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>
6.0 KiB
6.0 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-warplan | WARPLAN | 10_Wiki/Topics | verified | self |
|
none | A | 0.85 | applied |
|
2026-05-10 | pending |
|
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
- 응용: WARPLAN Pacific
🤖 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 |