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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>
187 lines
6.4 KiB
Markdown
187 lines
6.4 KiB
Markdown
---
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id: wiki-2026-0508-rise-of-kingdoms
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title: Rise of Kingdoms
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [RoK, ROK, 만국각성, Rise of Civilizations]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [game-design, mobile, 4X, F2P, monetization, live-ops]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: Unity/C#
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framework: mobile MMO 4X
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---
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# Rise of Kingdoms
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 design pillars
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- **Seamless world map** — pinch-zoom continuous, 의 X tile-screen.
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- **Civilization choice** — 11 civs (Rome, China, Korea, ...), unique commander + bonus.
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- **Real-time march** — armies physically traverse map; ambush possible.
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- **Alliance warfare** — KvK (Kingdom vs Kingdom) cross-server events.
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- **Commander gacha** — RPG-style hero collection layered on 4X.
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### 매 monetization layers
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- Speedups (time skip currency).
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- Resource bundles.
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- Commander sculptures (gacha duplicates).
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- VIP / pass progression.
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- Whale-targeted "More than Gems" packs ($99+).
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### 매 응용
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1. F2P 4X mobile design reference.
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2. Live-ops cadence model (KvK every 60 days, season pass).
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3. Cross-server matchmaking architecture.
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4. Mobile MMO retention case study.
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## 💻 패턴
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### March Time Calculation
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```csharp
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public static TimeSpan CalcMarchTime(Vector2 from, Vector2 to,
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float baseSpeed, float speedBuff) {
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float dist = Vector2.Distance(from, to);
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float effectiveSpeed = baseSpeed * (1f + speedBuff);
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return TimeSpan.FromSeconds(dist / effectiveSpeed);
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}
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```
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### Commander Skill Tree
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```csharp
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public class CommanderSkill {
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public string Id;
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public int Level; // 1..5
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public int MaxLevel = 5;
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public int[] CostPerLevel = { 0, 100, 300, 700, 1500, 3000 };
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public bool TryUpgrade(ref int sculptures) {
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if (Level >= MaxLevel) return false;
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int cost = CostPerLevel[Level + 1];
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if (sculptures < cost) return false;
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sculptures -= cost;
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Level++;
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return true;
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}
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}
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```
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### Server (Kingdom) Tick Loop
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```python
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async def kingdom_tick(kingdom_id: int, dt_ms: int):
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"""매 기본 simulation tick: resources, marches, buildings."""
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await update_resource_production(kingdom_id, dt_ms)
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await advance_marches(kingdom_id, dt_ms)
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await tick_building_queues(kingdom_id, dt_ms)
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await tick_research_queue(kingdom_id, dt_ms)
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await broadcast_chat_messages(kingdom_id)
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```
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### KvK Match-Making
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```python
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def matchmake_kvk(kingdoms: list[dict], group_size=8) -> list[list[int]]:
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"""Sort by power, snake-draft into groups for parity."""
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sorted_k = sorted(kingdoms, key=lambda k: -k["power"])
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groups = [[] for _ in range(group_size)]
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for i, k in enumerate(sorted_k):
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idx = i % group_size if (i // group_size) % 2 == 0 \
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else group_size - 1 - (i % group_size)
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groups[idx].append(k["id"])
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return groups
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```
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### Speedup Inventory
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```csharp
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public class SpeedupInventory {
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public Dictionary<int, int> ByMinutes = new(); // 1, 5, 15, 60, 480, 1440
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public TimeSpan TotalAvailable() {
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long mins = 0;
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foreach (var (m, c) in ByMinutes) mins += (long)m * c;
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return TimeSpan.FromMinutes(mins);
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}
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public bool Apply(TimeSpan needed) {
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// greedy largest-first
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long remaining = (long)needed.TotalMinutes;
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foreach (var m in ByMinutes.Keys.OrderByDescending(x => x)) {
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int use = (int)Math.Min(ByMinutes[m], remaining / m);
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ByMinutes[m] -= use;
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remaining -= (long)use * m;
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if (remaining <= 0) return true;
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}
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return false;
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}
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}
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```
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### Alliance Help Buff
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```python
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def alliance_help_reduction(active_helpers: int, building_time_s: int,
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per_help_pct: float = 0.01,
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cap_pct: float = 0.10) -> int:
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reduction = min(active_helpers * per_help_pct, cap_pct)
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return int(building_time_s * (1 - reduction))
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```
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### Whale Cohort Analytics
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```python
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def whale_cohort(payments: list[dict], threshold_usd=1000):
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by_user = {}
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for p in payments:
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by_user.setdefault(p["user_id"], 0)
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by_user[p["user_id"]] += p["amount_usd"]
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whales = {u: amt for u, amt in by_user.items() if amt >= threshold_usd}
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return {
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"whale_count": len(whales),
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"whale_revenue_share": sum(whales.values()) / sum(by_user.values()),
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"whale_arpu": sum(whales.values()) / max(len(whales), 1),
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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| New mobile 4X design | RoK/ToS 매 reference, 매 seamless map 의 default |
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| Cross-server PvP | Power-tiered KvK matchmaking |
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| F2P retention slump | Add commander gacha layer + season pass |
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| Whale dependency too high | Add mid-spender bundles + battle pass |
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| Server population decline | Migration / merger system |
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**기본값**: 매 RoK template — seamless map + civ + commander gacha + alliance + KvK — 매 2026 mobile 4X 의 baseline.
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## 🔗 Graph
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- 부모: [[Game Design]]
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- Adjacent: [[4X Strategy]]
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## 🤖 LLM 활용
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**언제**: NPC dialogue generation, alliance chat translation, in-game tutorial copy, customer support automation.
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**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.
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## ❌ 안티패턴
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- **Pay-to-win without skill**: pure spend 의 win 의 churn 의 mid-spender.
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- **No KvK reset**: 매 stale top alliance 의 server 의 dominate → newcomer 의 X.
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- **Speedup hoarding**: bundle 의 cheap speedups 의 inflation 의.
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- **Commander power creep**: new commanders 의 obsolete 의 old whales 의 spend → backlash.
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- **Single-server design**: cross-server event 의 X — 매 long-term retention 의 핵심 의 missing.
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## 🧪 검증 / 중복
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- Verified (Lilith Games official, Sensor Tower 2024/25 mobile reports).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — RoK design template + monetization patterns |
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