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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

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---
id: wiki-2026-0508-world-war-rising
title: World War Rising
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [WWR, World War Rising MMO]
duplicate_of: none
source_trust_level: A
confidence_score: 0.85
verification_status: applied
tags: [4x-mobile, mmo-strategy, alliance-warfare, ww2-skin]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: Lua/C++
framework: Cocos2d-x + custom server
---
# World War Rising
## 매 한 줄
> **"매 4X mobile MMO + WW2 skin"**. 매 IGG (Lords Mobile dev) 매 2018-launched WW2-themed MMO strategy. 매 Mobile Strike / Game of War lineage 매 commander gacha + alliance kingdom war + research tree + VIP layered monetization 의 standard mid-core 4X 의 instance. 매 매 매 LTV-driven design 의 textbook.
## 매 핵심
### 매 game loop
1. **Build**: HQ + production buildings + defense.
2. **Research**: 4 trees (Economy / Military / Defense / Combat).
3. **Train troops**: T1-T11 tier escalation, multi-day timers.
4. **Gather**: Map resources (Food/Oil/Iron/Steel).
5. **Attack/Defend**: PvP rallies, monster hunts.
6. **Alliance**: Kingdom-wide warfare, capital siege events.
### 매 monetization layers
- **VIP**: 1-15 levels, $0.99-$10K spend total.
- **Commanders (gacha)**: Pull 5-star unique commanders.
- **Speedups**: 1m / 5m / 1h / 8h / 24h timer skip.
- **Resource packs**: Food/Oil/Iron/Steel bundles.
- **Event packs**: Limited-time bundles tied to LiveOps.
### 매 social mechanics
- 매 Alliance (max 100): chat, helps, donations, gifts.
- 매 Kingdom (server): 1000-3000 players, 매 KvK warfare.
- 매 Capital tier sieges: 매 monthly, 매 alliance-vs-alliance.
- 매 cross-server events: 매 inter-kingdom raids.
## 💻 패턴
### Building upgrade timer
```cpp
struct Building {
int level;
std::chrono::system_clock::time_point upgradeEndsAt;
bool upgradeActive;
void StartUpgrade(int seconds) {
upgradeActive = true;
upgradeEndsAt = std::chrono::system_clock::now() + std::chrono::seconds(seconds);
}
bool TickComplete() {
if (!upgradeActive) return false;
if (std::chrono::system_clock::now() >= upgradeEndsAt) {
level++;
upgradeActive = false;
return true;
}
return false;
}
int SecondsRemaining() const {
if (!upgradeActive) return 0;
auto rem = upgradeEndsAt - std::chrono::system_clock::now();
return std::chrono::duration_cast<std::chrono::seconds>(rem).count();
}
};
```
### Speedup item application
```lua
function ApplySpeedup(buildingId, speedupSeconds)
local b = state.buildings[buildingId]
if not b.upgradeActive then return false end
b.upgradeEndsAt = b.upgradeEndsAt - speedupSeconds
if b.upgradeEndsAt <= os.time() then
b.upgradeEndsAt = os.time()
end
Analytics.Log("speedup_used", { building=buildingId, seconds=speedupSeconds })
return true
end
```
### Commander gacha pull (10x)
```lua
local POOL = {
common = { weight = 70, range = "C" },
rare = { weight = 22, range = "R" },
epic = { weight = 6, range = "E" },
legend = { weight = 1.8,range = "L" },
mythic = { weight = 0.2,range = "M" },
}
local function rollOne(ssrPityActive)
if ssrPityActive then return PickFrom("legend") end
local roll = math.random() * 100
local cum = 0
for tier, info in pairs(POOL) do
cum = cum + info.weight
if roll < cum then return PickFrom(tier) end
end
return PickFrom("common")
end
function PullTen(player)
local results = {}
local pity = (player.pullsSinceLastL >= 90)
for i = 1, 10 do
local c = rollOne(pity and i == 10)
table.insert(results, c)
if c.tier == "L" then player.pullsSinceLastL = 0
else player.pullsSinceLastL = player.pullsSinceLastL + 1 end
end
return results
end
```
### Alliance rally aggregation
```cpp
struct Rally {
int leaderId;
int targetId;
std::vector<TroopBatch> participants;
std::chrono::time_point<std::chrono::system_clock> launchAt;
int maxJoiners;
void Join(int playerId, TroopBatch troops) {
if ((int)participants.size() >= maxJoiners) return;
if (std::chrono::system_clock::now() >= launchAt) return;
participants.push_back(troops);
Notify(leaderId, "{} joined rally", playerId);
}
CombatPower TotalPower() const {
CombatPower total{};
for (const auto& p : participants) total += p.power();
return total;
}
};
```
### VIP daily reward (tier-scaled)
```python
VIP_DAILY = {
1: {"speedup_min": 5, "gold": 10},
5: {"speedup_min": 30, "gold": 100, "resource_pack": "S"},
10: {"speedup_min": 120, "gold": 500, "resource_pack": "M",
"commander_token": 1},
15: {"speedup_min": 480, "gold": 2000, "resource_pack": "L",
"commander_token": 5, "exclusive_skin": True},
}
def grant_vip_daily(player):
bucket = max(k for k in VIP_DAILY.keys() if k <= player.vip_level)
rewards = VIP_DAILY[bucket]
apply_rewards(player, rewards)
log("vip_daily", player.id, bucket, rewards)
```
## 매 결정 기준
| 상황 | Approach |
|---|---|
| F2P player | Focus alliance gifts + daily login |
| Mid-spender | VIP 8-10 + selective commander pulls |
| Whale/leader | Capital siege investment + max VIP |
| Kingdom war prep | Save speedups, train T11 troops |
| Server merge incoming | Liquidate inflated resources |
**기본값**: 매 alliance-first play + 매 daily VIP claim + 매 selective LiveOps participation.
## 🔗 Graph
- 변형: [[Mobile Strike]] · [[Game of War]]
- 응용: [[Kingdom vs Kingdom]]
- Adjacent: [[Gacha Mechanics Analysis]] · [[게임_디자인_및_가상_경제_시스템|VIP System]] · [[Power Creep (Content Treadmills)]]
## 🤖 LLM 활용
**언제**: 4X mobile MMO design reference, gacha + speedup + VIP layered monetization 의 case study.
**언제 X**: Console RTS — 매 mobile timer-gated economy 의 model X.
## ❌ 안티패턴
- **Solo play**: 매 alliance 외 의 stuck — 매 mid-game wall 매 hit.
- **Skip research**: 매 troop tier escalation 의 미달 — 매 KvK 의 outclassed.
- **Hoarding speedups**: 매 server merge 의 anti-pattern — 매 strategic timing 필요.
## 🧪 검증 / 중복
- Verified (IGG WWR product page, AppMagic 2024 mid-core revenue data, community wiki).
- 신뢰도 A.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — WWR 4X loop w/ gacha + VIP + rally |