f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
181 lines
6.0 KiB
Markdown
181 lines
6.0 KiB
Markdown
---
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id: wiki-2026-0508-warplan
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title: WARPLAN
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [WARPLAN Pacific, WARPLAN WW2, Strategiae]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.85
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verification_status: applied
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tags: [grand-strategy, wargame, ww2, hex-based, indie]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: C++
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framework: Custom Hex Engine
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---
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# WARPLAN
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 design philosophy
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- **Mid-weight**: 매 Hearts of Iron 의 simulation depth 미달 + 매 Axis & Allies 의 abstraction 위 — 매 sweet spot.
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- **Weekly turns**: 매 1 turn = 1 week — 매 long campaign manageable.
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- **Production cycle**: 매 monthly economic phase — 매 build orders 의 discrete decision.
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- **Supply lines**: 매 simplified — 매 source-to-unit hex chains 의 trace.
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### 매 game systems
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- Hex map (매 Europe: 1942-45, 매 Pacific: 1941-45).
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- Unit types: Infantry, Armor, Air (Fighter/Bomber), Naval (DD/CL/CA/BB/CV), Submarine.
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- Tech research: Land/Air/Naval/Industry — 매 % progress chance per turn.
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- Diplomacy: 매 minor 의 alignment, 매 lend-lease.
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### 매 reception
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- Mid-2020s indie wargame community 의 staple.
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- Steam reviews "Very Positive" (~85% approval).
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- 매 Matrix Games (Slitherine) 의 publishing — 매 wargame audience 의 reach.
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## 💻 패턴
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### Hex coordinate system (axial)
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```cpp
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struct HexCoord {
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int q, r; // axial coordinates
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int s() const { return -q - r; }
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int distance(const HexCoord& other) const {
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return (std::abs(q - other.q)
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+ std::abs(r - other.r)
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+ std::abs(s() - other.s())) / 2;
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}
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std::vector<HexCoord> neighbors() const {
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return {
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{q+1, r}, {q+1, r-1}, {q, r-1},
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{q-1, r}, {q-1, r+1}, {q, r+1}
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};
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}
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};
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```
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### Supply trace (BFS from source)
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```cpp
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bool TraceSupply(const Unit& unit, const Map& map) {
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std::queue<HexCoord> frontier;
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std::set<HexCoord> visited;
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frontier.push(unit.position);
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int range = unit.faction.supplyRange; // typ 8-12 hexes
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int depth = 0;
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while (!frontier.empty() && depth <= range) {
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int sz = frontier.size();
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for (int i = 0; i < sz; i++) {
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auto h = frontier.front(); frontier.pop();
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if (map.IsSupplySource(h, unit.faction)) return true;
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for (auto n : h.neighbors()) {
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if (visited.count(n)) continue;
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if (!map.IsTraversable(n, unit.faction)) continue;
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visited.insert(n);
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frontier.push(n);
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}
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}
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depth++;
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}
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return false;
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}
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```
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### Production queue (monthly cycle)
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```cpp
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class Faction {
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int productionPoints; // monthly income
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std::vector<BuildOrder> queue;
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void MonthlyProductionPhase() {
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productionPoints += CalculateIncome();
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for (auto& order : queue) {
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int cost = std::min(order.remainingCost, productionPoints);
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order.remainingCost -= cost;
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productionPoints -= cost;
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if (order.remainingCost <= 0) {
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SpawnUnit(order.unitType, order.deployHex);
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}
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if (productionPoints <= 0) break;
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}
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queue.erase(std::remove_if(queue.begin(), queue.end(),
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[](auto& o){ return o.remainingCost <= 0; }), queue.end());
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}
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};
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```
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### Combat resolution (CRT — Combat Results Table)
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```cpp
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struct CombatResult { int attackerLoss, defenderLoss; };
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CombatResult ResolveCombat(Unit& atk, Unit& def, Hex terrain) {
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int atkStrength = atk.attack * atk.experience;
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int defStrength = def.defense * def.experience * terrain.defModifier;
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if (atk.supplied && !def.supplied) atkStrength = atkStrength * 12 / 10;
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double ratio = (double)atkStrength / std::max(defStrength, 1);
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int atkLoss = 0, defLoss = 0;
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if (ratio >= 3.0) { atkLoss = 1; defLoss = 4; }
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else if (ratio >= 2.0) { atkLoss = 2; defLoss = 3; }
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else if (ratio >= 1.0) { atkLoss = 3; defLoss = 2; }
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else { atkLoss = 4; defLoss = 1; }
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int dieRoll = std::rand() % 6; // ±1 jitter
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return { atkLoss + (dieRoll<2?-1:0), defLoss + (dieRoll>4?+1:0) };
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}
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```
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### Tech research (probabilistic monthly)
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```cpp
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void ResearchPhase(Faction& f) {
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for (auto& tech : f.activeResearch) {
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double chance = 0.05 * tech.investedLevels;
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if ((std::rand() % 100) < chance * 100) {
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tech.level++;
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ApplyTechBonus(f, tech);
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Log("%s researched %s L%d", f.name, tech.name, tech.level);
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}
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}
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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| New player, want WW2 grand strategy | WARPLAN — easier ramp than HoI4 |
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| Heavy simulation desired | Use HoI4 instead |
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| Solo campaign focus | WARPLAN strong AI 의 적합 |
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| Multiplayer | PBEM (play-by-email) supported |
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| Custom scenario | Editor available, modding active |
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**기본값**: 매 PBEM grand campaign + 매 historical setup.
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## 🔗 Graph
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- 응용: [[WARPLAN Pacific]]
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## 🤖 LLM 활용
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**언제**: Wargame design comparison, hex-grid + supply trace 알고리즘 의 reference.
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**언제 X**: Real-time strategy games — 매 turn-based 의 model X.
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## ❌ 안티패턴
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- **Skip supply check**: 매 unit isolation 무시 → 매 ahistorical Stalingrad-pocket misses.
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- **Production queue overflow**: 매 monthly PP 미달 한 무한 queue — 매 backlog 의 cascade.
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- **Tech-only victory**: 매 industry/manpower 무시 한 research focus — 매 Wehrmacht-trap.
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## 🧪 검증 / 중복
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- Verified (Matrix Games product page, Steam reviews 2024-2025, designer interviews).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — WARPLAN system + hex/supply/CRT code |
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