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---
id: wiki-2026-0508-fate-war
title: Fate War
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Fate War game, Fate franchise war, Type-Moon Holy Grail War]
duplicate_of: none
source_trust_level: B
confidence_score: 0.85
verification_status: applied
tags: [game, fate, type-moon, holy-grail-war, narrative, gacha]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: Game / Narrative
applicable_to: [Game Design, Narrative AI, Lore]
---
# Fate War (Holy Grail War)
## 매 한 줄
> **"매 Type-Moon Fate franchise 의 core conflict — 매 7 master + 7 servant 의 Holy Grail 의 의 의 battle royale"**. Fate/stay night (2004) 시작 — 매 Visual Novel + 매 anime + 매 Fate/Grand Order (gacha) 등 expand. 매 narrative AI / 매 game design 의 reference.
## 매 핵심
### 매 setup
- **7 masters** (mages) + **7 servants** (heroic spirits).
- **Holy Grail**: 매 wish-granting.
- **Fuyuki city** (or variant) 의 setting.
- **Battle royale**: 매 last 1 의 wins.
### 매 7 servant class
- **Saber**: 매 sword.
- **Archer**: 매 bow / range.
- **Lancer**: 매 spear.
- **Rider**: 매 mount.
- **Caster**: 매 magic.
- **Berserker**: 매 mad enhancement.
- **Assassin**: 매 stealth.
### 매 Fate franchise
- **Fate/stay night** (2004): 매 origin VN.
- **Fate/Zero** (2011): 매 prequel.
- **Fate/Apocrypha**: 매 14-servant variant.
- **Fate/Grand Order** (2015+): 매 mobile gacha — 매 commercial 매 다수.
- **Fate/Extra**: 매 Moon Cell variant.
### 매 narrative pattern
- **Master-servant bond**: 매 strategic + emotional.
- **Class triangle**: 매 rock-paper-scissors style.
- **Heroic spirit**: 매 historical / mythological figure.
- **Noble Phantasm**: 매 servant 의 ultimate.
- **Command Spell**: 매 master 의 3-use control.
### 매 game design 응용
1. **Battle royale narrative**.
2. **Gacha**: 매 character + rarity.
3. **Class-based combat triangle**.
4. **Boss raid**: 매 servant 의 mythic scale.
5. **Visual novel**: 매 branching.
## 💻 패턴 (응용)
### Class triangle
```python
CLASS_ADVANTAGE = {
'Saber': ['Lancer'],
'Lancer': ['Archer'],
'Archer': ['Saber'],
'Rider': ['Caster'],
'Caster': ['Assassin'],
'Assassin': ['Rider'],
'Berserker': [], # 매 매 class 의 advantage but takes 2x damage
}
def damage_modifier(attacker_class, defender_class):
if defender_class in CLASS_ADVANTAGE.get(attacker_class, []): return 1.5
if attacker_class in CLASS_ADVANTAGE.get(defender_class, []): return 0.5
if attacker_class == 'Berserker': return 1.5 # 매 매 매 class
return 1.0
```
### Servant data
```python
@dataclass
class Servant:
true_name: str
class_: str
skills: list[str]
noble_phantasm: dict
parameters: dict # 매 STR/END/AGI/MAG/LCK/NP — 매 E~A++
alignment: str
```
### Noble Phantasm trigger
```python
def noble_phantasm(servant, master_mp, charge):
if charge < servant.np.threshold:
return 'insufficient_charge'
if not master_mp.has(servant.np.cost):
return 'mp_drain_master'
return execute(servant.np)
```
### Command Spell (3-use)
```python
class Master:
def __init__(self):
self.command_spells = 3
def use_command_spell(self, command):
if self.command_spells == 0: raise NoSpellsError()
self.command_spells -= 1
# 매 absolute order 의 servant 의 force
# 매 1: location-jump, 2: instant-restore, 3: kill-self-NP
return self.servant.execute_absolute(command)
```
### Battle royale logic
```python
def grail_war_round(masters):
alive = [m for m in masters if m.alive and m.servant.alive]
if len(alive) <= 1: return alive[0] if alive else None
# 매 territorial expansion + alliances
encounters = pair_encounters(alive)
for m1, m2 in encounters:
outcome = simulate_combat(m1, m2)
if outcome == 'm1_win': m2.alive = False
elif outcome == 'm2_win': m1.alive = False
else: break_alliance(m1, m2)
```
### Visual novel branching (Ren'Py-like)
```
label crossroads:
"Saber waits for orders."
menu:
"Engage Lancer":
jump engage_lancer
"Retreat":
jump retreat_route
"Attempt alliance":
jump alliance_route
```
### Gacha rarity (Fate/GO-style)
```python
RARITY_RATES = {1: 0.40, 2: 0.30, 3: 0.20, 4: 0.07, 5: 0.03}
def gacha_pull(rates=RARITY_RATES):
r = random.random(); cum = 0
for rarity, rate in sorted(rates.items()):
cum += rate
if r <= cum: return draw_servant(rarity)
```
### Heroic spirit lore (LLM-aided)
```python
def generate_servant(historical_figure, class_):
prompt = f"""Design a Fate-style servant.
Historical figure: {historical_figure}
Class: {class_}
Output JSON:
- true_name
- class
- 3 skills (with grade)
- noble_phantasm (name, type, effect, rank)
- parameters (STR/END/AGI/MAG/LCK)
- one-line summary"""
return llm.generate(prompt)
```
## 매 결정 기준 (응용)
| 상황 | Approach |
|---|---|
| Battle royale game | 매 alliances + 매 reduction |
| Class system | Triangle |
| Mobile gacha | Tiered rarity + pity |
| Narrative game | VN branching |
| LLM character | Heroic spirit gen |
**기본값**: 매 lore-rich character + 매 class triangle + 매 multi-route narrative + 매 (mobile) gacha pity.
## 🔗 Graph
- 부모: [[Game-Design]]
- 변형: [[Gacha]]
- 응용: [[Drama Management Systems]] · [[Computational_Creativity|Computational-Creativity]]
## 🤖 LLM 활용
**언제**: 매 narrative-rich game. 매 character generation. 매 lore wiki.
**언제 X**: 매 actual Fate IP licensing 의 strict.
## ❌ 안티패턴
- **No class differentiation**: 매 strategic depth lose.
- **Pure RNG gacha**: 매 burn-out.
- **No Noble Phantasm uniqueness**: 매 character bland.
## 🧪 검증 / 중복
- Verified (Type-Moon official, Fate wiki).
- 신뢰도 B.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — Fate framework + 매 game design 응용 code |