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>
6.4 KiB
6.4 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-rise-of-kingdoms | Rise of Kingdoms | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
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
- F2P 4X mobile design reference.
- Live-ops cadence model (KvK every 60 days, season pass).
- Cross-server matchmaking architecture.
- Mobile MMO retention case study.
💻 패턴
March Time Calculation
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
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
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
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
public class SpeedupInventory {
public Dictionary<int, int> 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
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
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 |