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Template:Infobox Military

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The military infobox is currently the largest and most complex template editors will have to use. It uses the following attributes:

Attribute Default Allowed Values/Description
namethe unit's nameIt should never be necessary to actually specify the unit name—the page title is the default, from which disambiguation suffixes are automatically removed.
raceemptyThe name of the unit's race, as a noun. Use Nature for Beasts/Critters/Natural units, and Mixed for unknown.
race_adjemptyIf set, this overrides how the "Racetype Units" link is built. Something that fits as an adjective is expected.
subraceemptyOnly required for Nature units, which must also identify as a particular species (like Wolves or Elephants).
typeSpearThe unit's class: Spear, Infantry, Ranged, Cavalry, or Siege.
levelemptyIf the unit is a humanoid unit with known level (i.e. Basic or Advanced) it should be set as such. Otherwise, leave it empty.
factionemptyIf the unit is employed by a small number of factions, set this to a list of links to those faction's pages.
accuracyemptyExpects a number followed by a percent sign, if the unit is a siege-type unit. Setting accuracy also impacts how the unit's attributes are displayed
gainedbyNoneSummoning, Recruiting, Purchasing, Reward, Building, Questing, or None. The value chosen has sweeping impact on what data is expected and shown, as well as how it is displayed. Questing or Reward should only be chosen when those are the only methods of procuring the unit. None means players cannot get them, and also implies that stats about the rewards for killing them should be included instead of costs, upkeep, etc.
biasautomaticWhen left unset, Purpose (bias) will automatically show Defensive, Offensive, Destroy walls, or Destroy buildings, depending on the unit's type. In some cases it may be prudent to manually set this to "Balanced" to indicate units which are equally proficient at offense and defense.
attackunknownThe unit's attack value.
def_classreferenceunknownThe unit's defense value against that type of unit. The full list of attributes is: def_spears, def_ranged, def_swords, and def_cavalry.
speedunknownHow quickly the unit moves, in tiles per hour.
capacityunknown/NoneNumber of units of loot a unit can carry from an attack. Siege units are known to have no carrying capacity and thus their displayed capacity cannot be overridden from "None."
cost_resourceemptyThe unit's procurement cost in that type of resource. The resource part of the attribute is the same as the attribute names used by Template:Table Resources. If gainedby = None, this table will not appear even if populated.
reward_goldupkeepThe amount of gold a player gets for killing this type of NPC unit.
reward_xpupkeepThe amount of experience a player gets for killing this type of NPC unit.
timeunknownThe amount of time to train (or summon) a unit. Time is ignored if the unit is neither trained nor summoned.
upkeepempty/unknown/NoneThe amount of gold (or mana) per hour a unit. The default depends on how the unit is primarily gained (gainedby). Prize units are known to have no upkeep and so will say None...this cannot be overridden.
researchempty/unknownResearch prerequisite. It may be what's required to be allowed to summon a unit, or purchase it, or train it, or gain it from questing, depending on the value of gainedby.
buildinglevel/blevel1The necessary level of whatever building may be required to procure the unit. This can typically be left at the default.
rewardempty/Completing a quest/Winning a tournamentThe method of gaining this unit as a reward. If gainedby = Reward or Questing, appropriate defaults will apply and other costs are not displayed. Otherwise, if this is set costs will still be shown and this will be marked as an alternate method of procurement.

Basic example:

Unit Details
Elven Trueshot
Classification
Type Troop
Race Elves
Class Ranged
Level Advanced, Race Elite
Specifications
Strength
Attack
Fighting strength when on the offensive
Attack
Defense
Fighting strength when on the defensive
Defense
Defense vs Spearmen
Spear Defense
Defense vs Ranged Units
Ranged Defense
Defense vs Infantry
Infantry Defense
Defense vs Cavalry
Cavalry Defense
3236363425
Purpose Defensive
Speed 8
Loot Capacity 30
Cost
To Recruit
Gold
Primary resource
Gold
Beer
Basic secondary resource
Beer
Bows
Basic equipment (resource)
Bows
Leather Armour
Basic equipment (resource)
Leather Armour
3121
Training Time
Measured span of time
either expressed as components ([Ad] [Bh] [Cm] [Ds])
or one to three ordinals ([[hhh:]mm:]ss).
Times are always exact to the second.
Time
10m at Barracks (20)
Upkeep
Rate of gold consumption
Expressed in units per hour
Gold per Hour
Recruiting Prerequisites
Research Ranged Weapon Mastery
Building Barracks (1)
Ranged Units - Military Units
Elven Units - Advanced Units - Units
{{Infobox Military
| name         = Elven Trueshot
| race         = Elves
| race_adj     = Elven
| type         = Ranged
| level        = Advanced
| attack       = 32
| def_cavalry  = 25
| def_ranged   = 36
| def_swords   = 34
| def_spears   = 36
| accuracy     = 
| speed        = 8
| capacity     = 30
| gainedby     = Recruiting
| cost_beer    = 1
| cost_bows    = 2
| cost_leather = 1
| cost_gold    = 3
| time         = 10m
| upkeep       = 3
| research     = Ranged Weapon Mastery
}}

Siege example:

Unit Details
Catapult
Classification
Type Siege
Race Human
Targets Buildings
Specifications
Hit Accuracy 35%
Purpose Destroy buildings
Speed 3
Loot Capacity None
Cost
To Build
Gold
Primary resource
Gold
Horses
Advanced resource
Horses
Siege Blocks
Advanced equipment resource
Siege Blocks
750614
Build Time
Measured span of time
either expressed as components ([Ad] [Bh] [Cm] [Ds])
or one to three ordinals ([[hhh:]mm:]ss).
Times are always exact to the second.
Time
12hr at Barracks (20)
Upkeep 150 
Rate of gold consumption
Expressed in units per hour
Gold per Hour
Build Prerequisites
Research War Machines
Building Barracks (1)
Siege Units - Military Units
Human Units - Units
{{Infobox Military
| name         = Catapult
| race         = Human
| type         = Buildings
| accuracy     = 35%
| speed        = 3
| gainedby     = Building
| cost_horses  = 6
| cost_blocks  = 14
| cost_gold    = 750
| time         = 12hr
| upkeep       = 150
| research     = War Machines
}}