Core Daily → War Conversion Loop
채집·Help·좀비 처치·Explorer Trail → 자원/조각/BP → 기지·영웅·Chief 강화 → SvS/Capital Clash로 환산되는 닫힌 루프.
채집·Help·좀비 처치·Explorer Trail → 자원/조각/BP → 기지·영웅·Chief 강화 → SvS/Capital Clash로 환산되는 닫힌 루프.
Intel, gathering and Explorer Trail supply resources; Alliance Help/Research/Territory accelerates the same growth chain.
Alliance systems convert daily contribution into Reservoir, Showdown, Capital and State Warfare readiness.
War and ranking rewards return to growth currencies, speedups and late-state materials.
Settlement operation, Intel Post, Explorer Trail, gathering and infected handling create daily retention loop.
Wilderness march and alliance war are the long-term practical combat core.
Alliance Help, Research, Territory, Rally, Horde, Trap and Alliance Store bind progression to social structure.
Settlement attacks, Showdown, Reservoir, State Warfare and Capital Clash create status hierarchy.
Hero Gear, Chief Gear, Appointment, Aircraft, Behemoth, Pets, Vehicles and Tempest Arms amplify the core.
Cards, skins, collabs, world events and seasonal stores create reconnect reasons without replacing the core.
Early game emphasizes tutorial/story and Explorer Trail-heavy individual adaptation.
Hero Gear and alliance-specific systems make group integration more important after midgame.
Plasma and cross-state war become the fixed late-game main field.
Boss/Solo, story, clue, card, jigsaw, match-3 PvE/PvP and other minigames expand the season layer.