; foreach (var (m, c) in ByMinutes) mins += (long)m * c; return TimeSpan.FromMinutes(mins); } public bool Apply(TimeSpan needed) { // greedy largest-first long remaining = (long)needed.TotalMinutes; foreach (var m in ByMinutes.Keys.OrderByDescending(x => x)) { int use = (int)Math.Min(ByMinutes[m], remaining / m); ByMinutes[m] -= use; remaining -= (long)use * m; if (remaining <= 0) return true; } return false; } } ``` ### Alliance Help Buff ```python def alliance_help_reduction(active_helpers: int, building_time_s: int, per_help_pct: float = 0.01, cap_pct: float = 0.10) -> int: reduction = min(active_helpers * per_help_pct, cap_pct) return int(building_time_s * (1 - reduction)) ``` ### Whale Cohort Analytics ```python def whale_cohort(payments: list[dict], threshold_usd=1000): by_user = {} for p in payments: by_user.setdefault(p["user_id"], 0) by_user[p["user_id"]] += p["amount_usd"] whales = {u: amt for u, amt in by_user.items() if amt >= threshold_usd} return { "whale_count": len(whales), "whale_revenue_share": sum(whales.values()) / sum(by_user.values()), "whale_arpu": sum(whales.values()) / max(len(whales), 1), } ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | New mobile 4X design | RoK/ToS 매 reference, 매 seamless map 의 default | | Cross-server PvP | Power-tiered KvK matchmaking | | F2P retention slump | Add commander gacha layer + season pass | | Whale dependency too high | Add mid-spender bundles + battle pass | | Server population decline | Migration / merger system | **기본값**: 매 RoK template — seamless map + civ + commander gacha + alliance + KvK — 매 2026 mobile 4X 의 baseline. ## 🔗 Graph - 부모: [[Game Design]] - Adjacent: [[4X Strategy]] ## 🤖 LLM 활용 **언제**: NPC dialogue generation, alliance chat translation, in-game tutorial copy, customer support automation. **언제 X**: 매 economy balance simulation 의 LLM 의 X — Monte Carlo + manual review 의 use; live game decision 의 LLM 의 unilateral 의 X. ## ❌ 안티패턴 - **Pay-to-win without skill**: pure spend 의 win 의 churn 의 mid-spender. - **No KvK reset**: 매 stale top alliance 의 server 의 dominate → newcomer 의 X. - **Speedup hoarding**: bundle 의 cheap speedups 의 inflation 의. - **Commander power creep**: new commanders 의 obsolete 의 old whales 의 spend → backlash. - **Single-server design**: cross-server event 의 X — 매 long-term retention 의 핵심 의 missing. ## 🧪 검증 / 중복 - Verified (Lilith Games official, Sensor Tower 2024/25 mobile reports). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — RoK design template + monetization patterns |