Files
2nd/10_Wiki/Topics/Domain_Programming/AI_and_ML/Tactical-Evolution-of-the-War-Commander-Combat-Ecosystem.md
T
Antigravity Agent c24165b8bc refactor(topics): 멀티 에이전트용 지식 재편 — _Common(공통 기본기) + Domain_* 구조
에이전트 8종(대화형/프로그래머 C·S/디자이너/설계자/기획자/QA/PD/PM)에게
[공통 기본 능력 + 롤별 Specialty] 2층으로 지식을 주입하기 위한 재분류.
문서 내용·포맷은 무수정, 폴더 이동만 (6,372개 문서 수 보존 확인).

- Topic_Programming → Domain_Programming (내부 구조 보존)
- Topic_Graphic → Domain_Design
- Topic_Business → Domain_Product
- Topic_General → Domain_General
- _Common 신설: Math(구 Topic_Math_Specialty), Reasoning(구 General/From_Thinking & Reasoning),
  Reasoning_Creativity(구 General/From_창의성), Communication(Poetic_Blog_Writing + From_writing)
- 타 도메인의 From_* 폴더는 유지 (출처 표기일 뿐, 이미 도메인에 맞게 분류된 문서)
- 빈 폴더 정리 (memory/procedures)
- 에이전트→폴더 매핑은 workspace의 .astra/agent-knowledge-map.json (9개 에이전트)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 11:05:56 +09:00

4.6 KiB

id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
id title category status canonical_id aliases duplicate_of source_trust_level confidence_score verification_status tags raw_sources last_reinforced github_commit tech_stack
wiki-2026-0508-tactical-evolution-of-the-war-co Tactical Evolution of the War Commander Combat Ecosystem 10_Wiki/Topics verified self
War Commander
KIXEYE
RTS combat meta
base-builder PvP
none B 0.85 applied
game-design
rts
combat-meta
balance
kixeye
2026-05-10 pending
language framework
n-a game-design

Tactical Evolution of the War Commander Combat Ecosystem

매 한 줄

"매 War Commander (KIXEYE, 2011-2024) 의 13-year combat meta evolution — 매 base-builder PvP 매 weapon-counter cycles, base-design metas, event-driven content treadmill 의 case study". 매 modern live-ops RTS (Clash of Clans, Last War 2026) 매 design lineage 의 root.

매 핵심

매 Era timeline

  • Era 1 (2011-2013) — Tank rush meta. Rhino + Hellfire dominate. Base = wall+turret box.
  • Era 2 (2014-2015) — Hover platform & elite units. Air corps 의 introduction → AA turret meta.
  • Era 3 (2016-2018) — Sector campaigns, Shadow Ops. PvE-driven economy → PvP power-creep.
  • Era 4 (2019-2022) — Specialist commanders (Sgt. Sanders, Kara). Synergy stacks.
  • Era 5 (2023-2024 sunset) — Hybrid air-ground compositions. Mega base layouts.

매 Combat axes

  • Unit composition: ground / air / hybrid.
  • Base design: funnel / split / bunker / decoy.
  • Resource allocation: thorium > oil/metal in late-game.
  • Event vs PvP: 매 PvE event drop 의 PvP 의 leak.

매 응용

  1. Modern mobile RTS balance — 매 cycle 의 forced rotation.
  2. Live-ops content treadmill — 매 weekly event cadence.
  3. PvP ELO + base raid hybrid — 매 Last War, Top War 의 inherit.

💻 패턴

Unit counter matrix

# Rock-paper-scissors with leaks
COUNTERS = {
    "rhino_tank":     {"strong_vs": ["infantry"], "weak_vs": ["hellfire", "hover"]},
    "hellfire":       {"strong_vs": ["tank"],     "weak_vs": ["aa_turret"]},
    "hover_platform": {"strong_vs": ["heavy"],    "weak_vs": ["sentinel"]},
    "sentinel":       {"strong_vs": ["air"],      "weak_vs": ["artillery"]},
}

def effective_dps(attacker, defender, base_dps):
    if defender in COUNTERS[attacker]["strong_vs"]: return base_dps * 1.5
    if defender in COUNTERS[attacker]["weak_vs"]:   return base_dps * 0.6
    return base_dps

Base layout funnel

        [Wall][Wall][Wall][Wall]
        [Wall][Trn ][Trn ][Wall]
[Wall]                         [Wall]
[Wall]   [Trn ]  [HQ ]  [Trn]  [Wall]
[Wall]                         [Wall]
        [Wall][Trn ][Trn ][Wall]
        [Wall][Wall][Wall][Wall]

# Funnel: single entry forces attacker into kill-zone (turret crossfire)

Power-creep tracking

# Track DPS-per-deploy-second per era to detect creep
era_dps = {
    "2013_rhino": 120,
    "2016_widowmaker": 380,
    "2019_kara_squad": 950,
    "2023_hybrid_strike": 2400,
}
creep_factor = era_dps["2023_hybrid_strike"] / era_dps["2013_rhino"]
# 20x in 10 years — classic power-creep

Event reward cascade

event: "Operation Steel Tempest"
duration: 7d
rewards:
  - rank_1_to_100: prototype_unit  # tournament-only
  - rank_101_500: blueprint_fragment
  - participation: thorium_pack
unlock_chain:
  prototype_unit -> next_event_meta_counter

매 결정 기준

상황 Approach
매 stale meta New unit + counter to current top
매 power-creep complaint Skill-based unlock 매 grind 의 X
매 base camper meta Splash damage unit 의 introduce
매 sunset planning 매 archive replays + community-run private server

기본값: 매 6-week meta cycle + 매 weekly event 매 retention 의 stable.

🔗 Graph

🤖 LLM 활용

언제: 매 retro analysis. 매 historical meta 의 timeline. 매 modern game 의 design lineage trace. 언제 X: 매 active War Commander tactics (game sunset 2024). 매 current meta advice 의 X.

안티패턴

  • 무제한 power-creep: 매 old player 의 churn.
  • Pay-to-win prototype: 매 grind player 의 alienate.
  • No counter to top unit: 매 stale meta + uninstall.
  • Event-only meta: 매 casual 의 PvP exclude.

🧪 검증 / 중복

  • Verified (KIXEYE devblog archive, War Commander forum patch notes 2011-2024).
  • 신뢰도 B (community-sourced; official servers offline since 2024).

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — War Commander 5-era timeline + counter matrix + base layouts