diff --git a/Military-Forces.md b/Military-Forces.md
index aa3062d..5e53852 100644
--- a/Military-Forces.md
+++ b/Military-Forces.md
@@ -4,8 +4,22 @@ Generation rules, unit types and regiments themselves are editable and customiza
Regiments are displayed as state-colored boxes in a separate layer called _Military_ (M to toggle). To edit specific Regiment click on its box. To open Military overview screen go to _Tools_ and click on _Military_ (hotkey: Shift + M).
-## Military options
-To be updated...
+## Military units editor
+
+
+Military units used for generation are customizable. To open units editor click on the _Cog_ icon in the Military overview screen. Here you can add new units and specify their features. The maximum number of units is not defined, but having a lot will make overview screen too complex to observe. The idea of unit is defined by its _type_. Type variants are hard-coded and define specific rules to be applied on generation, you can see all of these rules described in the next section.
+
+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)
+* **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
+* **Urban** - percentage of urban population to be conscripted to this 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
+* **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
+* **Sep.** - check if unit is _separate_ and not forming a regiment with platoons of other types. It means that e.g. naval units are not getting mixed with non-naval units in one regiment by default.
+
+For any change you have to click on _Apply_ and it will trigger generation. It's done to avoid possible issues and as for now there is no way to change units without regeneration.
## Generation logic
Fantasy Map Generator regiments creation logic is pretty advanced and considers different aspects such as state diplomacy, type, culture and religion, cell biome and elevation, as well as military unit specific.