﻿# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
@cultural_maa_extra_ai_score = 60 # Equivalent to having 6 extra regiments beyond what the code scoring would indicate (see NEGATIVE_SCORE_PER_EXISTING_REGIMENT)

# Must be synced between files with the values located at "# Provisions Costs #".
@provisions_cost_infantry_cheap = 3
@provisions_cost_infantry_moderate = 7
@provisions_cost_infantry_expensive = 12
@provisions_cost_infantry_bankrupting = 15

@provisions_cost_cavalry_cheap = 7
@provisions_cost_cavalry_moderate = 15
@provisions_cost_cavalry_expensive = 21
@provisions_cost_cavalry_bankrupting = 30

@provisions_cost_special_cheap = 6
@provisions_cost_special_moderate = 12
@provisions_cost_special_expensive = 18
@provisions_cost_special_bankrupting = 24

## ROMAN UNITS
byzantine_peltast = {
	type = skirmishers

	damage = 20
	toughness = 20
	pursuit = 12
	screen = 16

	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	buy_cost = { gold = heavy_infantry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }

	allowed_in_hired_troops = no

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers
}

byzantine_apelatai = {
	type = skirmishers

	damage = 10
	toughness = 15
	pursuit = 5
	screen = 20

	terrain_bonus = {
		hills = { damage = 5 toughness = 10 screen = 15 }
		mountains = { damage = 5 toughness = 15 screen = 20 }
	}

	counters = {
		skirmishers = 1
		pikemen = 1
		heavy_infantry = 1
	}

	can_recruit = {
		AND = {
			has_ep3_dlc_trigger = no # Non-DLC variant of Akritai
			valid_for_maa_trigger = { PARAMETER = unlock_maa_akritai }
			vassal_contract_has_flag = admin_theme_frontier
		}
    }

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }

	allowed_in_hired_troops = no

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers
}

byzantine_toxotai = {
	type = archers

	damage = 32
	toughness = 12
	pursuit = 0
	screen = 0

	terrain_bonus = {
		hills = { damage = 10 toughness = 5 }
		mountains = { damage = 12 toughness = 8 screen = 5 }
	}

	counters = {
		skirmishers = 1
	}
	
	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_byzantine_toxotai }
		NOT = { vassal_contract_has_flag = admin_theme_civilian }
		NOT = { 
			culture = { 
				has_innovation = innovation_komnenian_army 
			}
		}
    }

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }

	allowed_in_hired_troops = no

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bowmen
}

byzantine_psiloi = {
	type = archers

	damage = 40
	toughness = 15
	pursuit = 0
	screen = 10

	terrain_bonus = {
		hills = { damage = 12 toughness = 6 }
		mountains = { damage = 15 toughness = 8 screen = 5 }
	}

	counters = {
		skirmishers = 1
	}

	buy_cost = { gold = landsknecht_recruitment_cost }
	low_maintenance_cost = { gold = landsknecht_low_maint_cost }
	high_maintenance_cost = { gold = landsknecht_high_maint_cost }

	allowed_in_hired_troops = no

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bowmen
}

byzantine_akontistai = {
	type = archers

	damage = 15
	toughness = 10
	pursuit = 0
	screen = 0

	terrain_bonus = {
		hills = { damage = 15 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
	}
	
	can_recruit = {
		AND = {

		}
		vassal_contract_has_flag = admin_theme_civilian
		valid_for_maa_trigger = { PARAMETER = unlock_maa_byzantine_akontistai }
		NOT = { 
			culture = { 
				has_innovation = innovation_komnenian_army 
			}
		}
    }
	
	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }

	allowed_in_hired_troops = no

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bowmen
}

byzantine_koursores = {
	type = light_cavalry

	damage = 35
	toughness = 20
	pursuit = 35
	screen = 30

	terrain_bonus = {
		plains = { damage = 10 }
		drylands = { damage = 10 }
		hills = { damage = -5 }
		mountains = { damage = -10 }
		desert_mountains = { damage = -15 }
		wetlands = { damage = -20 pursuit = -20 screen = -20 }
	}

	counters = {
		archers = 1
	}

	buy_cost = { gold = light_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost }

	allowed_in_hired_troops = no

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = light_cavalry
}

byzantine_trapezitai = {
	type = light_cavalry

	damage = 20
	toughness = 15
	pursuit = 20
	screen = 30

	terrain_bonus = {
		plains = { damage = 10 }
		drylands = { damage = 10 }
		hills = { damage = -5 toughness = 5 screen = 15 }
		mountains = { damage = -10 toughness = 10 screen = 25 }
		desert_mountains = { damage = -15 }
		wetlands = { damage = -20 pursuit = -20 screen = -20 }
	}

	counters = {
		heavy_infantry = 1
		heavy_cavalry = 1
	}

	can_recruit = {
		AND = {
			valid_for_maa_trigger = { PARAMETER = unlock_maa_akritai }
			vassal_contract_has_flag = admin_theme_frontier
		}
    }

	buy_cost = { gold = light_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost }

	allowed_in_hired_troops = no

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = light_cavalry
}

byzantine_hippotoxotai = {
	type = archer_cavalry

	damage = 35
	toughness = 35
	pursuit = 10
	screen = 10

	terrain_bonus = {
		plains = { damage = 15 }
		drylands = { damage = 15 }
		jungle = { damage = -20 pursuit = -20 }
		wetlands = { damage = -30 pursuit = -30 }
		mountains = { damage = -30 pursuit = -30 }
		desert_mountains = { damage = -30 pursuit = -30 }
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}
	
	can_recruit = {
		AND = { # Specialized for Military themes
			valid_for_maa_trigger = { PARAMETER = unlock_maa_byzantine_klibanophoroi }
			OR = {
				is_independent_ruler = yes
				vassal_contract_has_flag = admin_theme_military
			}
		}
		NOT = { 
			culture = { 
				has_innovation = innovation_komnenian_army 
			}
		}
    }
	
	allowed_in_hired_troops = no

	buy_cost = { gold = horse_archers_recruitment_cost }
	low_maintenance_cost = { gold = horse_archers_low_maint_cost }
	high_maintenance_cost = { gold = horse_archers_high_maint_cost }

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = horse_archers
}

byzantine_skythikon = {
	type = archer_cavalry
	
	damage = 40
	toughness = 15
	pursuit = 35
	screen = 25
	
	terrain_bonus = {
		steppe = { damage = 45 }
		plains = { damage = 20 }
		drylands = { damage = 20 }
		jungle = { damage = -20 pursuit = -20 }
		wetlands = { damage = -30 pursuit = -30 }
		mountains = { damage = -30 pursuit = -30 }
		desert_mountains = { damage = -30 pursuit = -30 }
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}
	
	allowed_in_hired_troops = no

	buy_cost = { gold = horse_archers_recruitment_cost }
	low_maintenance_cost = { gold = horse_archers_low_maint_cost }
	high_maintenance_cost = { gold = horse_archers_high_maint_cost }
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = horse_archers
}

byzantine_vardariotai = {
	type = archer_cavalry
	
	damage = 30
	toughness = 20
	pursuit = 35
	screen = 40
	
	terrain_bonus = {
		plains = { damage = 20 }
		drylands = { damage = 20 }
		jungle = { damage = -20 pursuit = -20 }
		wetlands = { damage = -30 pursuit = -30 }
		mountains = { damage = -30 pursuit = -30 }
		desert_mountains = { damage = -30 pursuit = -30 }
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}
	
	allowed_in_hired_troops = no

	buy_cost = { gold = cataphract_recruitment_cost }
	low_maintenance_cost = { gold = cataphract_low_maint_cost }
	high_maintenance_cost = { gold = cataphract_high_maint_cost }
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = horse_archers
}

byzantine_menaulatoi = {
	type = pikemen
	
	damage = 25
	toughness = 35
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 3 toughness = 8 }
		mountains = { damage = 5 toughness = 12 }
		desert_mountains = { damage = 5 toughness = 12 }
	}

	counters = {
		light_cavalry = 2
		heavy_cavalry = 2
		camel_cavalry = 2
		elephant_cavalry = 2
	}
	
	can_recruit = {
		AND = { # Specialized for Military themes
			valid_for_maa_trigger = { PARAMETER = unlock_maa_byzantine_klibanophoroi }
			OR = {
				is_independent_ruler = yes
				vassal_contract_has_flag = admin_theme_military
			}
		}
		NOT = { 
			culture = { 
				has_innovation = innovation_komnenian_army 
			}
		}
    }

	buy_cost = { gold = picchieri_recruitment_cost }
	low_maintenance_cost = { gold = picchieri_low_maint_cost }
	high_maintenance_cost = { gold = picchieri_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	
	ai_quality = { value = culture_ai_weight_pikemen }
}

byzantine_skoutatoi = {
	type = heavy_infantry

	damage = 20
	toughness = 30
	pursuit = 0
	screen = 20

	counters = { # Their spears are generalized and should only work in a limited capacity against the more lightly armored cavalry
		light_cavalry = 0.5
		camel_cavalry = 0.5
	}

    can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_byzantine_skoutatoi }
		NOT = { 
			culture = { 
				has_innovation = innovation_komnenian_army 
			}
		}
    }

	buy_cost = { gold = varangian_veterans_recruitment_cost }
	low_maintenance_cost = { gold = varangian_veterans_low_maint_cost }
	high_maintenance_cost = { gold = varangian_veterans_high_maint_cost }

	allowed_in_hired_troops = no

	stack = 100
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
}

byzantine_kontophoros = {
	type = heavy_infantry

	damage = 20
	toughness = 50
	pursuit = 0
	screen = 25

	counters = {
		light_cavalry = 2
		heavy_cavalry = 2
		camel_cavalry = 2
		elephant_cavalry = 2
	}

	buy_cost = { gold = varangian_veterans_recruitment_cost }
	low_maintenance_cost = { gold = varangian_veterans_low_maint_cost }
	high_maintenance_cost = { gold = varangian_veterans_high_maint_cost }

	allowed_in_hired_troops = no

	stack = 100
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
}

byzantine_klibanophoroi = {
	type = heavy_cavalry
	
	damage = 120 # Their dmg should come from proper terrain, not base 
	toughness = 40
	pursuit = 0
	screen = 0

	terrain_bonus = {
		plains = { damage = 50 toughness = 15 }
		drylands = { damage = 50 }
		desert = { toughness = -20 } # Tire out easily in the desert heat
		hills = { damage = -25 screen = -10 }
		mountains = { damage = -60 screen = -20 }
		desert_mountains = { damage = -60 screen = -20 }
		wetlands = { damage = -100 toughness = -30 pursuit = -25 screen = -25 }
	}

	counters = {
		skirmishers = 1
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = -15 toughness = -5 }
		harsh_winter = { damage = -30 toughness = -10 }
	}
	
	can_recruit = {
		AND = { # Specialized for Military themes
			valid_for_maa_trigger = { PARAMETER = unlock_maa_byzantine_klibanophoroi }
			OR = {
				is_independent_ruler = yes
				vassal_contract_has_flag = admin_theme_military
			}
		}

		NOT = { 
			culture = { 
				has_innovation = innovation_komnenian_army 
			}
		}
    }

	buy_cost = { gold = cataphract_recruitment_cost }
	low_maintenance_cost = { gold = cataphract_low_maint_cost }
	high_maintenance_cost = { gold = cataphract_high_maint_cost }
	
	stack = 50
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
}

byzantine_latinkon = {
	type = heavy_cavalry
	
	damage = 150
	toughness = 40
	pursuit = 20
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		hills = { damage = -10 }
		mountains = { damage = -30 }
		desert_mountains = { damage = -30 }
		wetlands = { damage = -90 }
	}

	counters = {
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = -15 toughness = -5 }
		harsh_winter = { damage = -30 toughness = -10 }
	}	

	buy_cost = { gold = gendarme_recruitment_cost }
	low_maintenance_cost = { gold = gendarme_low_maint_cost }
	high_maintenance_cost = { gold = gendarme_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 50
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
}

byzantine_trebuchet = {
	type = siege_weapon
	fights_in_main_phase = no
	
	damage = 0
	toughness = 12
	
	siege_tier = 2
	siege_value = 0.4
	
	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_byzantine_trebuchet }
    }
	
	buy_cost = { gold = bombard_recruitment_cost }
	low_maintenance_cost = { gold = bombard_low_maint_cost }
	high_maintenance_cost = { gold = bombard_high_maint_cost }
	
	stack = 5
	allowed_in_hired_troops = no
	icon = trebuchet
}

## BULGARIAN UNITS
bulgarian_voynik = {
	type = skirmishers

	damage = 16
	toughness = 14
	pursuit = 20
	screen = 15

	terrain_bonus = {
		hills = { damage = 5 toughness = 5 }
		mountains = { damage = 10 toughness = 10 }
	}

	counters = {
		heavy_infantry = 1
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }

	allowed_in_hired_troops = no

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers
}

bulgarian_ciobani = {
	type = skirmishers

	damage = 12
	toughness = 12
	pursuit = 5
	screen = 22

	terrain_bonus = {
		forest = { damage = 5 screen = 5 }
		hills = { damage = 5 screen = 10 }
		mountains = { damage = 10 screen = 15 }
	}

	counters = {
		heavy_infantry = 1
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }

	allowed_in_hired_troops = no

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers
}

bulgarian_oklopnitsi = {
	type = heavy_infantry

	damage = 30
	toughness = 40
	pursuit = 20
	screen = 0

	counters = {
		pikemen = 1
		heavy_infantry = 1
	}

	terrain_bonus = {
		hills = { damage = 5 toughness = 10 screen = 15 }
		mountains = { damage = 10 toughness = 15 screen = 20 }
	}

	buy_cost = { gold = druzhina_recruitment_cost }
	low_maintenance_cost = { gold = druzhina_low_maint_cost }
	high_maintenance_cost = { gold = druzhina_high_maint_cost }

	allowed_in_hired_troops = no

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry
}

bulgarian_konnik = {
	type = heavy_cavalry
	
	damage = 100
	toughness = 50
	pursuit = 50
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 50 }
		drylands = { damage = 50 }
		hills = { damage = 20 pursuit = 10 }
		mountains = { damage = 20 pursuit = 10 }
		desert = { toughness = -15 toughness -15 screen = -15 }
		desert_mountains = { damage = -30 }
		wetlands = { damage = -90 }
	}

	counters = {
		skirmishers = 1
		archers = 1
	}

	buy_cost = { gold = heavy_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 75
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
}

bulgarian_testudos = {
	type = siege_weapon
	fights_in_main_phase = no
	
	damage = 0
	toughness = 20
	
	siege_tier = 2
	siege_value = 0.3
	
	buy_cost = { gold = trebuchet_recruitment_cost }
	low_maintenance_cost = { gold = trebuchet_low_maint_cost }
	high_maintenance_cost = { gold = trebuchet_high_maint_cost }
	
	stack = 10
	allowed_in_hired_troops = no
	icon = mangonel
}

## TURKISH
turkish_azabs = {
	type = skirmishers
	
	damage = 15
	toughness = 15
	pursuit = 12
	screen = 12
	
	terrain_bonus = {
		forest = { screen = 5 }
		hills = { screen = 5 }
		desert_mountains = { screen = 10 }
		
	}

	counters = {
		heavy_infantry = 1
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = culture_ai_weight_skirmishers }
	icon = skirmishers
}

janissaries_archer = {
	type = archers
	
	damage = 35
	toughness = 24
	pursuit = 10
	screen = 10
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		mountains = { damage = 12 toughness = 6 }
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}

	buy_cost = { gold = crossbowmen_recruitment_cost }
	low_maintenance_cost = { gold = crossbowmen_low_maint_cost }
	high_maintenance_cost = { gold = crossbowmen_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = culture_ai_weight_archers }
	icon = bowmen
}

janissaries_infantry = {
	type = heavy_infantry
	
	damage = 45
	toughness = 30
	pursuit = 15
	screen = 5
	
	terrain_bonus = {
		hills = { toughness = 8 }
		mountains = { toughness = 12 }
	}
	
	counters = {
		pikemen = 1
		light_cavalry = 1
		heavy_cavalry = 1
	}
	
	buy_cost = { gold = druzhina_recruitment_cost }
	low_maintenance_cost = { gold = druzhina_low_maint_cost }
	high_maintenance_cost = { gold = druzhina_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = culture_ai_weight_heavy_infantry }
	icon = heavy_infantry
}

islamic_iqtadar = {
	type = archer_cavalry
	
	damage = 35
	toughness = 35
	pursuit = 20
	screen = 20
	
	terrain_bonus = {
		plains = { damage = 15 }
		drylands = { damage = 15 }
		jungle = { damage = -20 pursuit = -20 }
		wetlands = { damage = -30 pursuit = -30 }
		mountains = { damage = -30 pursuit = -30 }
		desert_mountains = { damage = -30 pursuit = -30 }
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}

	buy_cost = { gold = horse_archers_recruitment_cost }
	low_maintenance_cost = { gold = horse_archers_low_maint_cost }
	high_maintenance_cost = { gold = horse_archers_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = horse_archers
}

sipahis = {
	type = archer_cavalry
	
	damage = 50
	toughness = 20
	pursuit = 20
	screen = 20
	
	terrain_bonus = {
		steppe = { damage = 45 }
		plains = { damage = 20 }
		drylands = { damage = 20 }
		jungle = { damage = -20 pursuit = -20 }
		wetlands = { damage = -30 pursuit = -30 }
		mountains = { damage = -30 pursuit = -30 }
		desert_mountains = { damage = -30 pursuit = -30 }
	}

	counters = {
		skirmishers = 2
		heavy_infantry = 2
	}

	buy_cost = { gold = horse_archers_recruitment_cost }
	low_maintenance_cost = { gold = horse_archers_low_maint_cost }
	high_maintenance_cost = { gold = horse_archers_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = horse_archers
}

islamic_hasham = {
	type = heavy_cavalry
	
	damage = 110
	toughness = 50
	pursuit = 0
	screen = 35
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		desert = { toughness = 10 screen = 5 }
		hills = { damage = -20 }
		mountains = { damage = -75 }
		desert_mountains = { damage = -35 }
		wetlands = { damage = -75 toughness = -10 pursuit = -10 }
	}

	counters = {
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = -10 toughness = -5 }
		harsh_winter = { damage = -20 toughness = -10 }
	}
	
	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_islamic_hasham }
    }

	buy_cost = { gold = gendarme_recruitment_cost }
	low_maintenance_cost = { gold = gendarme_low_maint_cost }
	high_maintenance_cost = { gold = gendarme_high_maint_cost }
	
	stack = 50
	
	ai_quality = { value = culture_ai_weight_heavy_cavalry }
	
	fallback_in_hired_troops_if_unlocked = yes
}

sipahi_lancers = {
	type = heavy_cavalry
	
	damage = 100
	toughness = 40
	pursuit = 30
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 15 pursuit = 10 }
		drylands = { damage = 15 pursuit = 10 }
		hills = { damage = -20 }
		mountains = { damage = -50  }
		desert_mountains = { damage = -30 }
		wetlands = { damage = -90 }
	}

	counters = {
		skirmishers = 2.5
		archers = 2.5
	}

	winter_bonus = {
		normal_winter = { damage = -10 toughness = -5 }
		harsh_winter = { damage = -20 toughness = -10 }
	}

	buy_cost = { gold = cataphract_recruitment_cost }
	low_maintenance_cost = { gold = cataphract_low_maint_cost }
	high_maintenance_cost = { gold = cataphract_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 50
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
}

turkish_qapukulu = {
	type = heavy_cavalry
	
	damage = 120
	toughness = 60
	pursuit = 0
	screen = 20
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		hills = { damage = -15 }
		mountains = { damage = -35 }
		desert_mountains = { damage = -30 }
		wetlands = { damage = -90 }
	}

	counters = {
		heavy_cavalry = 1
	}

	winter_bonus = {
		normal_winter = { damage = -15 toughness = -5 }
		harsh_winter = { damage = -30 toughness = -10 }
	}

	buy_cost = { gold = gendarme_recruitment_cost }
	low_maintenance_cost = { gold = gendarme_low_maint_cost }
	high_maintenance_cost = { gold = gendarme_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 50
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
}

## ISLAMIC EMPIRE UNITS
islamic_rijal = {
	type = skirmishers
	
	damage = 12
	toughness = 20
	pursuit = 14
	screen = 14
	
	terrain_bonus = {
		drylands = { damage = 8 toughness = 5 }
		desert = { damage = 8 toughness = 5 }
		desert_mountains = { toughness = 10 screen = 10 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_islamic_rijal }
    }

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers
}

islamic_rumat = {
	type = archers
	
	damage = 28
	toughness = 12
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		drylands = { damage = 7 }
		desert = { damage = 7 }
		desert_mountains = { damage = 15 toughness = 5 }
	}

	counters = {
		skirmishers = 1
	}
	
	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_islamic_rumat }
    }

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = archers
}

islamic_fursan = {
	type = heavy_cavalry
	
	damage = 100
	toughness = 35
	pursuit = 20
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 35 pursuit = 15 }
		desert = { damage = 35 pursuit = 15 }
		desert_mountains = { damage = 15 pursuit = 10 screen = -10 }
		hills = { damage = -30 }
		mountains = { damage = -75 }
		wetlands = { damage = -75 toughness = -10 pursuit = -10 }
	}

	counters = {
		archers = 1
		skirmishers = 1
	}
	
	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_islamic_fursan }
    }

	buy_cost = { gold = heavy_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_cavalry
}

barbary_corsairs = {
	type = skirmishers
	
	damage = 15
	toughness = 12
	pursuit = 0
	screen = 30

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_barbary_corsairs }
    }

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 50
	ai_quality = { value = culture_ai_weight_skirmishers }
	icon = skirmishers
}

islamic_naffatun = {
	type = skirmishers
	
	damage = 80
	toughness = 15
	pursuit = 0
	screen = 0

	counters = {
		skirmishers = 3
		heavy_infantry = 3
	}

	buy_cost = { gold = horse_archers_recruitment_cost }
	low_maintenance_cost = { gold = horse_archers_low_maint_cost }
	high_maintenance_cost = { gold = horse_archers_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 25
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers
}

islamic_khasseki_infantry = {
	type = skirmishers
	
	damage = 18
	toughness = 22
	pursuit = 15
	screen = 15
	
	terrain_bonus = {
		hills = { toughness = 10 }
		mountains = { toughness = 10  }
	}

	counters = {
		heavy_infantry = 1
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers
}

abid_alshira = {
	type = archers
	
	damage = 28
	toughness = 8
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 screen = 8 }
		desert = { damage = 8 screen = 8 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_abid_alshira }
    }

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = culture_ai_weight_archers }
	icon = bowmen
}

islamic_alashair_infantry = {
	type = pikemen
	
	damage = 24
	toughness = 25
	pursuit = 0
	screen = 10
	
	terrain_bonus = {
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
	}

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = pikemen
}

sibyan_alkhass = {
	type = archer_cavalry
	
	damage = 30
	toughness = 40
	pursuit = 25
	screen = 20
	
	terrain_bonus = {
		plains = { damage = 15 pursuit = 10 }
		drylands = { damage = 20 pursuit = 10 }
		desert = { damage = 15 pursuit 5 }
		jungle = { damage = -20 pursuit = -20 }
		wetlands = { damage = -30 pursuit = -30 }
		mountains = { damage = -30 pursuit = -30 }
		desert_mountains = { damage = -30 pursuit = -30 }
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}
	
	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_sibyan_alkhass }
    }

	buy_cost = { gold = horse_archers_recruitment_cost }
	low_maintenance_cost = { gold = horse_archers_low_maint_cost }
	high_maintenance_cost = { gold = horse_archers_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = horse_archers
}

ghilman_nubians = {
	type = heavy_infantry
	
	damage = 32
	toughness = 22
	pursuit = 0
	screen = 0
	
	counters = {
		pikemen = 1
	}
	
	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_ghilman_nubians }
    }	
	
	buy_cost = { gold = heavy_infantry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
	
	allowed_in_hired_troops = no
		
	stack = 100
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
}

egyptian_tabardariyya = {
	type = heavy_infantry

	damage = 40
	toughness = 25
	pursuit = 15
	screen = 15
	
	terrain_bonus = {
		desert = { damage = 8 toughness = 5 }
		drylands = { damage = 8 toughness = 5 }
		oasis = { toughness = 10 screen = 10 }
		floodplains = { toughness = 10 screen = 10 }
	}
	
	counters = {
		pikemen = 1
		archers = 1
	}

	winter_bonus = {
		normal_winter = { toughness = 6 screen = 6 }
		harsh_winter = { toughness = 6 screen = 6 }
	}
	
	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_egyptian_tabardariyya }
    }
	
	buy_cost = { gold = huscarls_recruitment_cost }
	low_maintenance_cost = { gold = huscarls_low_maint_cost }
	high_maintenance_cost = { gold = huscarls_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry
}

mamluk_cavalry = {
	type = heavy_cavalry
	
	damage = 120
	toughness = 35
	pursuit = 25
	screen = 10
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		hills = { damage = -10 }
		mountains = { damage = -30 }
		desert_mountains = { damage = -30 }
		wetlands = { damage = -90 }
	}

	counters = {
		heavy_infantry = 1
		archers = 1
	}
	
	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_mamluk_cavalry }
    }

	buy_cost = { gold = cataphract_recruitment_cost }
	low_maintenance_cost = { gold = cataphract_low_maint_cost }
	high_maintenance_cost = { gold = cataphract_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 50
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
}

egyptian_khassaki = {
	type = heavy_cavalry
	
	damage = 100
	toughness = 40
	pursuit = 25
	screen = 25
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		hills = { damage = -10 }
		mountains = { damage = -30 }
		desert_mountains = { damage = -30 }
		wetlands = { damage = -90 }
	}

	counters = {
		heavy_infantry = 1
		archers = 1
	}

	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_egyptian_khassaki }
    }

	buy_cost = { gold = cataphract_recruitment_cost }
	low_maintenance_cost = { gold = cataphract_low_maint_cost }
	high_maintenance_cost = { gold = cataphract_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 50
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
}

abbasid_trebuchet = {
	type = siege_weapon
	fights_in_main_phase = no
	
	damage = 0
	toughness = 12
	
	siege_tier = 2
	siege_value = 0.4
	
	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_abbasid_trebuchet }
    }
	
	buy_cost = { gold = huscarls_recruitment_cost }
	low_maintenance_cost = { gold = huscarls_low_maint_cost }
	high_maintenance_cost = { gold = huscarls_high_maint_cost }
	
	stack = 10
	allowed_in_hired_troops = no
	icon = mangonel
}

## PERSIAN EMPIRE UNITS
persian_paighan = {
	type = skirmishers
	
	damage = 14
	toughness = 18
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		
	}

	counters = {
		
	}

	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_persian_paighan }
    }

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers
}

persian_kamandaran = {
	type = archers
	
	damage = 35
	toughness = 20
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		mountains = { damage = 15 toughness = 8 }
		desert_mountains = { damage = 15 toughness = 8 }
	}

	counters = {
		skirmishers = 2
		heavy_infantry = 1
	}
	
	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_persian_kamandaran }
    }

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = culture_ai_weight_archers }
	icon = bowmen
}

persian_neyzedaran = {
	type = pikemen
	
	damage = 25
	toughness = 30
	pursuit = 0
	screen = 5
	
	terrain_bonus = {
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
		camel_cavalry = 1
		elephant_cavalry = 1
	}
	
	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_persian_neyzedaran }
    }

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = culture_ai_weight_pikemen }
	icon = pikemen
}

persian_war_elephant = {
	type = elephant_cavalry
	
	damage = 250
	toughness = 50
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		oasis = { damage = 50 }
		floodplains = { damage = 50 }
		drylands = { damage = 50 }
		mountains = { damage = -100 }
		desert_mountains = { damage = -100 }
		wetlands = { damage = -150 toughness = -20 }
	}
	
	counters = {
		skirmishers = 2
		heavy_infantry = 2
		light_cavalry = 2
	}

	winter_bonus = {
		normal_winter = { damage = -20 toughness = -5 }
		harsh_winter = { damage = -40 toughness = -10 }
	}
	
	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_persian_war_elephant }
    }

	buy_cost = { gold = war_elephant_recruitment_cost }
	low_maintenance_cost = { gold = war_elephant_low_maint_cost }
	high_maintenance_cost = { gold = war_elephant_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 10
	ai_quality = { value = culture_ai_weight_elephants }
	icon = war_elephants
}

persian_cataphract = {
	type = heavy_cavalry
	
	damage = 110
	toughness = 50
	pursuit = 20
	screen = 10
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		hills = { damage = -10 }
		mountains = { damage = -50 }
		desert_mountains = { damage = -50 }
		wetlands = { damage = -80 toughness = -15 pursuit = -20 }
	}

	counters = {
		skirmishers = 1
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = -15 toughness = -5 }
		harsh_winter = { damage = -30 toughness = -10 }
	}

	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_persian_cataphract }
    }

	buy_cost = { gold = cataphract_recruitment_cost }
	low_maintenance_cost = { gold = cataphract_low_maint_cost }
	high_maintenance_cost = { gold = cataphract_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 50
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
}

gondi_shahanshah = {
	type = heavy_infantry

	damage = 25
	toughness = 50
	pursuit = 0
	screen = 25
	
	terrain_bonus = {
		hills = { toughness = 25 screen = 10 }
		mountains = { toughness = 25 screen = 10 }
		desert_mountains = { toughness = 25 screen = 10 }
	}
	
	counters = {
		pikemen = 1
		heavy_infantry = 1
	}

	winter_bonus = {
		normal_winter = { toughness = 10 }
		harsh_winter = { toughness = 10 }
	}
	
	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_gondi_shahanshah }
    }
	
	buy_cost = { gold = huscarls_recruitment_cost }
	low_maintenance_cost = { gold = huscarls_low_maint_cost }
	high_maintenance_cost = { gold = huscarls_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry
}

## ETHIOPIAN UNITS
shotel_warriors = {
	type = skirmishers

	damage = 30
	toughness = 12
	pursuit = 12
	screen = 12

	terrain_bonus = {
		hills = { damage = 5 toughness = 5 }
		mountains = { damage = 5 toughness = 5 }
	}

	counters = {
		light_cavalry = 2
		heavy_infantry = 2
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }

	allowed_in_hired_troops = no

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers
}

## MONGOL
mongol_cataphract = {
	type = heavy_cavalry
	
	damage = 175
	toughness = 50
	pursuit = 50
	screen = 5
	
	terrain_bonus = {
		plains = { damage = 30 pursuit = 15}
		drylands = { damage = 30 pursuit = 15 }
		steppe = { damage = 50 pursuit = 20 }
		hills = { damage = -40 }
		mountains = { damage = -70 }
		desert_mountains = { damage = -70 }
		wetlands = { damage = -100 toughness = -30 pursuit = -30 }
	}

	counters = {
		skirmishers = 1
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = -15 toughness = -5 }
		harsh_winter = { damage = -30 toughness = -10 }
	}

	buy_cost = { gold = cataphract_recruitment_cost }
	low_maintenance_cost = { gold = cataphract_low_maint_cost }
	high_maintenance_cost = { gold = cataphract_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_cavalry
}

## IBERIA 
iberian_raiders = {
	type = skirmishers

	damage = 22
	toughness = 10
	pursuit = 20
	screen = 25

	terrain_bonus = {
		forest = { damage = 8 screen = 15 }
		hills = { damage = 8 screen = 15 }
		mountains = { damage = 8 screen = 15 }
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
	}
	
	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_iberian_raiders }
    }

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }

	allowed_in_hired_troops = no

	stack = 75
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers
}

spanish_jinete = {
	type = light_cavalry

	damage = 32
	toughness = 20
	pursuit = 30
	screen = 30

	terrain_bonus = {
		plains = { damage = 15 }
		drylands = { damage = 15 }
		hills = { damage = 10 toughness = 5 }
		mountains = { damage = -10 pursuit = -10 screen = -10}
		desert_mountains = { damage = -15 pursuit = -10 screen = -10 }
		wetlands = { damage = -20 pursuit = -20 screen = -20 }
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}

	buy_cost = { gold = light_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost }

	allowed_in_hired_troops = no

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = light_cavalry
}

muslim_jinete = {
	type = archer_cavalry

	damage = 28
	toughness = 20
	pursuit = 30
	screen = 30

	terrain_bonus = {
		plains = { damage = 15 }
		drylands = { damage = 15 }
		hills = { damage = 10 toughness = 5 }
		mountains = { damage = -10 pursuit = -10 screen = -10}
		desert_mountains = { damage = -15 pursuit = -10 screen = -10 }
		wetlands = { damage = -20 pursuit = -20 screen = -20 }
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}

	buy_cost = { gold = horse_archers_recruitment_cost }
	low_maintenance_cost = { gold = horse_archers_low_maint_cost }
	high_maintenance_cost = { gold = horse_archers_high_maint_cost }

	allowed_in_hired_troops = no

	stack = 100
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
}

iberian_coseletes = {
	type = pikemen
	
	damage = 26
	toughness = 30
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 5 toughness = 8 }
		mountains = { damage = 8 toughness = 12 }
		forest = { damage = 5 toughness = 8 }
		desert_mountains = { damage = 5 toughness = 12 }
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
	}

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = culture_ai_weight_pikemen }
	icon = pikemen
}

iberian_picas_secas = {
	type = pikemen
	
	damage = 20
	toughness = 20 
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 3 toughness = 8 }
		mountains = { damage = 5 toughness = 12 }
		forest = { damage = 3 toughness = 8 }
		desert_mountains = { damage = 5 toughness = 12 }
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = culture_ai_weight_pikemen }
	icon = pikemen
}

portugal_crossbowmen = {
	type = archers
	
	damage = 50
	toughness = 18
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 }
		mountains = { toughness = 8 }
		plains = { toughness = -8 }
		drylands = { toughness = -8 }
		desert = { toughness = -8 }
	}

	counters = {
		heavy_infantry = 1
		heavy_cavalry = 1
	}

	buy_cost = { gold = crossbowmen_recruitment_cost }
	low_maintenance_cost = { gold = crossbowmen_low_maint_cost }
	high_maintenance_cost = { gold = crossbowmen_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	icon = bowmen
}

portugal_aventuros = {
	type = pikemen
	
	damage = 30
	toughness = 32
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 8 toughness = 8 }
		mountains = { damage = 12 toughness = 12 }
		forest = { damage = 8 toughness = 8 }
		desert_mountains = { damage = 6 toughness = 12 }
	}

	counters = {
		light_cavalry = 2
		heavy_cavalry = 2
	}

	buy_cost = { gold = picchieri_recruitment_cost }
	low_maintenance_cost = { gold = picchieri_low_maint_cost }
	high_maintenance_cost = { gold = picchieri_high_maint_cost }

	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = culture_ai_weight_pikemen }
	icon = pikemen
}

## GAELIC
gaelic_ceathairne = {
	type = skirmishers

	damage = 18
	toughness = 10
	pursuit = 16
	screen = 12

	terrain_bonus = {
		forest = { damage = 6 toughness = 6 }
		taiga = { damage = 8 toughness = 8 }
		hills = { damage = 10 toughness = 10 screen = 5 }
	}

	counters = {
		heavy_infantry = 1
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }

	allowed_in_hired_troops = no

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers
}

## IRISH
irish_ceithern = {
	type = skirmishers

	damage = 16
	toughness = 10
	pursuit = 16
	screen = 10

	terrain_bonus = {
		forest = { damage = 6 toughness = 4 }
		wetlands = { damage = 10 pursuit = 5 }
	}

	counters = {
		light_cavalry = 3
		heavy_infantry = 3
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }

	allowed_in_hired_troops = no

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers
}

irish_ostmen = {
	type = skirmishers

	damage = 20
	toughness = 18
	pursuit = 10
	screen = 12

	terrain_bonus = {
		forest = { damage = 6 toughness = 4 }
		taiga = { damage = 6 toughness = 4 }
		hills = { toughness = 6 screen = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	buy_cost = { gold = abudrar_recruitment_cost }
	low_maintenance_cost = { gold = abudrar_low_maint_cost }
	high_maintenance_cost = { gold = abudrar_high_maint_cost }

	allowed_in_hired_troops = no

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers
}

irish_ridire = {
	type = light_cavalry
	
	damage = 61
	toughness = 25
	pursuit = 25
	screen = 15
	
	terrain_bonus = {
		plains = { damage = 22 }
		drylands = { damage = 22 }
		hills = { damage = -12 }
		mountains = { damage = -30 pursuit = -10 }
		desert_mountains = { damage = -45 pursuit = -10 }
	}

	counters = {
		archers = 1
	}

	winter_bonus = {
		harsh_winter = { damage = -5 toughness = -2 }
	}

	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_irish_ridire }
    }

	buy_cost = { gold = druzhina_recruitment_cost }
	low_maintenance_cost = { gold = druzhina_low_maint_cost }
	high_maintenance_cost = { gold = druzhina_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = light_cavalry
}

irish_cliathairi = {
	type = pikemen
	
	damage = 28
	toughness = 25
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		wetlands = { damage = 5 }
		hills = { toughness = 8 }
		mountains = { toughness = 12 }
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
	}

	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_irish_cliathairi }
    }

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = culture_ai_weight_pikemen }
	icon = pikemen
}

irish_horseboys = {
	type = archer_cavalry
	
	damage = 25
	toughness = 15
	pursuit = 30
	screen = 20
	
	terrain_bonus = {
		plains = { damage = 20 }
		drylands = { damage = 20 }
		jungle = { damage = -20 pursuit = -20 }
		wetlands = { damage = -30 pursuit = -30 }
		mountains = { damage = -30 pursuit = -30 }
		desert_mountains = { damage = -30 pursuit = -30 }
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}

	buy_cost = { gold = hobelar_recruitment_cost }
	low_maintenance_cost = { gold = hobelar_low_maint_cost }
	high_maintenance_cost = { gold = hobelar_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = horse_archers
}

irish_muire = {
	type = heavy_infantry
	
	damage = 35
	toughness = 40
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		forest = { toughness = 5 screen = 5 }
		hills = { toughness = 10 screen = 10 }
	}

	counters = {
		pikemen = 1
	}
	
	buy_cost = { gold = heavy_infantry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = culture_ai_weight_heavy_infantry }
	icon = heavy_infantry
}

irish_galloglaigh = {
	type = heavy_infantry

	damage = 42
	toughness = 22
	pursuit = 15
	screen = 0
	
	terrain_bonus = {
		forest = { damage = 8 toughness = 5 }
	}
	
	counters = {
		pikemen = 1
	}
	
	buy_cost = { gold = huscarls_recruitment_cost }
	low_maintenance_cost = { gold = huscarls_low_maint_cost }
	high_maintenance_cost = { gold = huscarls_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
}

## WELSH
welsh_helwyr = {
	type = archers
	
	damage = 15
	toughness = 8
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 20 toughness = 10 screen = 10 }
		forest = { damage = 15 toughness = 10 screen = 15 }
		taiga = { damage = 15 toughness = 10 screen = 15 }
	}

	counters = {
		skirmishers = 1
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = culture_ai_weight_archers }
	icon = bowmen
}

welsh_saethwyr = {
	type = archers
	
	damage = 50
	toughness = 10
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 14 toughness = 5 }
	}

	counters = {
		skirmishers = 1
		heavy_cavalry = 1
	}

	buy_cost = { gold = longbowmen_recruitment_cost }
	low_maintenance_cost = { gold = longbowmen_low_maint_cost }
	high_maintenance_cost = { gold = longbowmen_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bowmen
}

welsh_rhyfelwyr = {
	type = heavy_infantry

	damage = 40
	toughness = 35
	pursuit = 0
	screen = 15
	
	terrain_bonus = {
		hills = { damage = 8 toughness = 6 }
		forest = { damage = 8 toughness = 6 }
	}
	
	counters = {
		pikemen = 1
		archers = 1
	}
	
	buy_cost = { gold = huscarls_recruitment_cost }
	low_maintenance_cost = { gold = huscarls_low_maint_cost }
	high_maintenance_cost = { gold = huscarls_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = danish_huskarls
}

welsh_teulu = {
	type = heavy_cavalry
	
	damage = 75
	toughness = 25
	pursuit = 25
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 20 }
		drylands = { damage = 20 }
		forest = { toughness = 10 screen = 10 }
		hills = { damage 25 toughness = 15 }
		mountains = { damage = -30 screen = -30 }
		desert_mountains = { damage = -30 screen = -30 }
		wetlands = { damage = -75 pursuit = -25 screen = -25 }
	}

	counters = {
		skirmishers = 1
		archers = 1
	}
	
	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_welsh_teulu }
    }
	
	allowed_in_hired_troops = no

	buy_cost = { gold = huscarls_recruitment_cost }
	low_maintenance_cost = { gold = huscarls_low_maint_cost }
	high_maintenance_cost = { gold = huscarls_high_maint_cost }
	
	stack = 50
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
}

## POLISH
woodsmen = {
	type = skirmishers
	
	damage = 8
	toughness = 10
	pursuit = 5
	screen = 10
	
	terrain_bonus = {
		forest = { damage = 12 toughness = 10 screen = 15 }
		taiga = { damage = 12 toughness = 10 screen = 15 }
		jungle = { damage = 12 toughness = 10 screen = 15 }
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}
	
	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_woodsmen }
    }

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = culture_ai_weight_skirmishers }
	icon = skirmishers
}

polish_strzelcy = {
	type = archer_cavalry
	
	damage = 60
	toughness = 25
	pursuit = 30
	screen = 40
	
	terrain_bonus = {
		plains = { damage = 20 }
		drylands = { damage = 20 }
		forest = { toughness = 5 screen = 5 }
		jungle = { damage = -20 pursuit = -20 }
		wetlands = { damage = -30 pursuit = -30 }
		mountains = { damage = -30 pursuit = -30 }
		desert_mountains = { damage = -30 pursuit = -30 }
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
		heavy_cavalry = 1
	}

	buy_cost = { gold = crossbowmen_recruitment_cost }
	low_maintenance_cost = { gold = crossbowmen_low_maint_cost }
	high_maintenance_cost = { gold = crossbowmen_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = horse_archers
}

## LITHUANIAN
giltines_chosen = {
	type = pikemen
	
	damage = 15
	toughness = 18
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		forest = { damage = 10 toughness = 12 screen = 15 }
		taiga = { damage = 10 toughness = 12 screen = 15 }
	}

	counters = {
		skirmishers = 1
		light_cavalry = 1
	}
	
	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_giltines_chosen }
    }

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = culture_ai_weight_pikemen }
	icon = pikemen
}

dzukijan_horsemen = {
	type = archer_cavalry
	
	damage = 25
	toughness = 10
	pursuit = 20
	screen = 25
	
	terrain_bonus = {
		plains = { damage = 10 pursuit = 5 }
		forest = { damage = 10 toughness = 5 }
		taiga = { damage = 10 toughness = 5 }
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}

	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_dzukijan_horsemen }
    }

	buy_cost = { gold = horse_archers_recruitment_cost }
	low_maintenance_cost = { gold = horse_archers_low_maint_cost }
	high_maintenance_cost = { gold = horse_archers_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = horse_archers
}

dievas_guard = {
	type = light_cavalry
	
	damage = 18
	toughness = 12
	pursuit = 20
	screen = 15
	
	terrain_bonus = {
		forest = { damage = 15 toughness = 8 pursuit = 10 screen = 20}
		taiga = { damage = 15 toughness = 8 pursuit = 10 screen = 20 }
		hills = { damage = -5 }
		mountains = { damage = -10 pursuit = -20 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}
	
	counters = {
		skirmishers = 1
		archers = 1
	}

	winter_bonus = {
		harsh_winter = { damage = -5 toughness = -2 }
	}

	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_dievas_guard }
    }

	buy_cost = { gold = light_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = culture_ai_weight_light_cavalry }
	icon = light_cavalry
}

lithuanian_bajorija = {
	type = heavy_cavalry
	
	damage = 75
	toughness = 40
	pursuit = 20
	screen = 10
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		forest = { toughness = 10 pursuit = -10 screen = 10 }
		taiga = { toughness = 10 pursuit = -10 screen = 10 }
		hills = { damage = -20 }
		mountains = { damage = -75 }
		wetlands = { damage = -75 toughness = -10 pursuit = -10 }
	}

	counters = {
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = -10 toughness = -5 }
		harsh_winter = { damage = -20 toughness = -10 }
	}

	buy_cost = { gold = heavy_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost }
	
	stack = 50
	ai_quality = { value = culture_ai_weight_heavy_cavalry }
	icon = heavy_cavalry
	fallback_in_hired_troops_if_unlocked = yes
}

## HUNGARIAN
pavise_spearmen = {
	type = pikemen
	
	damage = 22
	toughness = 32
	pursuit = 0
	screen = 15
	
	terrain_bonus = {
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
	}

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = culture_ai_weight_pikemen }
	icon = pikemen
}

hungarian_hussar = {
	type = light_cavalry
	
	damage = 45
	toughness = 25
	pursuit = 60
	screen = 30
	
	terrain_bonus = {
		plains = { damage = 20 }
		drylands = { damage = 20 }
		hills = { damage = -10 }
		mountains = { damage = -15 pursuit = -40 }
		desert_mountains = { damage = -20 pursuit = -50 }
		wetlands = { damage = -15 toughness = -10 pursuit = -50 screen = -20 }
	}

	counters = {
		archers = 1
	}

	winter_bonus = {
		harsh_winter = { damage = -5 }
	}

	buy_cost = { gold = hussar_recruitment_cost }
	low_maintenance_cost = { gold = hussar_low_maint_cost }
	high_maintenance_cost = { gold = hussar_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 10] }
	icon = light_cavalry
}

hungarian_tizlandzsasok = {
	type = heavy_cavalry
	
	damage = 115
	toughness = 40
	pursuit = 30
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		hills = { damage 20 toughness = 10 pursuit = 5 screen = 5 }
		mountains = { damage = 25 toughness = 20 pursuit = 10 screen = 10 }
		desert_mountains = { damage = -50 }
		wetlands = { damage = -75 pursuit = -25 screen = -25 }
	}

	counters = {
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = -10 toughness = -5 }
		harsh_winter = { damage = -20 toughness = -10 }
	}

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 10
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
}

hungarian_banderium = {
	type = heavy_cavalry
	
	damage = 110
	toughness = 45
	pursuit = 0
	screen = 25
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		hills = { damage = -20 }
		mountains = { damage = -75 }
		desert_mountains = { damage = -75 }
		wetlands = { damage = -75 toughness = -10 pursuit = -10 }
	}

	counters = {
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = -10 toughness = -5 }
		harsh_winter = { damage = -20 toughness = -10 }
	}

	buy_cost = { gold = heavy_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost }
	
	stack = 50
	
	ai_quality = { value = culture_ai_weight_heavy_cavalry }
	
	fallback_in_hired_troops_if_unlocked = yes
}


## RUSSIAN
berdiche_axemen = {
	type = heavy_infantry
	
	damage = 50
	toughness = 35
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		forest = { damage = 8 toughness = 5 }
		taiga = { damage = 8 toughness = 5 }
	}

	counters = {
		pikemen = 1
	}
	
	winter_bonus = {
		normal_winter = { damage = 10 toughness = 5 }
		harsh_winter = { damage = 20 toughness = 10 }
	}

	buy_cost = { gold = heavy_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	
	ai_quality = { value = culture_ai_weight_heavy_infantry }
}

druzhina_cavalry = {
	type = heavy_cavalry
	
	damage = 110
	toughness = 35
	pursuit = 10
	screen = 25
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		forest = { toughness = 10 pursuit = 10 screen = 10 }
		taiga = { toughness = 10 pursuit = 10 screen = 10 }
		mountains = { damage = -75 }
		desert_mountains = { damage = -75 }
		wetlands = { damage = -45 toughness = -5 pursuit = -5 }
	}

	counters = {
		archers = 1
	}

	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_druzhina_cavalry }
    }

	buy_cost = { gold = cataphract_recruitment_cost }
	low_maintenance_cost = { gold = cataphract_low_maint_cost }
	high_maintenance_cost = { gold = cataphract_high_maint_cost }
	
	stack = 50
	ai_quality = { value = culture_ai_weight_heavy_cavalry }
	icon = heavy_cavalry
	fallback_in_hired_troops_if_unlocked = yes
}

dvor_cavalry = {
	type = archer_cavalry
	
	damage = 55
	toughness = 25
	pursuit = 40
	screen = 30
	
	terrain_bonus = {
		plains = { damage = 20 }
		drylands = { damage = 20 }
		forest = { toughness = 10 pursuit = 10 screen = 10 }
		taiga = { toughness = 10 pursuit = 10 screen = 10 }
		jungle = { damage = -20 pursuit = -20 }
		wetlands = { damage = -15 pursuit = -15 }
		mountains = { damage = -30 pursuit = -30 }
		desert_mountains = { damage = -30 pursuit = -30 }
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}

	buy_cost = { gold = horse_archers_recruitment_cost }
	low_maintenance_cost = { gold = horse_archers_low_maint_cost }
	high_maintenance_cost = { gold = horse_archers_high_maint_cost }
	
	allowed_in_hired_troops = no
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = horse_archers
}

cossack_cavalry = {
	type = archer_cavalry
	
	damage = 30
	toughness = 15
	pursuit = 20
	screen = 20
	
	terrain_bonus = {
		plains = { damage = 10 }
		drylands = { damage = 10 }
		forest = { toughness = 5 pursuit = 5 screen = 5 }
		taiga = { toughness = 5 pursuit = 5 screen = 5 }
		jungle = { damage = -20 pursuit = -20 }
		wetlands = { damage = -15 pursuit = -15 }
		mountains = { damage = -30 pursuit = -30 }
		desert_mountains = { damage = -30 pursuit = -30 }
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	fallback_in_hired_troops_if_unlocked = yes
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = horse_archers
}

## ITALIAN
genoese_crossbowmen = {
	type = archers
	
	damage = 75
	toughness = 30
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 8 toughness = 5 }
		mountains = { damage = 12 toughness = 8 }
		plains = { toughness = -5 }
		drylands = { toughness = -5 }
		desert = { toughness = -5 }
	}

	counters = {
		heavy_infantry = 1
		heavy_cavalry = 1
	}

	buy_cost = { gold = crossbowmen_recruitment_cost }
	low_maintenance_cost = { gold = crossbowmen_low_maint_cost }
	high_maintenance_cost = { gold = crossbowmen_high_maint_cost }
	
	fallback_in_hired_troops_if_unlocked = yes
	
	stack = 50
	icon = crossbowmen
}

milan_famiglia_ducale = {
	type = heavy_cavalry
	
	damage = 110
	toughness = 40
	pursuit = 25
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		hills = { damage = -10 pursuit = 20 screen = -20 }
		mountains = { damage = -50 pursuit = 30 screen = -30 }
		desert_mountains = { damage = -75 }
		wetlands = { damage = -75 toughness = -10 pursuit = -10 }
	}

	counters = {
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = -10 toughness = -5 }
		harsh_winter = { damage = -20 toughness = -10 }
	}

	buy_cost = { gold = gendarme_recruitment_cost }
	low_maintenance_cost = { gold = gendarme_low_maint_cost }
	high_maintenance_cost = { gold = gendarme_high_maint_cost }
	
	stack = 50
	
	ai_quality = { value = culture_ai_weight_heavy_cavalry }
	
	fallback_in_hired_troops_if_unlocked = yes
}

lanze_spezzate = {
	type = heavy_cavalry
	
	damage = 100
	toughness = 35
	pursuit = 10
	screen = 10
	
	terrain_bonus = {
		plains = { damage = 20 }
		drylands = { damage = 20 }
		hills = { damage = -10 pursuit = 20 screen = -20 }
		mountains = { damage = -50 pursuit = 30 screen = -30 }
		desert_mountains = { damage = -75 }
		wetlands = { damage = -75 toughness = -10 pursuit = -10 }
	}

	counters = {
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = -10 toughness = -5 }
		harsh_winter = { damage = -20 toughness = -10 }
	}

	buy_cost = { gold = heavy_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost }
	
	stack = 50
	
	ai_quality = { value = culture_ai_weight_heavy_cavalry }
	
	fallback_in_hired_troops_if_unlocked = yes
}

## SICILIAN
sicilian_archers = {
	type = archers
	
	damage = 35
	toughness = 14
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		mountains = { damage = 15 toughness = 10 }
		hills = { damage = 10 toughness = 8 }
		forest = { toughness = 8 screen = 5 }
	}

	counters = {
		skirmishers = 2
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	fallback_in_hired_troops_if_unlocked = yes
	
	stack = 100
	ai_quality = { value = culture_ai_weight_archers }
	icon = bowmen
}

## ENGLISH
yeoman_archers = {
	type = archers
	
	damage = 52
	toughness = 18
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 12 toughness = 4 }
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
		heavy_cavalry = 1
	}

	buy_cost = { gold = heavy_infantry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
	
	fallback_in_hired_troops_if_unlocked = yes
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bowmen
}

sherwood_archers = {
	type = archers
	
	damage = 35
	toughness = 10
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		plains = { toughness = -10 }
		drylands = { toughness = -10 }
		forest = { damage = 20 toughness = 5 screen = 50 }
	}

	counters = {
		skirmishers = 1
		heavy_cavalry = 1
	}

	buy_cost = { gold = longbowmen_recruitment_cost }
	low_maintenance_cost = { gold = longbowmen_low_maint_cost }
	high_maintenance_cost = { gold = longbowmen_high_maint_cost }
	
	fallback_in_hired_troops_if_unlocked = yes
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bowmen
}

english_billmen = {
	type = pikemen
	
	damage = 35
	toughness = 20
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		forest = { toughness = 6 }
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
	}

	counters = {
		skirmishers = 1
		light_cavalry = 1
		heavy_cavalry = 1
	}

	buy_cost = { gold = landsknecht_recruitment_cost }
	low_maintenance_cost = { gold = landsknecht_low_maint_cost }
	high_maintenance_cost = { gold = landsknecht_high_maint_cost }
	
	fallback_in_hired_troops_if_unlocked = yes
	
	stack = 100
	ai_quality = { value = culture_ai_weight_pikemen }
	icon = pikemen
}

## FRANKISH
french_aventurier = {
	type = archers
	
	damage = 47
	toughness = 25
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 5 }
		forest = { toughness = 10 screen = 5 }
		plains = { toughness = -8 }
		drylands = { toughness = -8 }
		desert = { toughness = -8 }
	}

	counters = {
		heavy_infantry = 1
		heavy_cavalry = 1
	}

	buy_cost = { gold = crossbowmen_recruitment_cost }
	low_maintenance_cost = { gold = crossbowmen_low_maint_cost }
	high_maintenance_cost = { gold = crossbowmen_high_maint_cost }
	
	fallback_in_hired_troops_if_unlocked = yes
	
	stack = 100
	icon = crossbowmen
}

french_voulgier = {
	type = pikemen
	
	damage = 30
	toughness = 25
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		forest = {toughness = 6 }
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
	}

	counters = {
		skirmishers = 1
		light_cavalry = 1
		heavy_cavalry = 1
	}

	buy_cost = { gold = landsknecht_recruitment_cost }
	low_maintenance_cost = { gold = landsknecht_low_maint_cost }
	high_maintenance_cost = { gold = landsknecht_high_maint_cost }
	
	fallback_in_hired_troops_if_unlocked = yes
	
	stack = 100
	ai_quality = { value = culture_ai_weight_pikemen }
	icon = pikemen
}

french_caballarii = {
	type = heavy_cavalry
	
	damage = 75
	toughness = 25
	pursuit = 15
	screen = 5
	
	terrain_bonus = {
		plains = { damage = 15 }
		drylands = { damage = 15 }
		farmlands = { damage = 15 }
		forest = { damage = -15 toughness = 10 }
		hills = { damage -25 screen = -15 }
		mountains = { damage = -40 screen = -35 }
		desert_mountains = { damage = -40 screen = -35 }
		wetlands = { damage = -75 pursuit = -25 screen = -25 }
	}

	counters = {
		skirmishers = 1
	}

	buy_cost = { gold = varangian_veterans_recruitment_cost }
	low_maintenance_cost = { gold = varangian_veterans_low_maint_cost }
	high_maintenance_cost = { gold = varangian_veterans_high_maint_cost }
	
	allowed_in_hired_troops = no 
	
	stack = 50
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
}

## NORMAN
norman_knights = {
	type = heavy_cavalry
	
	damage = 150
	toughness = 50
	pursuit = 30
	screen = 0

	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_norman_knights }
    }
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		hills = { damage = -20 }
		mountains = { damage = -75 }
		desert_mountains = { damage = -75 }
		wetlands = { damage = -75 toughness = -10 pursuit = -10 }
	}

	counters = {
		skirmishers = 1
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = -10 toughness = -5 }
		harsh_winter = { damage = -20 toughness = -10 }
	}

	buy_cost = { gold = monaspa_recruitment_cost }
	low_maintenance_cost = { gold = monaspa_low_maint_cost }
	high_maintenance_cost = { gold = monaspa_high_maint_cost }
	
	stack = 50
	
	ai_quality = { value = culture_ai_weight_heavy_cavalry }
	
	fallback_in_hired_troops_if_unlocked = yes
}

##CENTRAL GERMANIC
germanic_verlorene_haufe = {
	type = pikemen
	
	damage = 45
	toughness = 10
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 5 toughness = -5 }
		drylands = { damage = 5 toughness = -5 }
		hills = { damage = 3 toughness = 8 }
		mountains = { damage = 5 toughness = 12 }
		desert_mountains = { damage = 5 toughness = 12 }
	}

	counters = {
		pikemen = 1
		light_cavalry = 2.5
		heavy_cavalry = 2.5
	}

	buy_cost = { gold = landsknecht_recruitment_cost }
	low_maintenance_cost = { gold = landsknecht_low_maint_cost }
	high_maintenance_cost = { gold = landsknecht_high_maint_cost }
	
	 allowed_in_hired_troops = no 
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = pikemen
}

## DANISH
danish_obudshaer = {
	type = pikemen
	
	damage = 26
	toughness = 35
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		forest = { damage = 6 toughness = 5 }
		taiga = { damage = 6 toughness = 5 }
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
	}

	counters = {
		light_cavalry = 1
		heavy_infantry = 1
		heavy_cavalry = 1
	}

	buy_cost = { gold = landsknecht_recruitment_cost }
	low_maintenance_cost = { gold = landsknecht_low_maint_cost }
	high_maintenance_cost = { gold = landsknecht_high_maint_cost }
	
	 allowed_in_hired_troops = no 
	
	stack = 100
	ai_quality = { value = culture_ai_weight_pikemen }
	icon = pikemen
}

danish_svenner = {
	type = light_cavalry
	
	damage = 20
	toughness = 12
	pursuit = 20
	screen = 20
	
	terrain_bonus = {
		plains = { damage = 15 }
		drylands = { damage = 15 }
		hills = { damage = -5 }
		mountains = { damage = -10 pursuit = -20 }
		desert_mountains = { damage = -15 pursuit = -20 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}
	
	counters = {
		archers = 1
	}

	winter_bonus = {
		harsh_winter = { damage = -5 toughness = -2 }
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	allowed_in_hired_troops = no 
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = light_cavalry
}

## OUTREMER
outremer_turcopoles = {
	type = archer_cavalry

	damage = 40
	toughness = 15
	pursuit = 25
	screen = 40

	terrain_bonus = {
		plains = { damage = 15 }
		drylands = { damage = 15 }
		desert = { screen = 15 screen = 10 }
		mountains = { damage = -30 screen = -15 }
		desert_mountains = { damage = -30 screen = -15 }
		wetlands = { damage = -30 pursuit = -30 screen = -20 }
	}

	counters = {
		heavy_infantry = 1
		heavy_cavalry = 1
	}

	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_outremer_turcopoles }
    }

	buy_cost = { gold = horse_archers_recruitment_cost }
	low_maintenance_cost = { gold = horse_archers_low_maint_cost }
	high_maintenance_cost = { gold = horse_archers_high_maint_cost }

	allowed_in_hired_troops = no 

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = horse_archers
}

outremer_bowmen = {
	type = archers
	
	damage = 30
	toughness = 12
	pursuit = 0
	screen = 10
	
	terrain_bonus = {
		desert = { toughness = 10 screen = 5 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_outremer_bowmen }
    }

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	allowed_in_hired_troops = no 
	
	stack = 100
	ai_quality = { value = culture_ai_weight_archers }
	icon = bowmen
}

outremer_heavy_cavalry = {
	type = heavy_cavalry
	
	damage = 110
	toughness = 40
	pursuit = 25
	screen = 10
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		desert = { damage = 10 }
		hills = { damage = -20 }
		mountains = { damage = -75 }
		desert_mountains = { damage = -75 }
		wetlands = { damage = -75 toughness = -10 pursuit = -10 }
	}

	counters = {
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = -10 toughness = -5 }
		harsh_winter = { damage = -20 toughness = -10 }
	}

	can_recruit = {
        valid_for_maa_trigger = { PARAMETER = unlock_maa_outremer_heavy_cavalry }
    }

	buy_cost = { gold = cataphract_recruitment_cost }
	low_maintenance_cost = { gold = cataphract_low_maint_cost }
	high_maintenance_cost = { gold = cataphract_high_maint_cost }
	
	stack = 50
	ai_quality = { value = culture_ai_weight_heavy_cavalry }
	icon = heavy_cavalry
	fallback_in_hired_troops_if_unlocked = yes
}

## MALINKE
sofa = {
	type = archers
	
	damage = 28
	toughness = 10
	pursuit = 0
	screen = 0
	
	siege_value = 0.1

	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	allowed_in_hired_troops = no 
	
	stack = 100
	ai_quality = { value = culture_ai_weight_archers }
	icon = bowmen
}