Updated Military Forces (markdown)

Azgaar 2020-06-11 00:52:11 +03:00
parent c7d887b130
commit 1d273ee48d

@ -7,7 +7,7 @@ Regiments are displayed as state-colored boxes in a separate layer called _Milit
## Military overview ## Military overview
![](https://cdn.discordapp.com/attachments/587406457725779968/719203701180596779/military_overview.png) ![](https://cdn.discordapp.com/attachments/587406457725779968/719203701180596779/military_overview.png)
Military overview shows the army states have. _Total_ value shows sum of all military units, considering unit crew (see the next section for the details). _Rate_ shows a percentage of military personnel to state population (militarization index), by default is about 1-2%. _War Alert_ defines how much state is willing to wage a war and works as a multiplier to the units number. The calculation method is described in details in the Generation logic section below. The button on the right shows a list of all state's regiments and alow to add new regiments. Military overview shows the army that states have. _Total_ value shows sum of all military units, considering unit crew (see the next section for the details). _Rate_ shows a percentage of military personnel to state population (militarization index), by default is about 1-2%. _War Alert_ defines how much state is willing to wage a war and works as a multiplier to the units number. The calculation method is described in details in the Generation logic section below. The button on the right shows a list of all state's regiments and alow to add new regiments.
The bottom menu allows you to open Units Editor (see below), show units numbers as a percentage, download data for reference and trigger military forces recalculation. The bottom menu allows you to open Units Editor (see below), show units numbers as a percentage, download data for reference and trigger military forces recalculation.
@ -19,8 +19,8 @@ Military units used for generation are customizable. To open units editor click
Customizable parameters are: Customizable parameters are:
* **Icon** - unit symbol. We are using Unicode emojis for simplicity. While there is a list of pre-selected ones, you can use any Unicode character. Please note that Unicode emojis look different in different systems and browsers. Here is [the full list](https://unicode.org/emoji/charts/full-emoji-list.html) * **Icon** - unit symbol. We are using Unicode emojis for simplicity. While there is a list of pre-selected ones, you can use any Unicode character. Please note that Unicode emojis look different in different systems and browsers. Here is [the full list](https://unicode.org/emoji/charts/full-emoji-list.html)
* **Name** - a unique unit name. Can be pretty much any * **Name** - a unique unit name. Can be pretty much any
* **Rural** - percentage of rural population to be conscripted to this unit. It's a base number used for generation, see affecting factors in the next section. Set to 0 if you want unit to be generated in burgs only * **Rural** - percentage of rural population to be conscripted to the unit. It defines how many troops of this unit will be generated for a cell population point. Then this number is getting adjusted based on specific rules described in the next section. Set to 0 if you want unit to be generated in burgs only
* **Urban** - percentage of urban population to be conscripted to this unit. Works the same as _rural_, but for burg population * **Urban** - percentage of urban population to be conscripted to the unit. Works the same as _rural_, but for burg population
* **Crew** - average number of people in one unit. Like tank crew is usually 4. This number is used for total people calculation and does not affect unit _power_ at all * **Crew** - average number of people in one unit. Like tank crew is usually 4. This number is used for total people calculation and does not affect unit _power_ at all
* **Power** - damage dealt by unit. Used in battle simulation only * **Power** - damage dealt by unit. Used in battle simulation only
* **Type** - a set of rules to be applied for the unit, see the details in the next section * **Type** - a set of rules to be applied for the unit, see the details in the next section