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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, 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-warplan WARPLAN 10_Wiki/Topics verified self
WARPLAN Pacific
WARPLAN WW2
Strategiae
none A 0.85 applied
grand-strategy
wargame
ww2
hex-based
indie
2026-05-10 pending
language framework
C++ Custom Hex Engine

WARPLAN

매 한 줄

"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.

매 핵심

매 design philosophy

  • Mid-weight: 매 Hearts of Iron 의 simulation depth 미달 + 매 Axis & Allies 의 abstraction 위 — 매 sweet spot.
  • Weekly turns: 매 1 turn = 1 week — 매 long campaign manageable.
  • Production cycle: 매 monthly economic phase — 매 build orders 의 discrete decision.
  • Supply lines: 매 simplified — 매 source-to-unit hex chains 의 trace.

매 game systems

  • Hex map (매 Europe: 1942-45, 매 Pacific: 1941-45).
  • Unit types: Infantry, Armor, Air (Fighter/Bomber), Naval (DD/CL/CA/BB/CV), Submarine.
  • Tech research: Land/Air/Naval/Industry — 매 % progress chance per turn.
  • Diplomacy: 매 minor 의 alignment, 매 lend-lease.

매 reception

  • Mid-2020s indie wargame community 의 staple.
  • Steam reviews "Very Positive" (~85% approval).
  • 매 Matrix Games (Slitherine) 의 publishing — 매 wargame audience 의 reach.

💻 패턴

Hex coordinate system (axial)

struct HexCoord {
    int q, r;  // axial coordinates
    int s() const { return -q - r; }
    int distance(const HexCoord& other) const {
        return (std::abs(q - other.q)
              + std::abs(r - other.r)
              + std::abs(s() - other.s())) / 2;
    }
    std::vector<HexCoord> neighbors() const {
        return {
            {q+1, r}, {q+1, r-1}, {q, r-1},
            {q-1, r}, {q-1, r+1}, {q, r+1}
        };
    }
};

Supply trace (BFS from source)

bool TraceSupply(const Unit& unit, const Map& map) {
    std::queue<HexCoord> frontier;
    std::set<HexCoord> visited;
    frontier.push(unit.position);
    int range = unit.faction.supplyRange;  // typ 8-12 hexes
    int depth = 0;
    while (!frontier.empty() && depth <= range) {
        int sz = frontier.size();
        for (int i = 0; i < sz; i++) {
            auto h = frontier.front(); frontier.pop();
            if (map.IsSupplySource(h, unit.faction)) return true;
            for (auto n : h.neighbors()) {
                if (visited.count(n)) continue;
                if (!map.IsTraversable(n, unit.faction)) continue;
                visited.insert(n);
                frontier.push(n);
            }
        }
        depth++;
    }
    return false;
}

Production queue (monthly cycle)

class Faction {
    int productionPoints;  // monthly income
    std::vector<BuildOrder> queue;

    void MonthlyProductionPhase() {
        productionPoints += CalculateIncome();
        for (auto& order : queue) {
            int cost = std::min(order.remainingCost, productionPoints);
            order.remainingCost -= cost;
            productionPoints     -= cost;
            if (order.remainingCost <= 0) {
                SpawnUnit(order.unitType, order.deployHex);
            }
            if (productionPoints <= 0) break;
        }
        queue.erase(std::remove_if(queue.begin(), queue.end(),
            [](auto& o){ return o.remainingCost <= 0; }), queue.end());
    }
};

Combat resolution (CRT — Combat Results Table)

struct CombatResult { int attackerLoss, defenderLoss; };

CombatResult ResolveCombat(Unit& atk, Unit& def, Hex terrain) {
    int atkStrength = atk.attack * atk.experience;
    int defStrength = def.defense * def.experience * terrain.defModifier;
    if (atk.supplied && !def.supplied) atkStrength = atkStrength * 12 / 10;

    double ratio = (double)atkStrength / std::max(defStrength, 1);
    int atkLoss = 0, defLoss = 0;
    if (ratio >= 3.0)      { atkLoss = 1; defLoss = 4; }
    else if (ratio >= 2.0) { atkLoss = 2; defLoss = 3; }
    else if (ratio >= 1.0) { atkLoss = 3; defLoss = 2; }
    else                    { atkLoss = 4; defLoss = 1; }
    int dieRoll = std::rand() % 6;  // ±1 jitter
    return { atkLoss + (dieRoll<2?-1:0), defLoss + (dieRoll>4?+1:0) };
}

Tech research (probabilistic monthly)

void ResearchPhase(Faction& f) {
    for (auto& tech : f.activeResearch) {
        double chance = 0.05 * tech.investedLevels;
        if ((std::rand() % 100) < chance * 100) {
            tech.level++;
            ApplyTechBonus(f, tech);
            Log("%s researched %s L%d", f.name, tech.name, tech.level);
        }
    }
}

매 결정 기준

상황 Approach
New player, want WW2 grand strategy WARPLAN — easier ramp than HoI4
Heavy simulation desired Use HoI4 instead
Solo campaign focus WARPLAN strong AI 의 적합
Multiplayer PBEM (play-by-email) supported
Custom scenario Editor available, modding active

기본값: 매 PBEM grand campaign + 매 historical setup.

🔗 Graph

🤖 LLM 활용

언제: Wargame design comparison, hex-grid + supply trace 알고리즘 의 reference. 언제 X: Real-time strategy games — 매 turn-based 의 model X.

안티패턴

  • Skip supply check: 매 unit isolation 무시 → 매 ahistorical Stalingrad-pocket misses.
  • Production queue overflow: 매 monthly PP 미달 한 무한 queue — 매 backlog 의 cascade.
  • Tech-only victory: 매 industry/manpower 무시 한 research focus — 매 Wehrmacht-trap.

🧪 검증 / 중복

  • Verified (Matrix Games product page, Steam reviews 2024-2025, designer interviews).
  • 신뢰도 A.

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — WARPLAN system + hex/supply/CRT code