This unit template page is not an actual template. Rather, it is a guide on how unit and technology pages are laid out. Note that not all pages have all categories; pages applying to buildings and technologies might have different attributes.
Anatomy of a Unit PageEdit
A description of the unit and its availability and bonuses comes first. This applies to all units, common and unique.
A brief history of each unit follows, explaining a tad about the real-life counterpart of the unit in question.
A unit's stats follow, separated into two categories:
Vital statistics are as follows:
Available to - The civs that can produce this unit (any limitations based on policy decisions, etc. are listed in parentheses.) The Teutonic Order is listed as its own civilization.
Trained at - The building the unit is produced at. This differs by civ--for example, Assembly Hall civs (Friesland, Helvetia and Wales) produce spearmen and skirmishers at this building, while heroes are produced at castles for non-Princely Court civs.
Century - Which century (12th, 13th, 14th, or 15th) the unit is first available in. Peasants are listed as being available in the 12th century, but in fact can and must be produced throughout the game. Units are available from the listed century until an upgraded unit becomes available.
Cost - How much it costs (in food, wood, florins, and/or stone) to produce the unit, as well as how many population slots the unit takes up.
Synonyms - Units such as Troopers and Knightly Cavalry sometimes have different names in other civs. These are noted, with the civ's name being in parentheses.
Self-explanatory: the unit's combat stats, if applicable:
HP - Short for hit points, the measure of a unit's health; that is, how much damage it can take before destroyed.
Armor/Pierce Armor - On the left, damage reduction from melee units. On the right, damage reduced from most ranged units (except Gwasters/Kigners, Bajorai, and spearmen/pikemen armed with long spears).
Range - How far away a unit can attack/convert from. Minimum range, which applies to towers, siege weapons, and most archers, is listed in parentheses with an MR preceding it.
Splash/Blast - Cannon and onager units deal area of effect damage, or splash damage. Rams deal (blast-)damage to any buildings adjacent to them while they attack.
Special - A unit's attack and armor bonuses, as well as such things like conversion ability and fast firing rate that are also special to that unit.
Statistics pertaining to the unit line in general:
Upgrade of - If the unit is the second of a line, the unit it upgraded from.
Upgrades to - The unit it upgrades to. Standard warships and some other units have upgrades that are unique to a civ; these are listed in parentheses.
Upgrade Century - What century the unit upgrades in.
Upgrade Cost - The cost of the upgrade.
A guide on how to use the unit. Since Chivalry lacks actual experts, this is filled in by the page's creator. Opinions may vary, but the contributors to this wiki are experienced players of the game; thus, the advice is by no means to be taken with a grain of salt.
Some units have bugs. These are noted here.
Scenario Editor NotesEdit
Units such as Lett Auxillaries, Gascon Crossbowmen, and Tarasnices replace other units when working in the scenario editor. These are noted here.
A lttle bit of more detailed information on the unit. You might find these interesting.