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Updated Military Forces (markdown)
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@ -4,6 +4,13 @@ Generation rules, unit types and regiments themselves are editable and customiza
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Regiments are displayed as state-colored boxes in a separate layer called _Military_ (<kbd>M</kbd> to toggle). To edit specific Regiment click on its box. To open Military overview screen go to _Tools_ and click on _Military_ (hotkey: <kbd>Shift</kbd> + <kbd>M</kbd>).
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## Military overview
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Military overview shows how many units different states have. _Total_ value shows sum of all units, considering unit crew (see the next section for the details). _Rate_ shows a percentage of military personnel to state population, 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 described in details in the Generation logic section. The button on the right show a list of all state regiments and allow to add new regiments.
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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.
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## Military units editor
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@ -79,7 +86,4 @@ Please also note that _Naval_ units can be generated only in port burgs.
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Troops for each cell and burg form a _platoon_. As number of platoons is too high, they are getting sorted by troops number and aggregated to _regiments_ based on distance between platoons and expected size. Regiment expected size is calculated by a simple formula of `3 * Population_rate`. If current regiment is big enough, new one is getting created. Then system generates names and a few details for regiments and place them on a map.
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## Military overview
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## Regiment Editor
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