﻿# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
@cultural_maa_extra_ai_score = 60
@cultural_maa_extra_extra_ai_score = 80

#Kievan Rus
Rus_voi = {
	type = skirmishers
	
	damage = 11
	toughness = 18
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 6 toughness = 6 }
		taiga = { damage = 6 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_Rus_army }
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = voi
}

Rus_strelki = {
	type = archers
	
	damage = 25
	toughness = 10
	pursuit = 0
	screen = 5
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_Rus_army }
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_archers }
	icon = strelki
}

Rus_mlada_druzina = {
	type = light_cavalry
	
	damage = 24
	toughness = 21
	pursuit = 30
	screen = 30
	
	terrain_bonus = {
		steppe = { damage = 15 }
		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
		heavy_infantry = 0.1
	}

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

	can_recruit = {
		culture = { has_cultural_innovation = innovation_Rus_army }    
	}

	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 }
	
	mercenary_fallback = no
	holy_order_fallback = no
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = mlada_druzina
}

Rus_polki = {
	type = pikemen
	
	damage = 23
	toughness = 27
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		forest = { damage = 5 }
		taiga = { damage = 5 }
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
		camel_cavalry = 1
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_Rus_army }
	}

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_pikemen }
	icon = polki
}

Rus_varagi = {
	type = heavy_infantry
	
	damage = 45
	toughness = 30
	pursuit = 10
	screen = 0
	
	can_recruit = {
		culture = {
			AND = {
				has_innovation_flag = Rus_army
				has_cultural_pillar = heritage_east_slavic
			} 			
		}		
		current_year <= 1200
	}
	
	terrain_bonus = {
		farmlands = { damage = 6 toughness = 4 }
		plains = { damage = 6 toughness = 4 }
		hills = { damage = 6 toughness = 4 }
	}
	
	counters = {
		pikemen = 1
		heavy_cavalry = 1
	}

	winter_bonus = {
		normal_winter = { toughness = 6 screen = 6 }
		harsh_winter = { toughness = 6 screen = 6 }
	}
	
	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 }
	
	max_sub_regiments = 5
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = varagi
}

Rus_druzhina = {
	type = heavy_infantry
	
	damage = 35
	toughness = 26
	pursuit = 0
	screen = 15
	
	counters = {
		pikemen = 1
	}

	can_recruit = {
		culture = { 
			AND = {
				has_cultural_pillar = heritage_east_slavic
				NOT = {
					has_cultural_parameter = unlock_maa_druzhina 
				}
			}			
		}
	}
	
	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 }
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = druzhina
}

Rus_starsha_druzina = {
	type = heavy_cavalry
	
	damage = 105
	toughness = 37
	pursuit = 20
	screen = 0
	
	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 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
		light_cavalry = 0.5
	}

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

	can_recruit = {
		culture = { has_cultural_innovation = innovation_Rus_hev_army }
	}

	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 = @cultural_maa_extra_ai_score }
	icon = starsha_druzina
	fallback_in_hired_troops_if_unlocked = yes
}

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

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}

	can_recruit = {
		prestige_level >= 2
		OR = {
			has_title = title:k_ruthenia
			has_title = title:e_russia
		}
	}

	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 }
	
	max_sub_regiments = 5
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = horse_archers
}

#Eastern/Finns 
fin_kahaaja = {
	type = skirmishers
	
	damage = 10
	toughness = 16
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 8 toughness = 6 }
		taiga = { damage = 8 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 0.7
		skirmishers = 0.2
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_fin_army }
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = skirbow
}

fin_ratsuvaki = {
	type = light_cavalry
	
	damage = 22
	toughness = 15
	pursuit = 30
	screen = 30
	
	terrain_bonus = {
		plains = { damage = 12 }
		drylands = { damage = 12 }
		forest = { damage = 8 toughness = 3 }
		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 = -2 }
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_fin_army }
	}

	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 }
	
	mercenary_fallback = no
	holy_order_fallback = no
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = lc
}

fin_henkivartijat = {
	type = heavy_infantry
	
	damage = 32
	toughness = 22
	pursuit = 0
	screen = 0
	
	can_recruit = {
		culture = { has_cultural_innovation = innovation_fin_army }
	}
	
	terrain_bonus = {
		forest = { damage = 6 toughness = 4 }
	}
	
	counters = {
		pikemen = 1
		light_cavalry = 0.3
		heavy_cavalry = 0.1
	}

	winter_bonus = {
		normal_winter = { toughness = 6 screen = 6 }
		harsh_winter = { toughness = 6 screen = 6 }
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_fin_army }
	}
	
	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 }
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = hi
}

fin_ritarit = {
	type = heavy_cavalry
	
	damage = 105
	toughness = 37
	pursuit = 20
	screen = 0
	
	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 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
	}

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

	can_recruit = {
		culture = { has_cultural_innovation = innovation_fin_hev_army }
	}

	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 = CRA_culture_ai_weight_heavy_cavalry }
	icon = hc
	fallback_in_hired_troops_if_unlocked = yes
}

#Eastern/Baltic
balt_kovotojas = {
	type = skirmishers
	
	damage = 10
	toughness = 16
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 8 toughness = 6 }
		taiga = { damage = 8 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 0.7
		skirmishers = 0.2
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_balt_army }
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = skirbow
}

balt_kavalerija = {   #Dzukijan
	type = light_cavalry
	
	damage = 22
	toughness = 15
	pursuit = 30
	screen = 30
	
	terrain_bonus = {
		plains = { damage = 12 }
		drylands = { damage = 12 }
		forest = { damage = 8 toughness = 3 }
		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 = -2 }
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_balt_army }
	}

	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 }
	
	mercenary_fallback = no
	holy_order_fallback = no
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = lc
}

balt_sargybiniai = {
	type = heavy_infantry
	
	damage = 32
	toughness = 22
	pursuit = 0
	screen = 0
	
	can_recruit = {
		culture = { has_cultural_innovation = innovation_balt_army }
	}
	
	terrain_bonus = {
		forest = { damage = 6 toughness = 4 }
	}
	
	counters = {
		pikemen = 1
		light_cavalry = 0.3
		heavy_cavalry = 0.1
	}

	winter_bonus = {
		normal_winter = { toughness = 6 screen = 6 }
		harsh_winter = { toughness = 6 screen = 6 }
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_balt_army }
	}
	
	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 }
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = hi
}

balt_riteriai = {   #Bajorija
	type = heavy_cavalry
	
	damage = 105
	toughness = 37
	pursuit = 20
	screen = 0
	
	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 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 10
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 16
			toughness = 6
		}
	}

	counters = {
		archers = 1
	}

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

	can_recruit = {
		culture = { has_cultural_innovation = innovation_balt_hev_army }
	}

	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 = CRA_culture_ai_weight_heavy_cavalry }
	icon = hc
	fallback_in_hired_troops_if_unlocked = yes
}

#Turks
Turk_akinji = {
	type = light_cavalry

	damage = 22
	toughness = 15
	pursuit = 45
	screen = 30

	terrain_bonus = {
		steppe = { damage = 20 pursuit = 10 screen = 5 }
		plains = { damage = 15 pursuit = 5 }
		drylands = { damage = 15 pursuit = 5 }
		forest = { damage = -5 pursuit = -5 }
		taiga = { damage = -10 pursuit = -10 }
		hills = { damage = -5 pursuit = -5 }
		mountains = { damage = -10 pursuit = -20 }
		desert_mountains = { damage = -15 pursuit = -20 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}

	counters = {
		archers = 1
		skirmishers = 0.3
	}

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

	can_recruit = {
		culture = { has_cultural_innovation = innovation_Turk_army }
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }

	mercenary_fallback = no
	holy_order_fallback = yes

	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = akinji
}

Turk_tire = {
	type = light_cavalry

	damage = 41
	toughness = 28
	pursuit = 35
	screen = 10

	terrain_bonus = {
		steppe = { damage = 20 pursuit = 5 screen = 5 }
		plains = { damage = 15 pursuit = 5 }
		drylands = { damage = 15 pursuit = 5 }
		forest = { damage = -10 pursuit = -10 }
		taiga = { damage = -15 pursuit = -15 }
		hills = { damage = -10 pursuit = -5 }
		mountains = { damage = -20 pursuit = -20 }
		desert_mountains = { damage = -25 pursuit = -25 }
		wetlands = { damage = -30 toughness = -15 pursuit = -35 screen = -10 }
	}

	counters = {
		archers = 1
		light_cavalry = 0.5
	}

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

	can_recruit = {
		culture = { 
			AND = {
				has_innovation_flag = Turk_army
				NOT = {
					has_innovation_flag = Turk_hev_army
				}
			}
		}
	}

	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 }

	holy_order_fallback = yes

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

Turk_sipahi = {
	type = heavy_cavalry
	
	damage = 80
	toughness = 35
	pursuit = 20
	screen = 5
	
	terrain_bonus = {
		steppe = { damage = 30 pursuit = 5 }
		plains = { damage = 30 }
		drylands = { damage = 30 }
		forest = { damage = -20 pursuit = -10 }
		taiga = { damage = -25 pursuit = -15 }
		hills = { damage = -20 }
		mountains = { damage = -70 }
		desert_mountains = { damage = -70 }
		wetlands = { damage = -70 toughness = -10 pursuit = -10 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 10
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 16
			toughness = 4
		}
	}

	counters = {
		archers = 1
		light_cavalry = 1
	}

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

	can_recruit = {
		culture = { has_cultural_innovation = innovation_Turk_hev_army }
	}

	buy_cost = { gold = horse_archers_recruitment_cost }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost }
	
	stack = 75
	ai_quality = { value = @cultural_maa_extra_extra_ai_score }
	icon = sipahi
	fallback_in_hired_troops_if_unlocked = yes
}

Turk_timariot = {
	type = archer_cavalry
	
	damage = 36
	toughness = 30
	pursuit = 40
	screen = 30
	
	terrain_bonus = {
		steppe = { damage = 45 }
		plains = { damage = 20 }
		drylands = { damage = 20 }
		forest = { damage = -25 pursuit = -15 }
		taiga = { damage = -30 pursuit = -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
		archer_cavalry = 1
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_Turk_hev_army }
	}

	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 = 75
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = timariot
}

#Mongol 
Mong_cherbi = {
	type = light_cavalry

	damage = 24
	toughness = 15
	pursuit = 50
	screen = 30

	terrain_bonus = {
		steppe = { damage = 20 pursuit = 10 screen = 5 }
		plains = { damage = 15 pursuit = 5 }
		drylands = { damage = 15 pursuit = 5 }
		forest = { damage = -5 pursuit = -5 }
		taiga = { damage = -10 pursuit = -10 }
		hills = { damage = -5 pursuit = -5 }
		mountains = { damage = -10 pursuit = -20 }
		desert_mountains = { damage = -15 pursuit = -20 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}

	counters = {
		archers = 1
		skirmishers = 0.3
	}

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

	can_recruit = {
		culture = { has_cultural_innovation = innovation_Mong_army }
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }

	mercenary_fallback = no
	holy_order_fallback = yes

	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = cherbi
}

Mong_ovgi = {
	type = light_cavalry

	damage = 45
	toughness = 26
	pursuit = 35
	screen = 15

	terrain_bonus = {
		steppe = { damage = 20 pursuit = 5 screen = 5 }
		plains = { damage = 15 pursuit = 5 }
		drylands = { damage = 15 pursuit = 5 }
		forest = { damage = -10 pursuit = -10 }
		taiga = { damage = -15 pursuit = -15 }
		hills = { damage = -10 pursuit = -5 }
		mountains = { damage = -20 pursuit = -20 }
		desert_mountains = { damage = -25 pursuit = -25 }
		wetlands = { damage = -30 toughness = -15 pursuit = -35 screen = -10 }
	}

	counters = {
		archers = 1
		light_cavalry = 0.5
	}

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

	can_recruit = {
		culture = { 
			AND = {
				has_innovation_flag = Mong_army
				NOT = {
					has_innovation_flag = Mong_hev_army
				}
			}
		}
	}

	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 }

	holy_order_fallback = yes

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

Mong_keshik = {
	type = heavy_cavalry
	
	damage = 90
	toughness = 35
	pursuit = 25
	screen = 10
	
	terrain_bonus = {
		steppe = { damage = 30 pursuit = 5 }
		plains = { damage = 30 }
		drylands = { damage = 30 }
		forest = { damage = -20 pursuit = -10 }
		taiga = { damage = -25 pursuit = -15 }
		hills = { damage = -20 }
		mountains = { damage = -70 }
		desert_mountains = { damage = -70 }
		wetlands = { damage = -70 toughness = -10 pursuit = -10 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 10
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 16
			toughness = 6
		}
	}

	counters = {
		archers = 1
		light_cavalry = 1
	}

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

	can_recruit = {
		culture = { has_cultural_innovation = innovation_Mong_hev_army }
	}

	buy_cost = { gold = horse_archers_recruitment_cost }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost }
	
	stack = 75
	ai_quality = { value = @cultural_maa_extra_extra_ai_score }
	icon = keshik
	fallback_in_hired_troops_if_unlocked = yes
}

Mong_torguud = {
	type = archer_cavalry
	
	damage = 40
	toughness = 30
	pursuit = 40
	screen = 30
	
	terrain_bonus = {
		steppe = { damage = 45 }
		plains = { damage = 20 }
		drylands = { damage = 20 }
		forest = { damage = -25 pursuit = -15 }
		taiga = { damage = -30 pursuit = -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
		archer_cavalry = 1
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_Mong_hev_army }
	}

	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 = 75
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = torguud
}

#Polish
##Before 1000 AD
pol_lekhota = {
	type = skirmishers
	
	damage = 12
	toughness = 16
	pursuit = 11
	screen = 15
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 0.7
		skirmishers = 0.2
	}

	can_recruit = {
		culture = { 
			OR = {
				this = culture:polish
				this = culture:silesian 
		        this = culture:opolan 
		        this = culture:golensizi 
		        this = culture:vistulan 
		        this = culture:lendian 
		        this = culture:masovian 
		        this = culture:polans 
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:polish
							this = culture:silesian 
		                    this = culture:opolan 
		                    this = culture:golensizi 
		                    this = culture:vistulan 
		                    this = culture:lendian 
		                    this = culture:masovian 
		                    this = culture:polans 
						}						
					}
					NOT = {
						has_innovation_flag = Rus_army
					}
				}
			}
		}
		current_year <= 1000
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = pol_lekhota
}

pol_druzyna = {
	type = heavy_infantry
	
	damage = 34
	toughness = 24
	pursuit = 0
	screen = 10
	
	counters = {
		pikemen = 1
		light_cavalry = 0.3
	}

	can_recruit = {
		culture = { 
			OR = {
				this = culture:polish
				this = culture:silesian 
		        this = culture:opolan 
		        this = culture:golensizi 
		        this = culture:vistulan 
		        this = culture:lendian 
		        this = culture:masovian 
		        this = culture:polans 
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:polish
							this = culture:silesian 
		                    this = culture:opolan 
		                    this = culture:golensizi 
		                    this = culture:vistulan 
		                    this = culture:lendian 
		                    this = culture:masovian 
		                    this = culture:polans 
						}						
					}
					NOT = {
						has_innovation_flag = Rus_army
					}
				}
			}
		}
		current_year <= 1000
	}
	
	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = druzyna
}

pol_st_druzyna = {
	type = heavy_cavalry
	
	damage = 44
	toughness = 32
	pursuit = 30
	screen = 10
	
	terrain_bonus = {
		plains = { damage = 20 }
		drylands = { damage = 20 }
		hills = { damage = -20 }
		mountains = { damage = -25 }
		desert_mountains = { damage = -25 }
		wetlands = { damage = -35 toughness = -10 pursuit = -10 }
	}

	counters = {
		archers = 1
		skirmishers = 0.3
	}

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

	can_recruit = {
		culture = { 
			OR = {
				AND = {
					OR = {
						this = culture:polish
				        this = culture:silesian 
		                this = culture:opolan 
		                this = culture:golensizi 
		                this = culture:vistulan 
		                this = culture:lendian 
		                this = culture:masovian 
		                this = culture:polans 
					}
					NOT = {
						has_innovation_flag = pol_hev_army
					}
				}
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:polish
							this = culture:silesian 
		                    this = culture:opolan 
		                    this = culture:golensizi 
		                    this = culture:vistulan 
		                    this = culture:lendian 
		                    this = culture:masovian 
		                    this = culture:polans 
						}						
					}
					NOT = {
						OR = {
							has_innovation_flag = Rus_army
							has_innovation_flag = pol_hev_army
						}						
					}
				}
			}
		}
	}

	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 = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = pol_st_druzyna
	fallback_in_hired_troops_if_unlocked = yes
}

##After 1000 AD
pol_harcownik = {
	type = skirmishers
	
	damage = 10
	toughness = 16
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		culture = { 
			OR = {
				this = culture:polish
				this = culture:silesian 
		        this = culture:opolan 
		        this = culture:golensizi 
		        this = culture:vistulan 
		        this = culture:lendian 
		        this = culture:masovian 
		        this = culture:polans 
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:polish
							this = culture:silesian 
		                    this = culture:opolan 
		                    this = culture:golensizi 
		                    this = culture:vistulan 
		                    this = culture:lendian 
		                    this = culture:masovian 
		                    this = culture:polans 
						}						
					}
					NOT = {
						has_innovation_flag = Rus_army
					}
				}
			}
		}
		current_year >= 1000
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = skirmishers
}

pol_lucznicy = {
	type = archers
	
	damage = 25
	toughness = 10
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		culture = { 
			OR = {
				this = culture:polish
				this = culture:silesian 
		        this = culture:opolan 
		        this = culture:golensizi 
		        this = culture:vistulan 
		        this = culture:lendian 
		        this = culture:masovian 
		        this = culture:polans 
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:polish
							this = culture:silesian 
		                    this = culture:opolan 
		                    this = culture:golensizi 
		                    this = culture:vistulan 
		                    this = culture:lendian 
		                    this = culture:masovian 
		                    this = culture:polans 
						}						
					}
					NOT = {
						has_innovation_flag = Rus_army
					}
				}
			}
		}
		current_year >= 920
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_archers }
	icon = bowmen
}

pol_pikinierzy = {
	type = pikemen
	
	damage = 22
	toughness = 24
	pursuit = 0
	screen = 0
	
	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 = {
		culture = { 
			OR = {
				this = culture:polish
				this = culture:silesian 
		        this = culture:opolan 
		        this = culture:golensizi 
		        this = culture:vistulan 
		        this = culture:lendian 
		        this = culture:masovian 
		        this = culture:polans 
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:polish
							this = culture:silesian 
		                    this = culture:opolan 
		                    this = culture:golensizi 
		                    this = culture:vistulan 
		                    this = culture:lendian 
		                    this = culture:masovian 
		                    this = culture:polans 
						}						
					}
					NOT = {
						has_innovation_flag = Rus_army
					}
				}
			}
		}
		current_year >= 960
	}

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_pikemen }
	icon = pikemen
}

pol_zbrojni = {
	type = heavy_infantry
	
	damage = 32
	toughness = 22
	pursuit = 0
	screen = 0
	
	counters = {
		pikemen = 1
	}

	can_recruit = {
		culture = { 
			OR = {
				this = culture:polish
				this = culture:silesian 
		        this = culture:opolan 
		        this = culture:golensizi 
		        this = culture:vistulan 
		        this = culture:lendian 
		        this = culture:masovian 
		        this = culture:polans 
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:polish
							this = culture:silesian 
		                    this = culture:opolan 
		                    this = culture:golensizi 
		                    this = culture:vistulan 
		                    this = culture:lendian 
		                    this = culture:masovian 
		                    this = culture:polans 
						}						
					}
					NOT = {
						has_innovation_flag = Rus_army
					}
				}
			}
		}
		current_year >= 1000
	}
	
	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = zbrojni
}

pol_szlachta = {
	type = heavy_cavalry
	
	damage = 110
	toughness = 39
	pursuit = 25
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		hills = { damage = -20 }
		mountains = { damage = -75 }
		desert_mountains = { damage = -75 }
		wetlands = { damage = -75 toughness = -10 pursuit = -25 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
	}

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

	can_recruit = {
		culture = { has_cultural_innovation = innovation_pol_hev_army }
	}

	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 = @cultural_maa_extra_ai_score }
	icon = szlachta
	fallback_in_hired_troops_if_unlocked = yes
}

#West Slavs
west_slav_lekhota = {
	type = skirmishers
	
	damage = 12
	toughness = 16
	pursuit = 11
	screen = 15
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 0.7
		skirmishers = 0.2
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_west_slav_army }
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = pol_lekhota
}

west_slav_druzyna = {
	type = heavy_infantry
	
	damage = 34
	toughness = 24
	pursuit = 0
	screen = 10
	
	counters = {
		pikemen = 1
		light_cavalry = 0.3
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_west_slav_army }
	}
	
	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = druzyna
}

west_slav_rycerze = {
	type = heavy_cavalry
	
	damage = 100
	toughness = 35
	pursuit = 20
	screen = 0
	
	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 }
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_west_slav_hev_army }
	}

	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 = CRA_culture_ai_weight_heavy_cavalry }
	icon = hc
	fallback_in_hired_troops_if_unlocked = yes
}

#Czech
czech_rez = {
	type = skirmishers
	
	damage = 10
	toughness = 16
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
		skirmishers = 0.2
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_czech_army }
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = rez
}

czech_lukostrelci = {
	type = archers
	
	damage = 25
	toughness = 10
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_czech_army }
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_archers }
	icon = bowmen
}

czech_jezdectvo = {
	type = light_cavalry
	
	damage = 22
	toughness = 15
	pursuit = 30
	screen = 30
	
	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 }
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_czech_army }
	}

	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = light_cavalry
}

czech_pikenyri = {
	type = pikemen
	
	damage = 22
	toughness = 24
	pursuit = 0
	screen = 0
	
	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 = {
		culture = { has_cultural_innovation = innovation_czech_army }
	}

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_pikemen }
	icon = pikenyri
}

czech_zbrojnosh = {
	type = heavy_infantry
	
	damage = 34
	toughness = 23
	pursuit = 0
	screen = 10

	terrain_bonus = {
		hills = { damage = 8 toughness = 5 }
		mountains = { damage = 6 }
		forest = { damage = 6 }
		wetlands = { damage = -10 pursuit = -10 }
	}

	counters = {
		pikemen = 1
		archers = 1
	}
	
	can_recruit = {
		culture = {
			AND = {
				has_cultural_parameter = unlock_maa_zbrojnosh 
				has_innovation_flag = czech_army
				current_year >= 1040
			}
		}
	}
	
	buy_cost = { gold = zbrojnosh_recruitment_cost }
	low_maintenance_cost = { gold = zbrojnosh_low_maint_cost }
	high_maintenance_cost = { gold = zbrojnosh_high_maint_cost }
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = czech_zbrojnosh
}

czech_rytiri = {
	type = heavy_cavalry
	
	damage = 100
	toughness = 35
	pursuit = 20
	screen = 0
	
	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 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
	}

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

	can_recruit = {
		culture = { has_cultural_innovation = innovation_czech_hev_army }
	}

	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 = CRA_culture_ai_weight_heavy_cavalry }
	icon = czech_rytiri
	fallback_in_hired_troops_if_unlocked = yes
}

#Hungarian/Magayr
hung_fos = {
	type = light_cavalry

	damage = 22
	toughness = 15
	pursuit = 45
	screen = 30

	terrain_bonus = {
		steppe = { damage = 20 pursuit = 10 screen = 5 }
		plains = { damage = 15 pursuit = 5 }
		drylands = { damage = 15 pursuit = 5 }
		forest = { damage = -5 pursuit = -5 }
		taiga = { damage = -10 pursuit = -10 }
		hills = { damage = -5 pursuit = -5 }
		mountains = { damage = -10 pursuit = -20 }
		desert_mountains = { damage = -15 pursuit = -20 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}

	counters = {
		archers = 1
		skirmishers = 0.4
	}

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

	can_recruit = {
		culture = {
			OR = { 
		        this = culture:mogyer
				AND = {
					any_parent_culture_or_above = {
				        this = culture:mogyer
			        }
					NOT = {
						has_cultural_parameter = unlock_maa_hussar
					}
				}
			}
		} 		
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }

	mercenary_fallback = no
	holy_order_fallback = yes

	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = akinji
}

hung_torz = {
	type = light_cavalry

	damage = 43
	toughness = 25
	pursuit = 25
	screen = 10

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

	counters = {
		archers = 1
		light_cavalry = 0.5
	}

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

	can_recruit = {
		culture = { this = culture:mogyer }
	}

	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 }

	mercenary_fallback = no
	holy_order_fallback = yes

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

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

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}

	can_recruit = {
		culture = {
			OR = {
				AND = {
					this = culture:mogyer
					NOT = {
						has_cultural_parameter = unlock_maa_horse_archers
					}
				} 		        
				AND = {
					any_parent_culture_or_above = {
				        this = culture:mogyer
			        }
					NOT = {
						has_cultural_parameter = unlock_maa_horse_archers
					}
				}
			}
		} 
	}

	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 }
	
	max_sub_regiments = 5
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = horse_archers
}

hung_csa = {
	type = skirmishers
	
	damage = 10
	toughness = 16
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:mogyer	        
				any_parent_culture_or_above = {
				    this = culture:mogyer
			    }
			}
		}
		current_year >= 970 
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = skirmishers
}

hung_zok = {
	type = archers
	
	damage = 25
	toughness = 10
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:mogyer	        
				any_parent_culture_or_above = {
				    this = culture:mogyer
			    }
			}
		}
		current_year >= 970 
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_archers }
	icon = bowmen
}

hung_pika = {
	type = pikemen
	
	damage = 22
	toughness = 24
	pursuit = 0
	screen = 0
	
	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 = {
		culture = {
			OR = {
				this = culture:mogyer	        
				any_parent_culture_or_above = {
				    this = culture:mogyer
			    }
			}
		}
		current_year >= 1010 
	}

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_pikemen }
	icon = hung_pika
}

hung_feg = {
	type = heavy_infantry
	
	damage = 32
	toughness = 22
	pursuit = 0
	screen = 0
	
	counters = {
		pikemen = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:mogyer	        
				any_parent_culture_or_above = {
				    this = culture:mogyer
			    }
			}
		}
		current_year >= 1040 
	}
	
	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = hung_feg
}

hung_nem = {
	type = heavy_cavalry
	
	damage = 95
	toughness = 38
	pursuit = 20
	screen = 10
	
	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 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
		light_cavalry = 0.5
	}

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

	can_recruit = {
		culture = { has_cultural_innovation = innovation_hung_hev_army }
	}

	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 = @cultural_maa_extra_ai_score }
	icon = hung_nem
	fallback_in_hired_troops_if_unlocked = yes
}

#Bulgarian
bulg_prestrelkachi = {
	type = skirmishers
	
	damage = 10
	toughness = 16
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_bulg_army }
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = skirmishers
}

bulg_streltsi = {
	type = archers
	
	damage = 25
	toughness = 10
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_bulg_army }
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_archers }
	icon = bowmen
}

bulg_pikeli = {
	type = pikemen
	
	damage = 22
	toughness = 24
	pursuit = 0
	screen = 0
	
	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 = {
		culture = { has_cultural_innovation = innovation_bulg_army }
	}

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_pikemen }
	icon = pikeli
}

bulg_vuoruzheni_muzhe = {
	type = heavy_infantry
	
	damage = 31
	toughness = 27
	pursuit = 0
	screen = 0
	
	counters = {
		pikemen = 1
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_bulg_army }
	}
	
	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = vuoruzheni
}

bulg_bulgarski_konnitsi = {
	type = heavy_cavalry
	
	damage = 110
	toughness = 39
	pursuit = 20
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		hills = { damage = -10 }
		mountains = { damage = -55 }
		desert_mountains = { damage = -75 }
		wetlands = { damage = -75 toughness = -10 pursuit = -10 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
		light_cavalry = 0.5
	}

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

	can_recruit = {
		culture = { has_cultural_innovation = innovation_bulg_army }
	}

	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 = 75
	ai_quality = { value = @cultural_maa_extra_extra_ai_score }
	icon = bulg_kon
	fallback_in_hired_troops_if_unlocked = yes
}

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

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}

	can_recruit = {
		prestige_level >= 2
		culture = { this = culture:bulgarian }	
		has_title = title:k_bulgaria
	}

	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 }
	
	max_sub_regiments = 5
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = horse_archers
}

#Vlach
vlach_spartitor = {
	type = skirmishers
	
	damage = 13
	toughness = 16
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 8 toughness = 6 }
		taiga = { damage = 8 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 0.7
		skirmishers = 0.2
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_vlach_army }
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = spartitor
}

vlach_stiucari = {
	type = pikemen
	
	damage = 22
	toughness = 24
	pursuit = 0
	screen = 0
	
	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 = {
		culture = { has_cultural_innovation = innovation_vlach_army }
	}

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_pikemen }
	icon = pikeli
}

vlach_barbati_la_arme = {
	type = heavy_infantry
	
	damage = 32
	toughness = 22
	pursuit = 0
	screen = 0
	
	counters = {
		pikemen = 1
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_vlach_army }
	}
	
	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = heavy_infantry
}

vlach_calareti = {
	type = heavy_cavalry
	
	damage = 100
	toughness = 35
	pursuit = 20
	screen = 0
	
	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 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
	}

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

	can_recruit = {
		culture = { has_cultural_innovation = innovation_vlach_army }
	}

	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 = CRA_culture_ai_weight_heavy_cavalry }
	icon = hc
	fallback_in_hired_troops_if_unlocked = yes
}

#Serbian
##Before 990 AD
serb_napad = {
	type = skirmishers
	
	damage = 12
	toughness = 16
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
		hills = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
		skirmishers = 0.4
	}

	can_recruit = {
		culture = { 
			OR = { 
				this = culture:serbian
				any_parent_culture_or_above = {
					this = culture:serbian
				}
			}
		}
		current_year <= 970
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = spartitor
}

serb_early_vojnici = {
	type = heavy_infantry
	
	damage = 32
	toughness = 23
	pursuit = 0
	screen = 15

	terrain_bonus = {
		hills = { damage = 8 toughness = 8 }
	}
	
	counters = {
		pikemen = 1
		light_cavalry = 0.3
	}

	can_recruit = {
		culture = { 
			OR = { 
				this = culture:serbian
				any_parent_culture_or_above = {
					this = culture:serbian
				}
			}
		}
		current_year <= 990
	}
	
	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = e_vojnici
}

##After 990 AD
serb_okr = {
	type = skirmishers
	
	damage = 10
	toughness = 18
	pursuit = 12
	screen = 15
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
		hills = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		culture = { 
			OR = { 
				this = culture:serbian
				any_parent_culture_or_above = {
					this = culture:serbian
				}
			}
		}
		current_year >= 970
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = skirmishers
}

serb_strijelcima = {
	type = archers
	
	damage = 25
	toughness = 10
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		culture = { 
			OR = { 
				this = culture:serbian
				any_parent_culture_or_above = {
					this = culture:serbian
				}
			}
		}
		current_year >= 970
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_archers }
	icon = bowmen 
}

serb_late_vojnici = {
	type = heavy_infantry
	
	damage = 36
	toughness = 25
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 8 toughness = 8 }
	}
	
	counters = {
		pikemen = 1
		light_cavalry = 0.6
		heavy_cavalry = 0.1
	}

	can_recruit = {
		culture = { 
			OR = { 
				this = culture:serbian
				any_parent_culture_or_above = {
					this = culture:serbian
				}
			}
		}
		current_year >= 990
	}
	
	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = l_vojnici
}

serb_vitezovi = {
	type = heavy_cavalry
	
	damage = 110
	toughness = 39
	pursuit = 20
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		mountains = { damage = -65 }
		desert_mountains = { damage = -75 }
		wetlands = { damage = -75 toughness = -10 pursuit = -10 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
		light_cavalry = 1
	}

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

	can_recruit = {
		culture = { 
			OR = { 
				this = culture:serbian
				any_parent_culture_or_above = {
					this = culture:serbian
				}
			}
		}
		current_year >= 1080
	}

	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 = @cultural_maa_extra_ai_score }
	icon = nem
	fallback_in_hired_troops_if_unlocked = yes
}

#South Slavs
s_slavs_skakasi = {
	type = skirmishers
	
	damage = 10
	toughness = 16
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_south_slav_army }
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = skirmishers
}

s_slavs_strijelcima = {
	type = archers
	
	damage = 25
	toughness = 10
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_south_slav_army }
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_archers }
	icon = bowmen
}

s_slavs_konjanistvo = {
	type = light_cavalry
	
	damage = 22
	toughness = 15
	pursuit = 30
	screen = 30
	
	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 }
	}

	can_recruit = {
		culture = {
			AND = {
				OR = {
					this = culture:croatian 
			        this = culture:bosnian 
			        this = culture:carantanian
			        this = culture:blatno_slavic 
			        this = culture:dudlebian 
			        this = culture:slavonian 
			        this = culture:neretljanian 
			        this = culture:abotrite 
			        this = culture:branichian 
			        this = culture:doclean 
			        this = culture:travunian 
			        this = culture:zachlumian 
			        this = culture:pannonian 
			        this = culture:illyrian_slavic 
			        this = culture:berzite 
				} 
		        NOT = {
					has_cultural_parameter = unlock_maa_hussar
				}
			}
		} 		
	}

	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = lc
}

s_slavs_kopljanici = {
	type = pikemen
	
	damage = 22
	toughness = 24
	pursuit = 0
	screen = 0
	
	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 = {
		culture = { has_cultural_innovation = innovation_south_slav_army }
	}

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_pikemen }
	icon = pikeli
}

s_slavs_oruzari = {
	type = heavy_infantry
	
	damage = 32
	toughness = 22
	pursuit = 0
	screen = 0
	
	counters = {
		pikemen = 1
	}

	can_recruit = {
		culture = {
			AND = {
				OR = {
					this = culture:croatian 
			        this = culture:bosnian 
			        this = culture:carantanian
			        this = culture:blatno_slavic 
			        this = culture:dudlebian 
			        this = culture:slavonian 
			        this = culture:neretljanian 
			        this = culture:abotrite 
			        this = culture:branichian 
			        this = culture:doclean 
			        this = culture:travunian 
			        this = culture:zachlumian 
			        this = culture:pannonian 
			        this = culture:illyrian_slavic 
			        this = culture:berzite
				} 
		        NOT = {
					has_cultural_parameter = unlock_maa_zbrojnosh
				}
			}
		} 		
	}
	
	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = zbrojnosh
}

s_slavs_vitezova = {
	type = heavy_cavalry
	
	damage = 100
	toughness = 35
	pursuit = 20
	screen = 0
	
	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 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
	}

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

	can_recruit = {
		culture = { has_cultural_innovation = innovation_south_slav_hev_army }
	}

	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 = CRA_culture_ai_weight_heavy_cavalry }
	icon = s_slavs_vitezova
	fallback_in_hired_troops_if_unlocked = yes
}

##Franks France/Germany
frank_angreifer = {
	type = skirmishers
	
	damage = 10
	toughness = 16
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:saxon
			    this = culture:franconian
			    this = culture:swabian
			    this = culture:bavarian
				this = culture:french
				this = culture:occitan
				this = culture:norman
				this = culture:dutch
				this = culture:thuringian 
			    this = culture:low_frankish 
			    this = culture:brabantian 
			    this = culture:flemish 
			    this = culture:ripuarian 
			    this = culture:westphalian 
			    this = culture:east_elbian 
			    this = culture:german_pommeranian 
			    this = culture:german_silesian 
			    this = culture:high_alemannic 
			    this = culture:alsatian
				this = culture:frisian
				this = culture:arpitan_ce 
			    this = culture:gascon 
			    this = culture:provencal 
			    this = culture:poitevin 
			    this = culture:angevin 
			    this = culture:burgundian_oil 
			    this = culture:lorrainian 
				this = culture:picard 
				this = culture:walloon
				AND = {
					any_parent_culture_or_above = {
					    OR = {
						    this = culture:saxon
						    this = culture:franconian
						    this = culture:swabian
						    this = culture:bavarian
						    this = culture:dutch
						    this = culture:thuringian 
						    this = culture:low_frankish 
						    this = culture:ripuarian 
						    this = culture:frisian
						    this = culture:french
						    this = culture:occitan
						    this = culture:burgundian_oil
						    this = culture:arpitan_ce
					    }
			        }
					NOT = {
						this = culture:catalan
						any_parent_culture_or_above = {
							this = culture:catalan
						}
					}
				}
			}
		}
		current_year <= 950 		
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = frank_angreifer
}

frank_sagarii = {
	type = archers
	
	damage = 25
	toughness = 10
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:saxon
			    this = culture:franconian
			    this = culture:swabian
			    this = culture:bavarian
				this = culture:french
				this = culture:occitan
				this = culture:norman
				this = culture:dutch
				this = culture:thuringian 
			    this = culture:low_frankish 
			    this = culture:brabantian 
			    this = culture:flemish 
			    this = culture:ripuarian 
			    this = culture:westphalian 
			    this = culture:east_elbian 
			    this = culture:german_pommeranian 
			    this = culture:german_silesian 
			    this = culture:high_alemannic 
			    this = culture:alsatian
				this = culture:frisian
				this = culture:arpitan_ce 
			    this = culture:gascon 
			    this = culture:provencal 
			    this = culture:poitevin 
			    this = culture:angevin 
			    this = culture:burgundian_oil 
			    this = culture:lorrainian 
				this = culture:picard 
				this = culture:walloon
				AND = {
					any_parent_culture_or_above = {
					    OR = {
						    this = culture:saxon
						    this = culture:franconian
						    this = culture:swabian
						    this = culture:bavarian
						    this = culture:dutch
						    this = culture:thuringian 
						    this = culture:low_frankish 
						    this = culture:ripuarian 
						    this = culture:frisian
						    this = culture:french
						    this = culture:occitan
						    this = culture:burgundian_oil
						    this = culture:arpitan_ce
					    }
			        }
					NOT = {
						this = culture:catalan
						any_parent_culture_or_above = {
							this = culture:catalan
						}
					}
				}
			}
		}
		current_year <= 950 		
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_archers }
	icon = sagarii
}

frank_reiter = {
	type = light_cavalry
	
	damage = 22
	toughness = 15
	pursuit = 30
	screen = 30
	
	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 }
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:saxon
			    this = culture:franconian
			    this = culture:swabian
			    this = culture:bavarian
				this = culture:french
				this = culture:occitan
				this = culture:norman
				this = culture:dutch
				this = culture:thuringian 
			    this = culture:low_frankish 
			    this = culture:brabantian 
			    this = culture:flemish 
			    this = culture:ripuarian 
			    this = culture:westphalian 
			    this = culture:east_elbian 
			    this = culture:german_pommeranian 
			    this = culture:german_silesian 
			    this = culture:high_alemannic 
			    this = culture:alsatian
				this = culture:frisian
				this = culture:arpitan_ce 
			    this = culture:gascon 
			    this = culture:provencal 
			    this = culture:poitevin 
			    this = culture:angevin 
			    this = culture:burgundian_oil 
			    this = culture:lorrainian 
				this = culture:picard 
				this = culture:walloon
				AND = {
					any_parent_culture_or_above = {
					    OR = {
						    this = culture:saxon
						    this = culture:franconian
						    this = culture:swabian
						    this = culture:bavarian
						    this = culture:dutch
						    this = culture:thuringian 
						    this = culture:low_frankish 
						    this = culture:ripuarian 
						    this = culture:frisian
						    this = culture:french
						    this = culture:occitan
						    this = culture:burgundian_oil
						    this = culture:arpitan_ce
					    }
			        }
					NOT = {
						this = culture:catalan
						any_parent_culture_or_above = {
							this = culture:catalan
						}
					}
				}
			}
		}
		current_year <= 990 		
	}

	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = reiter
}

frank_heerbann = {
	type = heavy_infantry
	
	damage = 30
	toughness = 25
	pursuit = 0
	screen = 20
	
	counters = {
		pikemen = 1
		light_cavalry = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:saxon
			    this = culture:franconian
			    this = culture:swabian
			    this = culture:bavarian
				this = culture:french
				this = culture:occitan
				this = culture:norman
				this = culture:dutch
				this = culture:thuringian 
			    this = culture:low_frankish 
			    this = culture:brabantian 
			    this = culture:flemish 
			    this = culture:ripuarian 
			    this = culture:westphalian 
			    this = culture:east_elbian 
			    this = culture:german_pommeranian 
			    this = culture:german_silesian 
			    this = culture:high_alemannic 
			    this = culture:alsatian
				this = culture:frisian
				this = culture:arpitan_ce 
			    this = culture:gascon 
			    this = culture:provencal 
			    this = culture:poitevin 
			    this = culture:angevin 
			    this = culture:burgundian_oil 
			    this = culture:lorrainian 
				this = culture:picard 
				this = culture:walloon
				AND = {
					any_parent_culture_or_above = {
					    OR = {
						    this = culture:saxon
						    this = culture:franconian
						    this = culture:swabian
						    this = culture:bavarian
						    this = culture:dutch
						    this = culture:thuringian 
						    this = culture:low_frankish 
						    this = culture:ripuarian 
						    this = culture:frisian
						    this = culture:french
						    this = culture:occitan
						    this = culture:burgundian_oil
						    this = culture:arpitan_ce
					    }
			        }
					NOT = {
						this = culture:catalan
						any_parent_culture_or_above = {
							this = culture:catalan
						}
					}
				}
			}
		}
		current_year <= 970 		
	}
	
	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = heerbann
}

frank_knight = {
	type = heavy_cavalry
	
	damage = 55
	toughness = 30
	pursuit = 30
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 20 }
		drylands = { damage = 20 }
		hills = { damage = -20 }
		mountains = { damage = -25 }
		desert_mountains = { damage = -25 }
		wetlands = { damage = -35 toughness = -10 pursuit = -10 }
	}

	era_bonus = {
		culture_era_early_medieval = {
			damage = 10
			toughness = 5
			pursuit = -7
		}
		culture_era_high_medieval = {
			damage = 21
			toughness = 5
			pursuit = -7
		}
	}

	counters = {
		archers = 1
		skirmishers = 0.3
	}

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

	can_recruit = {
		culture = {
			OR = {
				this = culture:saxon
			    this = culture:franconian
			    this = culture:swabian
			    this = culture:bavarian
				this = culture:french
				this = culture:occitan
				this = culture:norman
				this = culture:dutch
				this = culture:thuringian 
			    this = culture:low_frankish 
			    this = culture:brabantian 
			    this = culture:flemish 
			    this = culture:ripuarian 
			    this = culture:westphalian 
			    this = culture:east_elbian 
			    this = culture:german_pommeranian 
			    this = culture:german_silesian 
			    this = culture:high_alemannic 
			    this = culture:alsatian
				this = culture:frisian
				this = culture:arpitan_ce 
			    this = culture:gascon 
			    this = culture:provencal 
			    this = culture:poitevin 
			    this = culture:angevin 
			    this = culture:burgundian_oil 
			    this = culture:lorrainian 
				this = culture:picard 
				this = culture:walloon
				AND = {
					any_parent_culture_or_above = {
					    OR = {
						    this = culture:saxon
						    this = culture:franconian
						    this = culture:swabian
						    this = culture:bavarian
						    this = culture:dutch
						    this = culture:thuringian 
						    this = culture:low_frankish 
						    this = culture:ripuarian 
						    this = culture:frisian
						    this = culture:french
						    this = culture:occitan
						    this = culture:burgundian_oil
						    this = culture:arpitan_ce
					    }
			        }
					NOT = {
						this = culture:catalan
						any_parent_culture_or_above = {
							this = culture:catalan
						}
					}
				}
			}
		}
		current_year <= 1020 		
	}

	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 = 75
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = frank_knight
	fallback_in_hired_troops_if_unlocked = yes
}

##Germans 
ger_plankler = {
	type = skirmishers
	
	damage = 10
	toughness = 16
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:saxon
			    this = culture:franconian
			    this = culture:swabian
			    this = culture:bavarian
			    this = culture:dutch
			    this = culture:thuringian 
			    this = culture:low_frankish 
			    this = culture:brabantian 
			    this = culture:flemish 
			    this = culture:ripuarian 
			    this = culture:westphalian 
			    this = culture:east_elbian 
			    this = culture:german_pommeranian 
			    this = culture:german_silesian 
			    this = culture:high_alemannic 
			    this = culture:alsatian
				this = culture:frisian
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:saxon
							this = culture:franconian
							this = culture:swabian
							this = culture:bavarian
							this = culture:dutch
							this = culture:thuringian 
							this = culture:low_frankish 
							this = culture:ripuarian 
							this = culture:frisian 
						}
			        }
					NOT = {
						OR = {
							this = culture:walloon
							any_parent_culture_or_above = {
								this = culture:walloon
							}
						}
					}
				}
			}
		}
		current_year >= 950 		
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = skirmishers
}

ger_bogens = {
	type = archers
	
	damage = 25
	toughness = 10
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:saxon
			    this = culture:franconian
			    this = culture:swabian
			    this = culture:bavarian
			    this = culture:dutch
			    this = culture:thuringian 
			    this = culture:low_frankish 
			    this = culture:brabantian 
			    this = culture:flemish 
			    this = culture:ripuarian 
			    this = culture:westphalian 
			    this = culture:east_elbian 
			    this = culture:german_pommeranian 
			    this = culture:german_silesian 
			    this = culture:high_alemannic 
			    this = culture:alsatian
				this = culture:frisian
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:saxon
							this = culture:franconian
							this = culture:swabian
							this = culture:bavarian
							this = culture:dutch
							this = culture:thuringian 
							this = culture:low_frankish 
							this = culture:ripuarian 
							this = culture:frisian 
						}
			        }
					NOT = {
						OR = {
							this = culture:walloon
							any_parent_culture_or_above = {
								this = culture:walloon
							}
						}
					}
				}
			}
		}
		current_year >= 950 		
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_archers }
	icon = sagarii
}

ger_reiterei = {
	type = light_cavalry
	
	damage = 22
	toughness = 15
	pursuit = 30
	screen = 30
	
	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 }
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:saxon
			    this = culture:franconian
			    this = culture:swabian
			    this = culture:bavarian
			    this = culture:dutch
			    this = culture:thuringian 
			    this = culture:low_frankish 
			    this = culture:brabantian 
			    this = culture:flemish 
			    this = culture:ripuarian 
			    this = culture:westphalian 
			    this = culture:east_elbian 
			    this = culture:german_pommeranian 
			    this = culture:german_silesian 
			    this = culture:high_alemannic 
			    this = culture:alsatian
				this = culture:frisian
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:saxon
							this = culture:franconian
							this = culture:swabian
							this = culture:bavarian
							this = culture:dutch
							this = culture:thuringian 
							this = culture:low_frankish 
							this = culture:ripuarian 
							this = culture:frisian 
						}
			        }
					NOT = {
						OR = {
							this = culture:walloon
							any_parent_culture_or_above = {
								this = culture:walloon
							}
						}
					}
				}
			}
		}
		current_year >= 990 		
	}

	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = reiter
}

ger_pikeniere = {
	type = pikemen
	
	damage = 23
	toughness = 28
	pursuit = 0
	screen = 10
	
	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 = {
		culture = {
			OR = {
				this = culture:saxon
			    this = culture:franconian
			    this = culture:swabian
			    this = culture:bavarian
			    this = culture:dutch
			    this = culture:thuringian 
			    this = culture:low_frankish 
			    this = culture:brabantian 
			    this = culture:flemish 
			    this = culture:ripuarian 
			    this = culture:westphalian 
			    this = culture:east_elbian 
			    this = culture:german_pommeranian 
			    this = culture:german_silesian 
			    this = culture:high_alemannic 
			    this = culture:alsatian
				this = culture:frisian
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:saxon
							this = culture:franconian
							this = culture:swabian
							this = culture:bavarian
							this = culture:dutch
							this = culture:thuringian 
							this = culture:low_frankish 
							this = culture:ripuarian 
							this = culture:frisian 
						}
			        }
					NOT = {
						OR = {
							this = culture:walloon
							any_parent_culture_or_above = {
								this = culture:walloon
							}
						}
					}
				}
			}
		}
		current_year >= 970 		
	}

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_pikemen }
	icon = west_pikemen
}

ger_waffenmanner = {
	type = heavy_infantry
	
	damage = 36
	toughness = 27
	pursuit = 0
	screen = 0
	
	counters = {
		pikemen = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:saxon
			    this = culture:franconian
			    this = culture:swabian
			    this = culture:bavarian
			    this = culture:dutch
			    this = culture:thuringian 
			    this = culture:low_frankish 
			    this = culture:brabantian 
			    this = culture:flemish 
			    this = culture:ripuarian 
			    this = culture:westphalian 
			    this = culture:east_elbian 
			    this = culture:german_pommeranian 
			    this = culture:german_silesian 
			    this = culture:high_alemannic 
			    this = culture:alsatian
				this = culture:frisian
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:saxon
							this = culture:franconian
							this = culture:swabian
							this = culture:bavarian
							this = culture:dutch
							this = culture:thuringian 
							this = culture:low_frankish 
							this = culture:ripuarian 
							this = culture:frisian 
						}
			        }
					NOT = {
						OR = {
							this = culture:walloon
							any_parent_culture_or_above = {
								this = culture:walloon
							}
						}
					}
				}
			}
		}
		current_year >= 970 		
	}
	
	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = ger_waffenmanner
}

ger_ritter = {
	type = heavy_cavalry
	
	damage = 110
	toughness = 39
	pursuit = 20
	screen = 0
	
	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 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
		light_cavalry = 1
	}

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

	can_recruit = {
		culture = {
			OR = {
				this = culture:saxon
			    this = culture:franconian
			    this = culture:swabian
			    this = culture:bavarian
			    this = culture:thuringian 
			    this = culture:low_frankish 
			    this = culture:brabantian 
			    this = culture:flemish 
			    this = culture:ripuarian 
			    this = culture:westphalian 
			    this = culture:east_elbian 
			    this = culture:german_pommeranian 
			    this = culture:german_silesian 
			    this = culture:high_alemannic 
			    this = culture:alsatian
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:saxon
							this = culture:franconian
							this = culture:swabian
							this = culture:bavarian
							this = culture:dutch
							this = culture:thuringian 
							this = culture:low_frankish 
							this = culture:ripuarian 
							this = culture:frisian 
						}
			        }
					NOT = {
						OR = {
							this = culture:walloon
							any_parent_culture_or_above = {
								this = culture:walloon
							}
						}
					}
				}
			}
		}
		current_year >= 1020 		
	}

	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 = CRA_culture_ai_weight_heavy_cavalry }
	icon = ritter
	fallback_in_hired_troops_if_unlocked = yes
}

##French 
fra_tirailleurs = {
	type = skirmishers
	
	damage = 10
	toughness = 16
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:french
				this = culture:occitan
				this = culture:norman
				this = culture:arpitan_ce 
			    this = culture:gascon 
			    this = culture:provencal 
			    this = culture:poitevin 
			    this = culture:angevin 
			    this = culture:burgundian_oil 
			    this = culture:lorrainian 
				this = culture:picard 
				this = culture:walloon
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:french
							this = culture:occitan
							this = culture:burgundian_oil
							this = culture:arpitan_ce
						}
					}
					NOT = {
						OR = {
							this = culture:catalan
							any_parent_culture_or_above = {
								this = culture:catalan
							}
							any_parent_culture_or_above = {
								this = culture:norman
							}
						}
					}
				}
			}
		}
		current_year >= 950
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = skirmishers
}

fra_fleches = {
	type = archers
	
	damage = 25
	toughness = 10
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		OR = {
			AND = {
				culture = {
			        OR = {
				        this = culture:french
				        this = culture:occitan
				        this = culture:norman
				        this = culture:arpitan_ce 
			            this = culture:gascon 
			            this = culture:provencal 
			            this = culture:poitevin 
			            this = culture:angevin 
			            this = culture:burgundian_oil 
			            this = culture:lorrainian picard 
						this = culture:picard
                        this = culture:walloon
						AND = {
							any_parent_culture_or_above = {
						        OR = {
							        this = culture:french
							        this = culture:occitan
							        this = culture:burgundian_oil
							        this = culture:arpitan_ce
						        }
					        }
							NOT = {
								OR = {
									this = culture:norman
									this = culture:catalan
									any_parent_culture_or_above = {
										this = culture:norman
									}
									any_parent_culture_or_above = {
										this = culture:catalan
									}
								}
							}
						}
			        }
		        }
				current_year >= 950 
			}
			AND = {
				culture = { this = culture:norman }
				current_year >= 970 
			}
		}				
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_archers }
	icon = fra_fleches
}

fra_valetti = {
	type = light_cavalry
	
	damage = 22
	toughness = 15
	pursuit = 30
	screen = 30
	
	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 }
	}

	can_recruit = {
		OR = {
			AND = {
				culture = {
			        OR = {
				        this = culture:french
				        this = culture:occitan
				        this = culture:norman
				        this = culture:arpitan_ce 
			            this = culture:gascon 
			            this = culture:provencal 
			            this = culture:poitevin 
			            this = culture:angevin 
			            this = culture:burgundian_oil 
			            this = culture:lorrainian 
						this = culture:picard
                        this = culture:walloon
						AND = {
							any_parent_culture_or_above = {
						        OR = {
							        this = culture:french
							        this = culture:occitan
							        this = culture:burgundian_oil
							        this = culture:arpitan_ce
						        }
					        }
							NOT = {
								OR = {
									this = culture:norman
									this = culture:catalan
									any_parent_culture_or_above = {
										this = culture:norman
									}
									any_parent_culture_or_above = {
										this = culture:catalan
									}
								}
							}
						}
			        }
		        }
				current_year >= 990 
			}
			AND = {
				culture = { this = culture:norman }
				current_year >= 990 
			}
		}
	}

	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = light_cavalry
}

fra_piquiers = {
	type = pikemen
	
	damage = 22
	toughness = 24
	pursuit = 0
	screen = 0
	
	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 = {
		OR = {
			AND = {
				culture = {
			        OR = {
				        this = culture:french
				        this = culture:occitan
				        this = culture:norman
				        this = culture:arpitan_ce 
			            this = culture:gascon 
			            this = culture:provencal 
			            this = culture:poitevin 
			            this = culture:angevin 
			            this = culture:burgundian_oil 
			            this = culture:lorrainian
						this = culture:picard
                        this = culture:walloon
						AND = {
							any_parent_culture_or_above = {
						        OR = {
							        this = culture:french
							        this = culture:occitan
							        this = culture:burgundian_oil
							        this = culture:arpitan_ce
						        }
					        }
							NOT = {
								OR = {
									this = culture:norman
									this = culture:catalan
									any_parent_culture_or_above = {
										this = culture:norman
									}
									any_parent_culture_or_above = {
										this = culture:catalan
									}
								}
							}
						}
			        }
		        }
				current_year >= 970 
			}
			AND = {
				culture = { this = culture:norman }
				current_year >= 1050 
			}
		}
	}

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_pikemen }
	icon = fra_piquiers
}

fra_sergeants = {
	type = heavy_infantry
	
	damage = 36
	toughness = 27
	pursuit = 0
	screen = 0
	
	counters = {
		pikemen = 1
	}

	can_recruit = {
		OR = {
			AND = {
				culture = {
			        OR = {
				        this = culture:french
				        this = culture:occitan
				        this = culture:norman
				        this = culture:arpitan_ce 
			            this = culture:gascon 
			            this = culture:provencal 
			            this = culture:poitevin 
			            this = culture:angevin 
			            this = culture:burgundian_oil 
			            this = culture:lorrainian
						this = culture:picard
                        this = culture:walloon
						AND = {
							any_parent_culture_or_above = {
						        OR = {
							        this = culture:french
							        this = culture:occitan
							        this = culture:burgundian_oil
							        this = culture:arpitan_ce
						        }
					        }
							NOT = {
								OR = {
									this = culture:norman
									this = culture:catalan
									any_parent_culture_or_above = {
										this = culture:norman
									}
									any_parent_culture_or_above = {
										this = culture:catalan
									}
								}
							}
						}
			        }
		        }
				current_year >= 970 
			}
			AND = {
				culture = { this = culture:norman }
				current_year >= 1050 
			}
		}				
	}
	
	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = sergeants
}

fra_chevalier = {
	type = heavy_cavalry
	
	damage = 110
	toughness = 39
	pursuit = 20
	screen = 0
	
	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 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
		light_cavalry = 1
	}

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

	can_recruit = {
		culture = {
			OR = {
				this = culture:french
				this = culture:occitan
				this = culture:arpitan_ce 
			    this = culture:gascon 
			    this = culture:provencal 
			    this = culture:poitevin 
			    this = culture:angevin 
			    this = culture:burgundian_oil 
			    this = culture:lorrainian
				this = culture:picard
                this = culture:walloon 
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:french
							this = culture:occitan
							this = culture:burgundian_oil
							this = culture:arpitan_ce
						}
					}
					NOT = {
						OR = {
							this = culture:norman
							this = culture:catalan
							any_parent_culture_or_above = {
								this = culture:catalan
							}
							any_parent_culture_or_above = {
								this = culture:norman
							}
						}
					}
				}
			}
		}
		current_year >= 1020 		
	}

	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 = @cultural_maa_extra_ai_score }
	icon = chevalier
	fallback_in_hired_troops_if_unlocked = yes
}

##Dutch
dutch_knight = {
	type = heavy_cavalry
	
	damage = 95
	toughness = 32
	pursuit = 24
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		hills = { damage = -20 }
		mountains = { damage = -75 }
		desert_mountains = { damage = -75 }
		wetlands = { damage = -45 toughness = -10 pursuit = -10 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
		light_cavalry = 0.2
	}

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

	can_recruit = {
		culture = { 
			OR = {
				this = culture:dutch
				this = culture:frisian
			}			
		}
		current_year >= 1020 
	}

	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 = CRA_culture_ai_weight_heavy_cavalry }
	icon = dutch_knight
	fallback_in_hired_troops_if_unlocked = yes
}

##Norman
norman_knight = {
	type = heavy_cavalry
	
	damage = 85
	toughness = 30
	pursuit = 30
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		hills = { damage = -20 }
		mountains = { damage = -35 }
		desert_mountains = { damage = -35 }
		wetlands = { damage = -35 toughness = -10 pursuit = -10 }
	}

	era_bonus = {
		culture_era_early_medieval = {
			damage = 35
			toughness = 5
		}
		culture_era_high_medieval = {
			damage = 40
			toughness = 10
		}
		culture_era_late_medieval = {
			damage = 49
			toughness = 15
		}
	}

	counters = {
		archers = 1
		skirmishers = 0.5
		light_cavalry = 0.5
	}

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

	can_recruit = {
		culture = {
			OR = {
				AND = {
					this = culture:norman
					current_year >= 970
				}
				AND = {
					this = culture:english
					current_year <= 1110
				}
			} 
		}
	}

	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 = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = CRA_norman_knight
	fallback_in_hired_troops_if_unlocked = yes
}

norman_huscarl = {
	type = heavy_infantry

	damage = 38
	toughness = 26
	pursuit = 0
	screen = 22
	
	counters = {
		pikemen = 1
		archers = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:norman
				this = culture:english
		    }
		}	
		current_year <= 1050 		
	}
	
	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 }
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = norman_huscarls
}

norman_vigmen = {
	type = archers
	
	damage = 18
	toughness = 20
	pursuit = 0
	screen = 22
	
	terrain_bonus = {
		farmlands = { damage = 10 toughness = 6 screen = 6 }
		plains = { damage = 6 toughness = 4 screen = 4 }
		taiga = { damage = 4 screen = 6 }
	}

	counters = {
		skirmishers = 1
	}

	winter_bonus = {
		normal_winter = { toughness = 3 screen = 5 }
		harsh_winter = { toughness = 3 screen = 5 }
	}

	can_recruit = {
		culture = { this = culture:norman }
		current_year <= 970 		
	}

	buy_cost = { gold = vigmen_recruitment_cost }
	low_maintenance_cost = { gold = vigmen_low_maint_cost }
	high_maintenance_cost = { gold = vigmen_high_maint_cost }
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_archers }
	icon = vigmen
}

##Norse
norse_svenner = {
	type = light_cavalry
	
	damage = 21
	toughness = 17
	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 = {
		normal_winter = { damage = 5 screen = 5 }
		harsh_winter = { damage = -5 screen = -5 }
	}

	can_recruit = {
		OR = {
			AND = {
				culture = { this = culture:norman }
				current_year <= 990 
			}
			AND = {
				culture = { 
					OR = {
						this = culture:norse
						this = culture:swedish
						this = culture:norwegian
						this = culture:danish
						this = culture:jute 
			            this = culture:dane 
			            this = culture:geat 
			            this = culture:got 
			            this = culture:svear 
			            this = culture:icelandic 
			            this = culture:scanian 
			            this = culture:greenlandic
					}
				}
				current_year >= 830 
			}
		}
	}

	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = light_cavalry
}

norse_odalbonder = {
	type = skirmishers
	
	damage = 12
	toughness = 17
	pursuit = 15
	screen = 10
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	winter_bonus = {
		normal_winter = { damage = 4 pursuit = 4 }
		harsh_winter = { damage = 4 pursuit = 4 }
	}

	can_recruit = {
		culture = { 
			OR = {
				this = culture:norse
				this = culture:swedish
				this = culture:norwegian
				this = culture:danish
				this = culture:jute 
			    this = culture:dane 
			    this = culture:geat 
			    this = culture:got 
			    this = culture:svear 
			    this = culture:icelandic 
			    this = culture:scanian 
			    this = culture:greenlandic
			}
		}
		current_year >= 700 
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = odalbonder
}

norse_hast = {
	type = heavy_cavalry
	
	damage = 100
	toughness = 35
	pursuit = 20
	screen = 0
	
	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 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
	}

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

	can_recruit = {
		culture = { 
			OR = {
				this = culture:norse
				this = culture:swedish
				this = culture:norwegian
				this = culture:danish
				this = culture:jute 
			    this = culture:dane 
			    this = culture:geat 
			    this = culture:got 
			    this = culture:svear 
			    this = culture:icelandic 
			    this = culture:scanian 
			    this = culture:greenlandic
			}
		}
		current_year >= 1120 
	}

	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 = CRA_culture_ai_weight_heavy_cavalry }
	icon = norse_hast
	fallback_in_hired_troops_if_unlocked = yes
}

##Anglo-Saxon
ang_sax_darop = {
	type = skirmishers
	
	damage = 12
	toughness = 16
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:anglo_saxon
				this = culture:anglo_norse
			    this = culture:east_saxon
			    this = culture:west_saxon
			    this = culture:mercian
			    this = culture:hwiccians
			    this = culture:northumbrian
			    this = culture:kentish
			    this = culture:east_anglian
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:anglo_saxon
							this = culture:anglo_norse
			                this = culture:east_saxon
			                this = culture:west_saxon
			                this = culture:mercian
			                this = culture:hwiccians
			                this = culture:northumbrian
			                this = culture:kentish
			                this = culture:east_anglian
						}
					}
					NOT = { 
						OR = {
							this = culture:northerner
							this = culture:english
							this = culture:scottish
							any_parent_culture_or_above = {
								OR = {
									this = culture:english
									this = culture:scottish
									this = culture:northerner
								}
							}
						}
					}
				}
			}
		}
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = skirmishers
}

ang_sax_ceorl = {
	type = archers
	
	damage = 25
	toughness = 10
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:anglo_saxon
				this = culture:anglo_norse
			    this = culture:east_saxon
			    this = culture:west_saxon
			    this = culture:mercian
			    this = culture:hwiccians
			    this = culture:northumbrian
			    this = culture:kentish
			    this = culture:east_anglian
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:anglo_saxon
							this = culture:anglo_norse
			                this = culture:east_saxon
			                this = culture:west_saxon
			                this = culture:mercian
			                this = culture:hwiccians
			                this = culture:northumbrian
			                this = culture:kentish
			                this = culture:east_anglian
						}
					}
					NOT = { 
						OR = {
							this = culture:northerner
							this = culture:english
							this = culture:scottish
							any_parent_culture_or_above = {
								OR = {
									this = culture:english
									this = culture:scottish
									this = culture:northerner
								}
							}
						}
					}
				}
			}
		}
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_archers }
	icon = bowmen
}

ang_sax_scout = {
	type = light_cavalry
	
	damage = 22
	toughness = 15
	pursuit = 30
	screen = 30
	
	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 }
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:anglo_saxon
				this = culture:anglo_norse
			    this = culture:east_saxon
			    this = culture:west_saxon
			    this = culture:mercian
			    this = culture:hwiccians
			    this = culture:northumbrian
			    this = culture:kentish
			    this = culture:east_anglian
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:anglo_saxon
							this = culture:anglo_norse
			                this = culture:east_saxon
			                this = culture:west_saxon
			                this = culture:mercian
			                this = culture:hwiccians
			                this = culture:northumbrian
			                this = culture:kentish
			                this = culture:east_anglian
						}
					}
					NOT = { 
						OR = {
							this = culture:northerner
							this = culture:english
							this = culture:scottish
							any_parent_culture_or_above = {
								OR = {
									this = culture:english
									this = culture:scottish
									this = culture:northerner
								}
							}
						}
					}
				}
			}
		}
		current_year <= 1130 
	}

	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = ang_sax_scout
}

ang_sax_fyrd = {
	type = pikemen
	
	damage = 18
	toughness = 20
	pursuit = 10
	screen = 0
	
	terrain_bonus = {
		farmlands = { damage = 8 toughness = 4 pursuit = 5 }
		plains = { damage = 6 toughness = 4 pursuit = 4 }
	}

	counters = {
		light_cavalry = 1
		archers = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:anglo_saxon
				this = culture:anglo_norse
			    this = culture:east_saxon
			    this = culture:west_saxon
			    this = culture:mercian
			    this = culture:hwiccians
			    this = culture:northumbrian
			    this = culture:kentish
			    this = culture:east_anglian
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:anglo_saxon
							this = culture:anglo_norse
			                this = culture:east_saxon
			                this = culture:west_saxon
			                this = culture:mercian
			                this = culture:hwiccians
			                this = culture:northumbrian
			                this = culture:kentish
			                this = culture:east_anglian
						}
					}
					NOT = { 
						OR = {
							this = culture:northerner
							this = culture:english
							this = culture:scottish
							any_parent_culture_or_above = {
								OR = {
									this = culture:english
									this = culture:scottish
									this = culture:northerner
								}
							}
						}
					}
				}
			}
		}
	}

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	mercenary_fallback = yes
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score - 30] }
	icon = sax_fyrd
}

ang_sax_hearthweru = {
	type = heavy_infantry

	damage = 41
	toughness = 28
	pursuit = 0
	screen = 18
	
	terrain_bonus = {
		hills = { damage = 4 }
		forest = { damage = 4 }
	}
	
	counters = {
		pikemen = 1
		heavy_cavalry = 0.5
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:anglo_saxon
				this = culture:anglo_norse
			    this = culture:east_saxon
			    this = culture:west_saxon
			    this = culture:mercian
			    this = culture:hwiccians
			    this = culture:northumbrian
			    this = culture:kentish
			    this = culture:east_anglian
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:anglo_saxon
							this = culture:anglo_norse
			                this = culture:east_saxon
			                this = culture:west_saxon
			                this = culture:mercian
			                this = culture:hwiccians
			                this = culture:northumbrian
			                this = culture:kentish
			                this = culture:east_anglian
						}
					}
					NOT = { 
						OR = {
							this = culture:northerner
							this = culture:english
							this = culture:scottish
							any_parent_culture_or_above = {
								OR = {
									this = culture:english
									this = culture:scottish
									this = culture:northerner
								}
							}
						}
					}
				}
			}
		}
	}
	
	buy_cost = { gold = huscarls_recruitment_cost }
	low_maintenance_cost = { gold = huscarls_low_maint_cost }
	high_maintenance_cost = { gold = huscarls_high_maint_cost }
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = hearthweru
}

ang_sax_thegn = {
	type = heavy_cavalry
	
	damage = 105
	toughness = 38
	pursuit = 25
	screen = 0
	
	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 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
		light_cavalry = 0.2
	}

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

	can_recruit = {
		culture = {
			OR = {
				this = culture:anglo_saxon
				this = culture:anglo_norse
			    this = culture:east_saxon
			    this = culture:west_saxon
			    this = culture:mercian
			    this = culture:hwiccians
			    this = culture:northumbrian
			    this = culture:kentish
			    this = culture:east_anglian
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:anglo_saxon
							this = culture:anglo_norse
			                this = culture:east_saxon
			                this = culture:west_saxon
			                this = culture:mercian
			                this = culture:hwiccians
			                this = culture:northumbrian
			                this = culture:kentish
			                this = culture:east_anglian
						}
					}
					NOT = { 
						OR = {
							this = culture:northerner
							this = culture:english
							this = culture:scottish
							any_parent_culture_or_above = {
								OR = {
									this = culture:english
									this = culture:scottish
									this = culture:northerner
								}
							}
						}
					}
				}
			}
		}
		current_year >= 1120
	}

	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 = CRA_culture_ai_weight_heavy_cavalry }
	icon = breton_knight
	fallback_in_hired_troops_if_unlocked = yes
}

##Breton
breton_knight = {
	type = heavy_cavalry
	
	damage = 95
	toughness = 32
	pursuit = 24
	screen = 0
	
	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 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
		skirmishers = 0.5
	}

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

	can_recruit = {
		culture = { 
			AND = {
				OR = {
					this = culture:breton 
					any_parent_culture_or_above = {
						this = culture:breton 
					}
				}
				NOT = {
					OR = {
						any_parent_culture = {
							this = culture:french
						}
						any_parent_culture_or_above = {
							this = culture:anglo_saxon
						}
					}
				}
			}			
		}
		current_year >= 1080 
	}

	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 = @cultural_maa_extra_ai_score }
	icon = breton_knight
	fallback_in_hired_troops_if_unlocked = yes
}

breton_helwyr = {
	type = archers
	
	damage = 25
	toughness = 10
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		culture = { 
			OR = {
				this = culture:breton
				this = culture:cornish
				AND = {
					OR = {
						any_parent_culture_or_above = {
							this = culture:breton
						}
						any_parent_culture_or_above = {
							this = culture:cornish
						}
					}
					NOT = {
						OR = {
							any_parent_culture = {
							    this = culture:french
						    }
						    any_parent_culture_or_above = {
							    this = culture:anglo_saxon
						    }
						}
					}
				}
			}
		}
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_archers }
	icon = bowmen
}

breton_uchelwr = {
	type = heavy_cavalry
	
	damage = 87
	toughness = 30
	pursuit = 29
	screen = 10
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		mountains = { damage = -20 }
		desert_mountains = { damage = -20 }
		wetlands = { damage = -75 toughness = -10 pursuit = -10 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
	}

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

	can_recruit = {
		culture = { has_cultural_innovation = innovation_breton_hev_army }
	}

	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 = CRA_culture_ai_weight_heavy_cavalry }
	icon = breton_uchelwr
	fallback_in_hired_troops_if_unlocked = yes
}

breton_meir = {
	type = skirmishers
	
	damage = 10
	toughness = 16
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		culture = { 
			OR = {
				this = culture:breton
				this = culture:cornish
				this = culture:welsh
				AND = {
					OR = {
						any_parent_culture_or_above = {
							this = culture:breton
						}
						any_parent_culture_or_above = {
							this = culture:cornish
						}
						any_parent_culture_or_above = {
							this = culture:welsh
						}
					}
					NOT = {
						OR = {
							any_parent_culture = {
							    this = culture:french
						    }
						    any_parent_culture_or_above = {
							    this = culture:anglo_saxon
						    }
						}
					}
				}
			}
		}
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = rez
}

breton_teulu = {
	type = light_cavalry
	
	damage = 22
	toughness = 15
	pursuit = 30
	screen = 30
	
	terrain_bonus = {
		plains = { damage = 15 }
		drylands = { damage = 15 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}
	
	counters = {
		archers = 1
	}

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

	can_recruit = {
		culture = { 
			OR = {
				this = culture:breton
				this = culture:cornish
				this = culture:welsh
				AND = {
					OR = {
						any_parent_culture_or_above = {
							this = culture:breton
						}
						any_parent_culture_or_above = {
							this = culture:cornish
						}
						any_parent_culture_or_above = {
							this = culture:welsh
						}
					}
					NOT = {
						OR = {
							any_parent_culture = {
							    this = culture:french
						    }
						    any_parent_culture_or_above = {
							    this = culture:anglo_saxon
						    }
						}
					}
				}
			}
		}
	}

	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = light_cavalry
}

breton_cantref = {
	type = pikemen
	
	damage = 22
	toughness = 24
	pursuit = 0
	screen = 0
	
	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 = {
		culture = { 
			OR = {
				this = culture:breton
				this = culture:cornish
				this = culture:welsh
				AND = {
					OR = {
						any_parent_culture_or_above = {
							this = culture:breton
						}
						any_parent_culture_or_above = {
							this = culture:cornish
						}
						any_parent_culture_or_above = {
							this = culture:welsh
						}
					}
					NOT = {
						OR = {
							any_parent_culture = {
							    this = culture:french
						    }
						    any_parent_culture_or_above = {
							    this = culture:anglo_saxon
						    }
						}
					}
				}
			}
		}
	}

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_pikemen }
	icon = pikeli
}

breton_rhyf = {
	type = heavy_infantry
	
	damage = 32
	toughness = 22
	pursuit = 0
	screen = 0
	
	counters = {
		pikemen = 1
	}

	can_recruit = {
		culture = { 
			OR = {
				this = culture:breton
				this = culture:cornish
				this = culture:welsh
				AND = {
					OR = {
						any_parent_culture_or_above = {
							this = culture:breton
						}
						any_parent_culture_or_above = {
							this = culture:cornish
						}
						any_parent_culture_or_above = {
							this = culture:welsh
						}
					}
					NOT = {
						OR = {
							any_parent_culture = {
							    this = culture:french
						    }
						    any_parent_culture_or_above = {
							    this = culture:anglo_saxon
						    }
						}
					}
				}
			}
		}
	}
	
	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = breton_rhyf
}

##Irish
irish_fianna = {
	type = skirmishers
	
	damage = 15
	toughness = 17
	pursuit = 12
	screen = 9
	
	terrain_bonus = {
		forest = { damage = 5 toughness = 6 }
		taiga = { damage = 5 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		culture = { 
			OR = {
				this = culture:irish 
				this = culture:manx
				this = culture:gall_goidel
				AND = {
					any_parent_culture_or_above = {
						this = culture:irish	
					}
					NOT = {
						OR = {
							this = culture:gaelic
							any_parent_culture_or_above = {
								this = culture:gaelic
							}
						}
					}
				}
			}
		}
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = irish_fianna
}

irish_kerns = {
	type = archers
	
	damage = 18
	toughness = 13
	pursuit = 0
	screen = 10
	
	terrain_bonus = {
		hills = { damage = 15 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		culture = { 
			OR = {
				this = culture:irish
				this = culture:manx 
				AND = {
					any_parent_culture_or_above = {
						this = culture:irish	
					}
					NOT = {
						OR = {
							this = culture:gaelic
							any_parent_culture_or_above = {
								this = culture:gaelic
							}
						}
					}
				}
			}
		}
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_archers }
	icon = irish_kerns
}

irish_airig = {
	type = light_cavalry
	
	damage = 29
	toughness = 18
	pursuit = 30
	screen = 30
	
	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
		skirmishers = 0.5
	}

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

	can_recruit = {
		culture = { 
			OR = {
				this = culture:irish 
				this = culture:manx 
				AND = {
					any_parent_culture_or_above = {
						this = culture:irish	
					}
					NOT = {
						OR = {
							this = culture:gaelic
							any_parent_culture_or_above = {
								this = culture:gaelic
							}
						}
					}
				}
			}
		}
		current_year <= 1150
	}

	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = irish_airig
}

irish_gallow = {
	type = heavy_infantry
	
	damage = 37
	toughness = 28
	pursuit = 15
	screen = 0
	
	counters = {
		pikemen = 1
		light_cavalry = 1
	}

	can_recruit = {
		culture = { 
			OR = {
				this = culture:irish
				this = culture:manx 
				this = culture:gall_goidel 
				AND = {
					any_parent_culture_or_above = {
						this = culture:irish	
					}
					NOT = {
						OR = {
							this = culture:gaelic
							any_parent_culture_or_above = {
								this = culture:gaelic
							}
						}
					}
				}
			}
		}
	}
	
	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = gallow
}

irish_knight = {
	type = heavy_cavalry
	
	damage = 80
	toughness = 31
	pursuit = 27
	screen = 10
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		hills = { damage = -10 }
		mountains = { damage = -45 }
		desert_mountains = { damage = -45 }
		wetlands = { damage = -65 toughness = -10 pursuit = -10 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
	}

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

	can_recruit = {
		culture = { 
			OR = {
				this = culture:irish 
				this = culture:manx
				AND = {
					any_parent_culture_or_above = {
						this = culture:irish	
					}
					NOT = {
						OR = {
							this = culture:gaelic
							any_parent_culture_or_above = {
								this = culture:gaelic
							}
						}
					}
				}
			}
		}
		current_year >= 1150
	}

	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 = CRA_culture_ai_weight_heavy_cavalry }
	icon = airig
	fallback_in_hired_troops_if_unlocked = yes
}

##Scotland
scot_cateran = {
	type = skirmishers
	
	damage = 13
	toughness = 15
	pursuit = 12
	screen = 14
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		hills = { damage = 6 toughness = 6 }
		mountains = { damage = 10 toughness = 8 }
	}

	counters = {
		heavy_infantry = 0.5
		skirmishers = 0.4
	}

	winter_bonus = {
		normal_winter = { damage = 5 toughness = 5 }
		harsh_winter = { damage = 5 toughness = 5 }
	}

	can_recruit = {
		culture = { 
			OR = {
				this = culture:gaelic
				this = culture:scottish
				this = culture:pictish
				this = culture:cumbrian
				any_parent_culture_or_above = {
					this = culture:gaelic
				}
				any_parent_culture_or_above = {
					this = culture:scottish
				}
				any_parent_culture_or_above = {
					this = culture:pictish
				}
				any_parent_culture_or_above = {
					this = culture:cumbrian
				}
			}
		}
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = pol_lekhota
}

scot_marcach = {
	type = light_cavalry
	
	damage = 27
	toughness = 18
	pursuit = 37
	screen = 25
	
	terrain_bonus = {
		plains = { damage = 10 }
		hills = { damage = 10 }
		desert_mountains = { damage = -15 pursuit = -20 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -25 }
	}
	
	counters = {
		archers = 1
		heavy_infantry = 0.4
	}

	winter_bonus = {
		normal_winter = { damage = 8 toughness = 3 }
	}

	can_recruit = {
		culture = { 
			OR = {
				this = culture:gaelic
				this = culture:scottish
				this = culture:pictish
				this = culture:cumbrian
				any_parent_culture_or_above = {
					this = culture:gaelic
				}
				any_parent_culture_or_above = {
					this = culture:scottish
				}
				any_parent_culture_or_above = {
					this = culture:pictish
				}
				any_parent_culture_or_above = {
					this = culture:cumbrian
				}
			}
		}
	}

	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = spain_jinet
}

scot_schiltron = {
	type = pikemen
	
	damage = 22
	toughness = 19
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
		plains = { damage = 8 }
	}

	era_bonus = {
		culture_era_early_medieval = {
			damage = 5
			toughness = 2
		}
		culture_era_high_medieval = {
			damage = 10
			toughness = 6
		}
		culture_era_late_medieval = {
			damage = 13
			toughness = 8
		}
	}

	counters = {
		light_cavalry = 1.5
		heavy_cavalry = 1.5
	}

	winter_bonus = {
		normal_winter = { toughness = 8 }
		harsh_winter = { toughness = 8 }
	}

	can_recruit = {
		culture = {
			AND = {
				OR = {
					this = culture:gaelic
					this = culture:scottish
					this = culture:pictish
					this = culture:cumbrian
					any_parent_culture_or_above = {
						this = culture:gaelic
					}
					any_parent_culture_or_above = {
						this = culture:scottish
					}
					any_parent_culture_or_above = {
						this = culture:pictish
					}
					any_parent_culture_or_above = {
						this = culture:cumbrian
					}
				}
				NOT = { has_cultural_innovation = innovation_rectilinear_schiltron }
			}
		}
	}

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	mercenary_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_pikemen }
	icon = scot_schiltron
}

scot_highlander = {
	type = heavy_infantry
	
	damage = 45
	toughness = 25
	pursuit = 15
	screen = 0

	terrain_bonus = {
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
	}
	
	counters = {
		pikemen = 1
		heavy_infantry = 1
	}

	winter_bonus = {
		normal_winter = { damage = 10 toughness = 8 }
		harsh_winter = { damage = 5 toughness = 8 }
	}

	can_recruit = {
		culture = { 
			OR = {
				this = culture:gaelic
				this = culture:scottish
				this = culture:pictish
				this = culture:cumbrian
				any_parent_culture_or_above = {
					this = culture:gaelic
				}
				any_parent_culture_or_above = {
					this = culture:scottish
				}
				any_parent_culture_or_above = {
					this = culture:pictish
				}
				any_parent_culture_or_above = {
					this = culture:cumbrian
				}
			}
		}
	}
	
	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = scot_highlander
}

scot_knight = {
	type = heavy_cavalry
	
	damage = 90
	toughness = 35
	pursuit = 28
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		mountains = { damage = -30 }
		desert_mountains = { damage = -45 }
		wetlands = { damage = -65 toughness = -10 pursuit = -28 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
		light_cavalry = 0.2
	}

	winter_bonus = {
		normal_winter = { toughness = 3 }
		harsh_winter = { damage = -10 toughness = -5 }
	}

	can_recruit = {
		culture = { 
			OR = {
				AND = {
					OR = {
						this = culture:gaelic
						this = culture:pictish
						this = culture:cumbrian
						AND = {
							OR = {
								any_parent_culture_or_above = {
									this = culture:gaelic
								}
								any_parent_culture_or_above = {
									this = culture:pictish
								}
								any_parent_culture_or_above = {
									this = culture:cumbrian
								}
							}
							NOT = { this = culture:scottish }
						}
					}
					current_year >=1150
				}
				AND = {
					OR = {
						this = culture:scottish
						any_parent_culture_or_above = {
							this = culture:scottish
						}
					}					
					current_year >=1060
				}	
			}
		}
	}

	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 = CRA_culture_ai_weight_heavy_cavalry }
	icon = breton_knight
	fallback_in_hired_troops_if_unlocked = yes
}

##English
english_assize = {
	type = skirmishers
	
	damage = 10
	toughness = 16
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		culture = { 
			OR = {
				this = culture:english
				this = culture:northerner
				any_parent_culture_or_above = {
					OR = {
						this = culture:english
						this = culture:northerner
					}					
				}
			}
		}
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = skirmishers
}

english_yeoman = {
	type = archers
	
	damage = 29
	toughness = 10
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 16
			toughness = 4
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		skirmishers = 1
		heavy_cavalry = 1
	}

	can_recruit = {
		culture = { 
			OR = {
				this = culture:english
				this = culture:northerner
				any_parent_culture_or_above = {
					OR = {
						this = culture:english
						this = culture:northerner
					}					
				}
			}
		}
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = english_yeoman
}

english_billmen = {
	type = pikemen
	
	damage = 28
	toughness = 27
	pursuit = 0
	screen = 5
	
	terrain_bonus = {
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 10
			toughness = 3
		}
		culture_era_late_medieval = {
			damage = 15
			toughness = 8
		}
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
		camel_cavalry = 1
	}

	can_recruit = {
		culture = { 
			OR = {
				this = culture:english
				this = culture:northerner
				any_parent_culture_or_above = {
					OR = {
						this = culture:english
						this = culture:northerner
					}					
				}
			}
		}
	}

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

	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_pikemen }
	icon = english_billmen
}

english_squaer = {
	type = light_cavalry
	
	damage = 22
	toughness = 15
	pursuit = 30
	screen = 30
	
	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 }
	}

	can_recruit = {
		culture = { 
			OR = {
				this = culture:english
				this = culture:northerner
				any_parent_culture_or_above = {
					OR = {
						this = culture:english
						this = culture:northerner
					}					
				}
			}
		}
		current_year <= 1130
	}

	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = light_cavalry
}

english_serg = {
	type = heavy_infantry
	
	damage = 32
	toughness = 22
	pursuit = 0
	screen = 0
	
	counters = {
		pikemen = 1
	}

	can_recruit = {
		culture = { 
			OR = {
				this = culture:english
				this = culture:northerner
				any_parent_culture_or_above = {
					OR = {
						this = culture:english
						this = culture:northerner
					}					
				}
			}
		}
		current_year >= 1050
	}
	
	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = english_serg
}

english_knight = {
	type = heavy_cavalry
	
	damage = 110
	toughness = 39
	pursuit = 20
	screen = 0
	
	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 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
		light_cavalry = 1
	}

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

	can_recruit = {
		culture = { 
			OR = {
				this = culture:english
				this = culture:northerner
				any_parent_culture_or_above = {
					OR = {
						this = culture:english
						this = culture:northerner
					}					
				}
			}
		}
		current_year >= 1110
	}

	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 = @cultural_maa_extra_ai_score }
	icon = english_knight
}

##Spainish
spain_almogavar = {
	type = skirmishers
	
	damage = 16
	toughness = 14
	pursuit = 17
	screen = 13
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		hills = { damage = 8 toughness = 10 }
		mountains = { damage = 8 toughness = 10 }
		desert_mountains = { damage = 8 toughness = 10 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:basque
				this = culture:castilian
				this = culture:catalan
				this = culture:portuguese
				this = culture:galician
				this = culture:asturleonese
				this = culture:aragonese
				this = culture:navarro_aragonese
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:navarro_aragonese
							this = culture:basque
							this = culture:castilian
							this = culture:catalan
							this = culture:portuguese
							this = culture:galician
							this = culture:asturleonese
							this = culture:aragonese
						}					    
				    }
					NOT = {
						OR = {
							this = culture:gascon
							any_parent_culture_or_above = {
								this = culture:gascon
							}
						}
					}
				}
			}
		}
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = spain_almogavar
}

spain_arqueros = {
	type = archers
	
	damage = 25
	toughness = 10
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:basque
				this = culture:castilian
				this = culture:catalan
				this = culture:portuguese
				this = culture:galician
				this = culture:asturleonese
				this = culture:aragonese
				this = culture:navarro_aragonese
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:navarro_aragonese
							this = culture:basque
							this = culture:castilian
							this = culture:catalan
							this = culture:portuguese
							this = culture:galician
							this = culture:asturleonese
							this = culture:aragonese
						}					    
				    }
					NOT = {
						OR = {
							this = culture:gascon
							any_parent_culture_or_above = {
								this = culture:gascon
							}
						}
					}
				}
			}
		}
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_archers }
	icon = fleches
}

spain_aventuro = {
	type = pikemen
	
	damage = 23
	toughness = 29
	pursuit = 0
	screen = 10
	
	terrain_bonus = {
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
		camel_cavalry = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:basque
				this = culture:castilian
				this = culture:catalan
				this = culture:portuguese
				this = culture:galician
				this = culture:asturleonese
				this = culture:aragonese
				this = culture:navarro_aragonese
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:navarro_aragonese
							this = culture:basque
							this = culture:castilian
							this = culture:catalan
							this = culture:portuguese
							this = culture:galician
							this = culture:asturleonese
							this = culture:aragonese
						}					    
				    }
					NOT = {
						OR = {
							this = culture:gascon
							any_parent_culture_or_above = {
								this = culture:gascon
							}
						}
					}
				}
			}
		}
	}

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

	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_pikemen }
	icon = spain_aventuro
}

spain_jinet = {
	type = light_cavalry
	
	damage = 26
	toughness = 14
	pursuit = 30
	screen = 20
	
	terrain_bonus = {
		plains = { damage = 15 }
		drylands = { damage = 15 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}
	
	counters = {
		archers = 1
		heavy_infantry = 0.3
	}

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

	can_recruit = {
		culture = {
			OR = {
				this = culture:basque
				this = culture:castilian
				this = culture:catalan
				this = culture:portuguese
				this = culture:galician
				this = culture:asturleonese
				this = culture:aragonese
				this = culture:navarro_aragonese
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:navarro_aragonese
							this = culture:basque
							this = culture:castilian
							this = culture:catalan
							this = culture:portuguese
							this = culture:galician
							this = culture:asturleonese
							this = culture:aragonese
						}					    
				    }
					NOT = {
						OR = {
							this = culture:gascon
							any_parent_culture_or_above = {
								this = culture:gascon
							}
						}
					}
				}
			}
		}
	}

	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = spain_jinet
}

spain_infanteria = {
	type = heavy_infantry
	
	damage = 32
	toughness = 22
	pursuit = 0
	screen = 0
	
	counters = {
		pikemen = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:basque
				this = culture:castilian
				this = culture:catalan
				this = culture:portuguese
				this = culture:galician
				this = culture:asturleonese
				this = culture:aragonese
				this = culture:navarro_aragonese
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:navarro_aragonese
							this = culture:basque
							this = culture:castilian
							this = culture:catalan
							this = culture:portuguese
							this = culture:galician
							this = culture:asturleonese
							this = culture:aragonese
						}					    
				    }
					NOT = {
						OR = {
							this = culture:gascon
							any_parent_culture_or_above = {
								this = culture:gascon
							}
						}
					}
				}
			}
		}
	}
	
	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = spain_infanteria
}

spain_knight = {
	type = heavy_cavalry
	
	damage = 110
	toughness = 39
	pursuit = 20
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		hills = { damage = -10 }
		mountains = { damage = -55 }
		desert_mountains = { damage = -55 }
		wetlands = { damage = -75 toughness = -10 pursuit = -10 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
		light_cavalry = 1
	}

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

	can_recruit = {
		culture = { has_cultural_innovation = innovation_spain_hev_army }
	}

	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 = @cultural_maa_extra_ai_score }
	icon = spain_knight
}

##Andalusian
andalus_almogavar = {
	type = skirmishers
	
	damage = 16
	toughness = 14
	pursuit = 17
	screen = 13
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		hills = { damage = 8 toughness = 10 }
		mountains = { damage = 8 toughness = 10 }
		desert_mountains = { damage = 8 toughness = 10 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:andalusian 
				this = culture:mozarab 
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:andalusian 
							this = culture:mozarab
						}						
					}
					NOT = {
						OR = {
							this = culture:navarro_aragonese
							any_parent_culture_or_above = {
				                this = culture:navarro_aragonese
			                }
							any_parent_culture_or_above = {
				                this = culture:aragonese
			                }
			                any_parent_culture_or_above = {
				                this = culture:basque
			                }
			                any_parent_culture_or_above = {
				                this = culture:castilian
			                }
			                any_parent_culture_or_above = {
				                this = culture:catalan
			                }
			                any_parent_culture_or_above = {
				                this = culture:portuguese
			                }
			                any_parent_culture_or_above = {
				                this = culture:galician
			                }
			                any_parent_culture_or_above = {
				                this = culture:asturleonese
			                }
						}
					}
				}
			}
		}
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = andalus_almogavar
}

andalus_bow = {
	type = archers
	
	damage = 25
	toughness = 10
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:andalusian 
				this = culture:mozarab 
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:andalusian 
							this = culture:mozarab
						}						
					}
					NOT = {
						OR = {
							this = culture:navarro_aragonese
							any_parent_culture_or_above = {
				                this = culture:navarro_aragonese
			                }
							any_parent_culture_or_above = {
				                this = culture:aragonese
			                }
			                any_parent_culture_or_above = {
				                this = culture:basque
			                }
			                any_parent_culture_or_above = {
				                this = culture:castilian
			                }
			                any_parent_culture_or_above = {
				                this = culture:catalan
			                }
			                any_parent_culture_or_above = {
				                this = culture:portuguese
			                }
			                any_parent_culture_or_above = {
				                this = culture:galician
			                }
			                any_parent_culture_or_above = {
				                this = culture:asturleonese
			                }
						}
					}
				}
			}
		}
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_archers }
	icon = bowmen
}

andalus_pike = {
	type = pikemen
	
	damage = 22
	toughness = 24
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
		camel_cavalry = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:andalusian 
				this = culture:mozarab 
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:andalusian 
							this = culture:mozarab
						}						
					}
					NOT = {
						OR = {
							this = culture:navarro_aragonese
							any_parent_culture_or_above = {
				                this = culture:navarro_aragonese
			                }
							any_parent_culture_or_above = {
				                this = culture:aragonese
			                }
			                any_parent_culture_or_above = {
				                this = culture:basque
			                }
			                any_parent_culture_or_above = {
				                this = culture:castilian
			                }
			                any_parent_culture_or_above = {
				                this = culture:catalan
			                }
			                any_parent_culture_or_above = {
				                this = culture:portuguese
			                }
			                any_parent_culture_or_above = {
				                this = culture:galician
			                }
			                any_parent_culture_or_above = {
				                this = culture:asturleonese
			                }
						}
					}
				}
			}
		}
	}

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

	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_pikemen }
	icon = pikemen
}

andalus_rider = {
	type = light_cavalry
	
	damage = 27
	toughness = 18
	pursuit = 45
	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 }
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:andalusian 
				this = culture:mozarab 
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:andalusian 
							this = culture:mozarab
						}						
					}
					NOT = {
						OR = {
							this = culture:navarro_aragonese
							any_parent_culture_or_above = {
				                this = culture:navarro_aragonese
			                }
							any_parent_culture_or_above = {
				                this = culture:aragonese
			                }
			                any_parent_culture_or_above = {
				                this = culture:basque
			                }
			                any_parent_culture_or_above = {
				                this = culture:castilian
			                }
			                any_parent_culture_or_above = {
				                this = culture:catalan
			                }
			                any_parent_culture_or_above = {
				                this = culture:portuguese
			                }
			                any_parent_culture_or_above = {
				                this = culture:galician
			                }
			                any_parent_culture_or_above = {
				                this = culture:asturleonese
			                }
						}
					}
				}
			}
		}
		current_year <= 960
	}

	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 }
	
	mercenary_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = arabic_rider
}

andalus_infantry = {
	type = heavy_infantry
	
	damage = 34
	toughness = 24
	pursuit = 0
	screen = 5
	
	counters = {
		pikemen = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:andalusian 
				this = culture:mozarab 
				AND = {
					any_parent_culture_or_above = {
						OR = {
							this = culture:andalusian 
							this = culture:mozarab
						}						
					}
					NOT = {
						OR = {
							has_cultural_parameter = unlock_maa_mubarizun
							this = culture:navarro_aragonese
							any_parent_culture_or_above = {
				                this = culture:navarro_aragonese
			                }
							any_parent_culture_or_above = {
				                this = culture:aragonese
			                }
			                any_parent_culture_or_above = {
				                this = culture:basque
			                }
			                any_parent_culture_or_above = {
				                this = culture:castilian
			                }
			                any_parent_culture_or_above = {
				                this = culture:catalan
			                }
			                any_parent_culture_or_above = {
				                this = culture:portuguese
			                }
			                any_parent_culture_or_above = {
				                this = culture:galician
			                }
			                any_parent_culture_or_above = {
				                this = culture:asturleonese
			                }
						}
					}
				}
			}
		}
	}
	
	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = arabic_infantry
}

andalus_knight = {
	type = heavy_cavalry
	
	damage = 110
	toughness = 39
	pursuit = 20
	screen = 0
	
	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 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
		light_cavalry = 1
	}

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

	can_recruit = {
		culture = { has_cultural_innovation = innovation_andalus_hev_army }
	}

	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 = @cultural_maa_extra_ai_score }
	icon = andalus_knight
}

andalus_masih = {
	type = heavy_cavalry
	
	damage = 100
	toughness = 43
	pursuit = 15
	screen = 30
	
	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 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
		light_cavalry = 1
	}

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

	can_recruit = {
		AND = {
			highest_held_title_tier >= tier_kingdom
			culture = {
			    this = culture:andalusian 
		    }
		}
	}

	buy_cost = { gold = gendarme_recruitment_cost }
	low_maintenance_cost = { gold = gendarme_low_maint_cost }
	high_maintenance_cost = { gold = gendarme_high_maint_cost }
	
	max_sub_regiments = 5
	stack = 50
	ai_quality = { value = @cultural_maa_extra_extra_ai_score }
	icon = andalus_masih
}

##Italian
italia_scherma = {
	type = skirmishers
	
	damage = 10
	toughness = 16
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		OR = {
			culture = {
			    OR = {
				    this = culture:italian
			        this = culture:cisalpine
			        this = culture:sardinian
			        this = culture:sicilian
			        this = culture:lombard
					this = culture:maltese
					this = culture:langobard
					this = culture:neapolitan
					this = culture:tuscan_ce
					this = culture:dalmatian_ce
					this = culture:venetian_ce
					this = culture:ligurian
					this = culture:piedmontese
					this = culture:romagnol
					this = culture:emilian
					this = culture:romansh
					this = culture:corsican
					this = culture:friulian
					this = culture:sardinian
					any_parent_culture_or_above = {
						this = culture:sicilian
					}
					AND = {
						any_parent_culture_or_above = {
							OR = {
								this = culture:italian
								this = culture:sardinian
								this = culture:maltese
					            this = culture:langobard
					            this = culture:neapolitan
					            this = culture:tuscan_ce
					            this = culture:dalmatian_ce
					            this = culture:venetian_ce
					            this = culture:ligurian
					            this = culture:piedmontese
					            this = culture:romagnol
					            this = culture:emilian
					            this = culture:romansh
					            this = culture:corsican
					            this = culture:friulian
					            this = culture:sardinian
							}
					    }
						NOT = {
							OR = {
								has_innovation_flag = frank_g_army
							    has_innovation_flag = frank_f_army
							    has_innovation_flag = Byz_army
							}
						}
					}
			    } 
		    }
			has_title = title:k_papal_state
		}	
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = skirmishers
}

italia_arcier = {
	type = archers
	
	damage = 25
	toughness = 10
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		OR = {
			culture = {
			    OR = {
				    this = culture:italian
			        this = culture:cisalpine
			        this = culture:sardinian
			        this = culture:sicilian
			        this = culture:lombard
					this = culture:maltese
					this = culture:langobard
					this = culture:neapolitan
					this = culture:tuscan_ce
					this = culture:dalmatian_ce
					this = culture:venetian_ce
					this = culture:ligurian
					this = culture:piedmontese
					this = culture:romagnol
					this = culture:emilian
					this = culture:romansh
					this = culture:corsican
					this = culture:friulian
					this = culture:sardinian
					any_parent_culture_or_above = {
						this = culture:sicilian
					}
					AND = {
						any_parent_culture_or_above = {
							OR = {
								this = culture:italian
								this = culture:sardinian
								this = culture:maltese
					            this = culture:langobard
					            this = culture:neapolitan
					            this = culture:tuscan_ce
					            this = culture:dalmatian_ce
					            this = culture:venetian_ce
					            this = culture:ligurian
					            this = culture:piedmontese
					            this = culture:romagnol
					            this = culture:emilian
					            this = culture:romansh
					            this = culture:corsican
					            this = culture:friulian
					            this = culture:sardinian
							}
					    }
						NOT = {
							OR = {
								has_innovation_flag = frank_g_army
							    has_innovation_flag = frank_f_army
							    has_innovation_flag = Byz_army
							}
						}
					}
			    } 
		    }
			has_title = title:k_papal_state
		}	
	}

	mercenary_fallback = yes

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_archers }
	icon = fleches
}

italia_picchieri = {
	type = pikemen
	
	damage = 22
	toughness = 24
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 10 }
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
		camel_cavalry = 1
	}

	can_recruit = {
		OR = {
			culture = {
			    OR = {
				    this = culture:italian
			        this = culture:cisalpine
			        this = culture:sardinian
			        this = culture:sicilian
			        this = culture:lombard
					this = culture:maltese
					this = culture:langobard
					this = culture:neapolitan
					this = culture:tuscan_ce
					this = culture:dalmatian_ce
					this = culture:venetian_ce
					this = culture:ligurian
					this = culture:piedmontese
					this = culture:romagnol
					this = culture:emilian
					this = culture:romansh
					this = culture:corsican
					this = culture:friulian
					this = culture:sardinian
					any_parent_culture_or_above = {
						this = culture:sicilian
					}
					AND = {
						any_parent_culture_or_above = {
							OR = {
								this = culture:italian
								this = culture:sardinian
								this = culture:maltese
					            this = culture:langobard
					            this = culture:neapolitan
					            this = culture:tuscan_ce
					            this = culture:dalmatian_ce
					            this = culture:venetian_ce
					            this = culture:ligurian
					            this = culture:piedmontese
					            this = culture:romagnol
					            this = culture:emilian
					            this = culture:romansh
					            this = culture:corsican
					            this = culture:friulian
					            this = culture:sardinian
							}
					    }
						NOT = {
							OR = {
								has_innovation_flag = frank_g_army
							    has_innovation_flag = frank_f_army
							    has_innovation_flag = Byz_army
							}
						}
					}
			    } 
		    }
			has_title = title:k_papal_state
		}
		current_year <=1110	
	}

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

	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_pikemen }
	icon = pikemen
}

italia_cavalieri = {
	type = light_cavalry
	
	damage = 22
	toughness = 15
	pursuit = 30
	screen = 30
	
	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 }
	}

	can_recruit = {
		OR = {
			culture = {
			    OR = {
				    this = culture:italian
			        this = culture:cisalpine
			        this = culture:sardinian
			        this = culture:sicilian
			        this = culture:lombard
					this = culture:maltese
					this = culture:langobard
					this = culture:neapolitan
					this = culture:tuscan_ce
					this = culture:dalmatian_ce
					this = culture:venetian_ce
					this = culture:ligurian
					this = culture:piedmontese
					this = culture:romagnol
					this = culture:emilian
					this = culture:romansh
					this = culture:corsican
					this = culture:friulian
					this = culture:sardinian
					any_parent_culture_or_above = {
						this = culture:sicilian
					}
					AND = {
						any_parent_culture_or_above = {
							OR = {
								this = culture:italian
								this = culture:sardinian
								this = culture:maltese
					            this = culture:langobard
					            this = culture:neapolitan
					            this = culture:tuscan_ce
					            this = culture:dalmatian_ce
					            this = culture:venetian_ce
					            this = culture:ligurian
					            this = culture:piedmontese
					            this = culture:romagnol
					            this = culture:emilian
					            this = culture:romansh
					            this = culture:corsican
					            this = culture:friulian
					            this = culture:sardinian
							}
					    }
						NOT = {
							OR = {
								has_innovation_flag = frank_g_army
							    has_innovation_flag = frank_f_army
							    has_innovation_flag = Byz_army
							}
						}
					}
			    } 
		    }
			has_title = title:k_papal_state
		}	
	}

	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 }
	
	mercenary_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = light_cavalry
}

italia_stipenda = {
	type = heavy_infantry
	
	damage = 32
	toughness = 22
	pursuit = 0
	screen = 0
	
	counters = {
		pikemen = 1
	}

	can_recruit = {
		OR = {
			culture = {
			    OR = {
				    this = culture:italian
			        this = culture:cisalpine
			        this = culture:sardinian
			        this = culture:sicilian
			        this = culture:lombard
					this = culture:maltese
					this = culture:langobard
					this = culture:neapolitan
					this = culture:tuscan_ce
					this = culture:dalmatian_ce
					this = culture:venetian_ce
					this = culture:ligurian
					this = culture:piedmontese
					this = culture:romagnol
					this = culture:emilian
					this = culture:romansh
					this = culture:corsican
					this = culture:friulian
					this = culture:sardinian
					any_parent_culture_or_above = {
						this = culture:sicilian
					}
					AND = {
						any_parent_culture_or_above = {
							OR = {
								this = culture:italian
								this = culture:sardinian
								this = culture:maltese
					            this = culture:langobard
					            this = culture:neapolitan
					            this = culture:tuscan_ce
					            this = culture:dalmatian_ce
					            this = culture:venetian_ce
					            this = culture:ligurian
					            this = culture:piedmontese
					            this = culture:romagnol
					            this = culture:emilian
					            this = culture:romansh
					            this = culture:corsican
					            this = culture:friulian
					            this = culture:sardinian
							}
					    }
						NOT = {
							OR = {
								has_innovation_flag = frank_g_army
							    has_innovation_flag = frank_f_army
							    has_innovation_flag = Byz_army
							}
						}
					}
			    } 
		    }
			has_title = title:k_papal_state
		}	
	}
	
	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 }
	
	mercenary_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = italia_stipenda
}

italia_famiglia = {
	type = heavy_cavalry
	
	damage = 55
	toughness = 30
	pursuit = 30
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		hills = { damage = -20 }
		mountains = { damage = -45 }
		desert_mountains = { damage = -45 }
		wetlands = { damage = -55 toughness = -10 pursuit = -10 }
	}

	era_bonus = {
		culture_era_early_medieval = {
			damage = 25
			toughness = 5
			pursuit = -10
		}
		culture_era_high_medieval = {
			damage = 55
			toughness = 9
			pursuit = -10
		}
		culture_era_late_medieval = {
			damage = 75
			toughness = 9
			pursuit = -10
		}
	}

	counters = {
		archers = 1
		light_cavalry = 1
	}

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

	can_recruit = {
		OR = {
			culture = {
			    OR = {
				    this = culture:italian
			        this = culture:cisalpine
			        this = culture:sardinian
			        this = culture:sicilian
			        this = culture:lombard
					this = culture:maltese
					this = culture:langobard
					this = culture:neapolitan
					this = culture:tuscan_ce
					this = culture:dalmatian_ce
					this = culture:venetian_ce
					this = culture:ligurian
					this = culture:piedmontese
					this = culture:romagnol
					this = culture:emilian
					this = culture:romansh
					this = culture:corsican
					this = culture:friulian
					this = culture:sardinian
					any_parent_culture_or_above = {
						this = culture:sicilian
					}
					AND = {
						any_parent_culture_or_above = {
							OR = {
								this = culture:italian
								this = culture:sardinian
								this = culture:maltese
					            this = culture:langobard
					            this = culture:neapolitan
					            this = culture:tuscan_ce
					            this = culture:dalmatian_ce
					            this = culture:venetian_ce
					            this = culture:ligurian
					            this = culture:piedmontese
					            this = culture:romagnol
					            this = culture:emilian
					            this = culture:romansh
					            this = culture:corsican
					            this = culture:friulian
					            this = culture:sardinian
							}
					    }
						NOT = {
							OR = {
								has_innovation_flag = frank_g_army
							    has_innovation_flag = frank_f_army
							    has_innovation_flag = Byz_army
							}
						}
					}
			    } 
		    }
			has_title = title:k_papal_state
		}	
	}

	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 = CRA_culture_ai_weight_heavy_cavalry }
	icon = italia_famiglia
}

papal_guard = {
	type = heavy_infantry
	
	damage = 45
	toughness = 30
	pursuit = 0
	screen = 20

	era_bonus = {
		culture_era_early_medieval = {
			damage = 5
			toughness = 3
		}
		culture_era_high_medieval = {
			damage = 10
			toughness = 6
		}
		culture_era_late_medieval = {
			damage = 14
			toughness = 9
		}
	}
	
	counters = {
		pikemen = 1
		light_cavalry = 1
	}

	can_recruit = {
		has_title = title:k_papal_state
	}
	
	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 = 125
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = papal_guard
}

##Arabian 
arabic_tali = {
	type = skirmishers
	
	damage = 11
	toughness = 14
	pursuit = 12
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
		hills = { damage = 3 toughness = 4 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		culture = {
			OR = {
				AND = {
				    OR = {
					    this = culture:bedouin
					    this = culture:levantine
					    this = culture:yemeni
						this = culture:himyarite 
			            this = culture:south_arabian 
			            this = culture:hadhrami
				    }
				    NOT = {
					    has_cultural_parameter = unlock_maa_abudrar
				    }
			    }
				AND = {
					has_cultural_pillar = heritage_arabic
					any_parent_culture_or_above = {
						OR = {
							this = culture:bedouin
							this = culture:levantine
							this = culture:yemeni
							this = culture:himyarite 
			                this = culture:south_arabian 
			                this = culture:hadhrami
						}
					}
					NOT = {
						OR = {
							has_cultural_parameter = unlock_maa_abudrar
							this = culture:libyan
							this = culture:egyptian
							this = culture:maghrebi
					        this = culture:andalusian
							this = culture:mozarab
							any_parent_culture_or_above = {
								OR = {
									this = culture:libyan
							        this = culture:egyptian
									this = culture:maghrebi
									this = culture:andalusian
									this = culture:mozarab
								}
						    }
						}
					}
				}
			}
		}
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = skirmishers
}

arabic_bow = {
	type = archers
	
	damage = 23
	toughness = 12
	pursuit = 0
	screen = 5
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:bedouin
				this = culture:levantine
				this = culture:yemeni
				this = culture:maghrebi
				this = culture:libyan
				this = culture:sicilian_arabic
				this = culture:himyarite 
			    this = culture:south_arabian 
			    this = culture:hadhrami
				AND = {
					has_cultural_pillar = heritage_arabic
					any_parent_culture_or_above = {
						OR = {
							this = culture:bedouin
							this = culture:levantine
							this = culture:yemeni
							this = culture:maghrebi
							this = culture:sicilian_arabic
							this = culture:libyan
							this = culture:himyarite 
			                this = culture:south_arabian 
			                this = culture:hadhrami
						}
					}
					NOT = {
						OR = {
							this = culture:andalusian
							this = culture:mozarab
							this = culture:egyptian
							any_parent_culture_or_above = {
								OR = {
									this = culture:egyptian
									this = culture:mozarab
									this = culture:andalusian
								}
					        }
						}
					}
				}
			}
		}
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	mercenary_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_archers }
	icon = bowmen
}

arabic_rider = {
	type = light_cavalry
	
	damage = 27
	toughness = 16
	pursuit = 45
	screen = 38
	
	terrain_bonus = {
		plains = { damage = 15 }
		drylands = { damage = 15 }
		hills = { damage = -5 }
		mountains = { damage = -10 pursuit = -30 }
		desert_mountains = { damage = -15 pursuit = -30 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}
	
	counters = {
		archers = 1
		skirmishers = 0.4
	}

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

	can_recruit = {
		culture = {
			OR = {
				this = culture:levantine
				this = culture:yemeni
				this = culture:maghrebi
				this = culture:sicilian_arabic
				this = culture:libyan
				this = culture:himyarite 
			    this = culture:south_arabian 
			    this = culture:hadhrami
				AND = {
					has_cultural_pillar = heritage_arabic
					any_parent_culture_or_above = {
						OR = {
							this = culture:levantine
							this = culture:yemeni
							this = culture:maghrebi
							this = culture:sicilian_arabic
							this = culture:libyan
							this = culture:himyarite 
			                this = culture:south_arabian 
			                this = culture:hadhrami
						}
					}
					NOT = {
						OR = {
							this = culture:egyptian
							this = culture:andalusian
							this = culture:mozarab
							any_parent_culture_or_above = {
								OR = {
									this = culture:egyptian
									this = culture:mozarab
									this = culture:andalusian
								}
					        }
						}
					}
				}
			}
		}
	}

	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 }

	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = arabic_rider
}

arabic_pike = {
	type = pikemen
	
	damage = 22
	toughness = 24
	pursuit = 0
	screen = 10
	
	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 = {
		culture = {
			OR = {
				this = culture:bedouin
				this = culture:levantine
				this = culture:yemeni
				this = culture:maghrebi
				this = culture:egyptian
				this = culture:sicilian_arabic
				this = culture:libyan
				this = culture:himyarite 
			    this = culture:south_arabian 
			    this = culture:hadhrami
				AND = {
					has_cultural_pillar = heritage_arabic
					any_parent_culture_or_above = {
						OR = {
							this = culture:bedouin
							this = culture:levantine
							this = culture:yemeni
							this = culture:maghrebi
							this = culture:egyptian
							this = culture:sicilian_arabic
							this = culture:libyan
							this = culture:himyarite 
			                this = culture:south_arabian 
			                this = culture:hadhrami
						}
					}
					NOT = {
						OR = {
							this = culture:andalusian
							this = culture:mozarab
							any_parent_culture_or_above = {
								OR = {
									this = culture:mozarab
									this = culture:andalusian
								}
					        }
						}
					}
				}
			}
		}
	}

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_pikemen }
	icon = pikemen
}

arabic_infantry = {
	type = heavy_infantry
	
	damage = 37
	toughness = 26
	pursuit = 0
	screen = 10
	
	counters = {
		pikemen = 1
	}

	can_recruit = {
		culture = {
			OR = {
				AND = {
					OR = {
						this = culture:bedouin
				        this = culture:levantine
				        this = culture:yemeni
				        this = culture:maghrebi
				        this = culture:egyptian
				        this = culture:sicilian_arabic
						this = culture:libyan
						this = culture:himyarite 
			            this = culture:south_arabian 
			            this = culture:hadhrami
					}
					NOT = {
						has_cultural_parameter = unlock_maa_mubarizun
					}
				}
				AND = {
					has_cultural_pillar = heritage_arabic
					any_parent_culture_or_above = {
						OR = {
							this = culture:bedouin
							this = culture:levantine
							this = culture:yemeni
							this = culture:maghrebi
							this = culture:egyptian
							this = culture:sicilian_arabic
							this = culture:libyan
							this = culture:himyarite 
			                this = culture:south_arabian 
			                this = culture:hadhrami
						}
					}
					NOT = {
						has_cultural_parameter = unlock_maa_mubarizun
						OR = {
							this = culture:andalusian
							this = culture:mozarab
							any_parent_culture_or_above = {
								OR = {
									this = culture:andalusian
									this = culture:mozarab
								}
					        }
						}
					}
				}
			}
		}
	}
	
	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 }
	
	mercenary_fallback = yes
	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = arabic_ghazi
}

arabic_fursan = {
	type = heavy_cavalry
	
	damage = 65
	toughness = 32
	pursuit = 35
	screen = 15
	
	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
		light_cavalry = 0.4
	}

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

	can_recruit = {
		culture = {
			OR = {
				this = culture:levantine
				this = culture:maghrebi
				this = culture:sicilian_arabic
				this = culture:libyan
				this = culture:iraqi
				AND = {
					has_cultural_pillar = heritage_arabic
					any_parent_culture_or_above = {
						OR = {
							this = culture:levantine
							this = culture:maghrebi
							this = culture:sicilian_arabic
							this = culture:libyan
							this = culture:iraqi
						}
					}
					NOT = {
						OR = {
							this = culture:andalusian
							this = culture:mozarab
							any_parent_culture_or_above = {
								OR = {
									this = culture:mozarab
									this = culture:andalusian
								}
					        }
						}
					}
				}
			}
		}
		current_year <= 950
	}

	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 = 75
	ai_quality = { value = CRA_culture_ai_weight_heavy_cavalry }
	icon = arabic_fursan
}

arabic_knight = {
	type = heavy_cavalry
	
	damage = 110
	toughness = 40
	pursuit = 25
	screen = 10
	
	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 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
		light_cavalry = 0.4
		heavy_infantry = 0.2
	}

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

	can_recruit = {
		culture = {
			OR = {
				this = culture:levantine
				this = culture:maghrebi
				this = culture:sicilian_arabic
				this = culture:libyan
				this = culture:iraqi
				AND = {
					has_cultural_pillar = heritage_arabic
					any_parent_culture_or_above = {
						OR = {
							this = culture:levantine
							this = culture:maghrebi
							this = culture:sicilian_arabic
							this = culture:libyan
							this = culture:iraqi
						}
					}
					NOT = {
						OR = {
							this = culture:andalusian
							this = culture:mozarab
							any_parent_culture_or_above = {
								OR = {
									this = culture:mozarab
									this = culture:andalusian
								}
					        }
						}
					}
				}
			}
		}
		current_year >= 950
	}

	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 = @cultural_maa_extra_ai_score }
	icon = arabic_knight
	fallback_in_hired_troops_if_unlocked = yes
}

arabic_turks = {
	type = archer_cavalry
	
	damage = 38
	toughness = 22
	pursuit = 32
	screen = 25
	
	terrain_bonus = {
		steppe = { damage = 35 }
		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
	}

	can_recruit = {
		AND = {
			culture = {
				OR = {
					this = culture:levantine
					this = culture:bedouin
					this = culture:iraqi
					this = culture:madan
				}
			}
			OR = {
				AND = {
					highest_held_title_tier = tier_duchy
					prestige_level >= 3
				}
				AND = {
					highest_held_title_tier = tier_kingdom
					prestige_level >= 2
				}
				AND = {
					highest_held_title_tier = tier_empire
					prestige_level >= 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 }
	
	max_sub_regiments = 5
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = horse_archers
}

arabic_tabar = {
	type = heavy_infantry
	
	damage = 49
	toughness = 28
	pursuit = 0
	screen = 15
	
	counters = {
		pikemen = 1
		heavy_infantry = 1
		light_cavalry = 0.2
	}

	can_recruit = {
		highest_held_title_tier >= tier_kingdom
		culture = {
			OR = {
				this = culture:bedouin
				this = culture:levantine
				this = culture:yemeni
				this = culture:maghrebi
				this = culture:sicilian_arabic
				this = culture:libyan
				this = culture:himyarite 
			    this = culture:south_arabian 
			    this = culture:hadhrami
				AND = {
					has_cultural_pillar = heritage_arabic
					any_parent_culture_or_above = {
						OR = {
							this = culture:bedouin
							this = culture:levantine
							this = culture:yemeni
							this = culture:maghrebi
							this = culture:sicilian_arabic
							this = culture:libyan
							this = culture:himyarite 
			                this = culture:south_arabian 
			                this = culture:hadhrami
						}
					}
					NOT = {
						OR = {
							this = culture:egyptian
							this = culture:mozarab
							this = culture:andalusian
							any_parent_culture_or_above = {
								OR = {
									this = culture:egyptian
									this = culture:andalusian
									this = culture:mozarab
								}
					        }
						}
					}
				}
			}
		}
	}
	
	buy_cost = { gold = horse_archers_recruitment_cost }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
	
	max_sub_regiments = 5
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = arabic_tabar
}

bedo_rider = {
	type = light_cavalry
	
	damage = 38
	toughness = 25
	pursuit = 34
	screen = 15
	
	terrain_bonus = {
		drylands = { damage = 20 }
		mountains = { damage = -10 pursuit = -30 }
		desert_mountains = { damage = -5 pursuit = -10 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}
	
	counters = {
		archers = 1
		skirmishers = 0.5
		light_cavalry = 0.5
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:bedouin
				AND = {
					has_cultural_pillar = heritage_arabic
					any_parent_culture_or_above = {
						this = culture:bedouin
					}
					NOT = {
						OR = {
							this = culture:egyptian
							this = culture:mozarab
							this = culture:andalusian
							this = culture:levantine
							this = culture:maghrebi
							this = culture:iraqi
							this = culture:libyan
							any_parent_culture_or_above = {
								OR = {
									this = culture:libyan
									this = culture:iraqi
									this = culture:egyptian
									this = culture:andalusian
									this = culture:levantine
									this = culture:maghrebi
									this = culture:mozarab
								}
					        }
						}
					}
				}
			}
		}
	}

	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 }
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_extra_ai_score }
	icon = bedo_rider
}

yemen_camel = {
	type = camel_cavalry
	
	damage = 32
	toughness = 18
	pursuit = 30
	screen = 15
	
	terrain_bonus = {
		desert = { damage = 20 toughness = 10 }
		drylands = { damage = 15 toughness = 10 }
		oasis = { damage = 15 }
		floodplains = { damage = 5 }
		hills = { damage = -10 }
		mountains = { damage = -15 pursuit = -20 }
		wetlands = { damage = -15 toughness = -10 pursuit = -20 screen = -20 }
	}
	
	counters = {
		light_cavalry = 1
		skirmishers = 1
	}

	winter_bonus = {
		normal_winter = { damage = -5 }
		harsh_winter = { damage = -12 toughness = -6 }
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:yemeni
				this = culture:himyarite
				this = culture:south_arabian
				this = culture:hadhrami
				AND = {
					has_cultural_pillar = heritage_arabic
					any_parent_culture_or_above = {
						OR = {
							this = culture:yemeni
							this = culture:himyarite
				            this = culture:south_arabian
				            this = culture:hadhrami
						}
					}
				}
			}
		}
	}

	
	buy_cost = { gold = camel_rider_recruitment_cost }
	low_maintenance_cost = { gold = camel_rider_low_maint_cost }
	high_maintenance_cost = { gold = camel_rider_high_maint_cost }
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = yemen_camel
	fallback_in_hired_troops_if_unlocked = yes
}

arabic_abna = {
	type = heavy_infantry
	
	damage = 42
	toughness = 27
	pursuit = 0
	screen = 15
	
	counters = {
		pikemen = 1
		heavy_infantry = 1
		light_cavalry = 0.1
	}

	can_recruit = {
		has_title = title:d_sunni
	}
	
	buy_cost = { gold = mubarizun_recruitment_cost }
	low_maintenance_cost = { gold = mubarizun_low_maint_cost }
	high_maintenance_cost = { gold = mubarizun_high_maint_cost }
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score - 20] }
	icon = arabic_abna
}

arabic_guard = {
	type = heavy_cavalry
	
	damage = 86
	toughness = 39
	pursuit = 25
	screen = 15
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		hills = { damage = -20 }
		mountains = { damage = -75 }
		desert_mountains = { damage = -75 }
		wetlands = { damage = -75 toughness = -10 pursuit = -15 }
	}

	era_bonus = {
		culture_era_early_medieval = {
			damage = 34
			toughness = 5
		}
		culture_era_high_medieval = {
			damage = 47
			toughness = 8
		}
		culture_era_late_medieval = {
			damage = 53
			toughness = 11
		}
	}

	counters = {
		archers = 1
		light_cavalry = 0.7
	}

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

	can_recruit = {
		OR = {
			has_title = title:d_sunni
			has_title = title:d_shiite
		}	    
	}

	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 }
	
	max_sub_regiments = 5
	stack = 75
	ai_quality = { value = @cultural_maa_extra_extra_ai_score }
	icon = arabic_guard
}

egy_tali = {
	type = skirmishers
	
	damage = 11
	toughness = 14
	pursuit = 12
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
		hills = { damage = 3 toughness = 4 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		culture = {
			OR = {
				AND = {
					this = culture:egyptian
				    NOT = {
					    has_cultural_parameter = unlock_maa_abudrar
				    }
			    }
				AND = {
					has_cultural_pillar = heritage_arabic
					any_parent_culture_or_above = {
						this = culture:egyptian
					}
					NOT = {
						has_cultural_parameter = unlock_maa_abudrar
					}
				}
			}
		}
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = skirmishers
}

egy_bow = {
	type = archers
	
	damage = 23
	toughness = 12
	pursuit = 0
	screen = 5
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:egyptian
				AND = {
					has_cultural_pillar = heritage_arabic
					any_parent_culture_or_above = {
						this = culture:egyptian
					}
				}
			}
		}
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	
	mercenary_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_archers }
	icon = bowmen
}

egy_rider = {
	type = light_cavalry
	
	damage = 27
	toughness = 16
	pursuit = 45
	screen = 38
	
	terrain_bonus = {
		plains = { damage = 15 }
		drylands = { damage = 15 }
		hills = { damage = -5 }
		mountains = { damage = -10 pursuit = -30 }
		desert_mountains = { damage = -15 pursuit = -30 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}
	
	counters = {
		archers = 1
		skirmishers = 0.4
	}

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

	can_recruit = {
		culture = {
			OR = {
				this = culture:egyptian
				AND = {
					has_cultural_pillar = heritage_arabic
					any_parent_culture_or_above = {
						this = culture:egyptian
					}
				}
			}
		}
	}

	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 }

	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = arabic_rider
}

egy_knight = {
	type = heavy_cavalry
	
	damage = 65
	toughness = 32
	pursuit = 35
	screen = 15
	
	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
		light_cavalry = 0.4
	}

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

	can_recruit = {
		culture = {
			AND = {
				OR = {
				    this = culture:egyptian
				    AND = {
					    has_cultural_pillar = heritage_arabic
					    any_parent_culture_or_above = {
						    this = culture:egyptian
					    }
				    }
			    }
				NOT = {
					has_innovation_flag = egypt_hev_army
				}
			}			
		}
	}

	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 = 75
	ai_quality = { value = CRA_culture_ai_weight_heavy_cavalry }
	icon = heavy_cavalry
}

egy_tabar = {
	type = heavy_infantry
	
	damage = 49
	toughness = 28
	pursuit = 0
	screen = 15
	
	counters = {
		pikemen = 1
		heavy_infantry = 1
		light_cavalry = 0.2
	}

	can_recruit = {
		highest_held_title_tier >= tier_kingdom
		culture = {
			OR = {
				this = culture:egyptian
				AND = {
					has_cultural_pillar = heritage_arabic
					any_parent_culture_or_above = {
						this = culture:egyptian
					}
				}
			}
		}
	}
	
	buy_cost = { gold = horse_archers_recruitment_cost }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
	
	max_sub_regiments = 5
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = egy_tabar
}

egy_mam = {
	type = heavy_cavalry
	
	damage = 110
	toughness = 40
	pursuit = 25
	screen = 10
	
	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 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
		light_cavalry = 0.4
		heavy_infantry = 0.2
	}

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

	can_recruit = {
		culture = { has_cultural_innovation = innovation_egypt_hev_army }
	}

	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 = @cultural_maa_extra_ai_score }
	icon = egy_mam
}

egy_mam_r = {
	type = heavy_cavalry
	
	damage = 128
	toughness = 44
	pursuit = 25
	screen = 15
	
	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 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 4
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 8
		}
	}

	counters = {
		archers = 1
		light_cavalry = 0.4
		heavy_infantry = 0.2
	}

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

	can_recruit = {
		highest_held_title_tier >= tier_kingdom
		culture = {
			AND = {
				has_innovation_flag = egypt_hev_army
				OR = {
					this = culture:egyptian
					any_parent_culture_or_above = {
						this = culture:egyptian
					}
				}
			}
		}
	}

	buy_cost = { gold = gendarme_recruitment_cost }
	low_maintenance_cost = { gold = gendarme_low_maint_cost }
	high_maintenance_cost = { gold = gendarme_high_maint_cost }
	
	max_sub_regiments = 5
	stack = 50
	ai_quality = { value = @cultural_maa_extra_extra_ai_score }
	icon = egy_mam_r
}

egy_mam_arch = {
	type = archer_cavalry
	
	damage = 34
	toughness = 32
	pursuit = 35
	screen = 30
	
	terrain_bonus = {
		plains = { damage = 20 }
		drylands = { damage = 20 }
		jungle = { damage = -20 pursuit = -25 }
		wetlands = { damage = -25 pursuit = -35 }
		mountains = { damage = -25 pursuit = -35 }
		desert_mountains = { damage = -25 pursuit = -35 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 4
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 8
			toughness = 6
		}
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
		archer_cavalry = 0.5
	}

	can_recruit = {
		culture = { has_cultural_innovation = innovation_egypt_hev_army }
	}

	buy_cost = { gold = heavy_cavalry_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 = egy_mam_arch
}

##Persian
presian_shab = {
	type = skirmishers
	
	damage = 12
	toughness = 13
	pursuit = 15
	screen = 9
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:baloch
				this = culture:tajik
				this = culture:sogdian
				this = culture:khwarezmian
				this = culture:semnani
				this = culture:qufs
				AND = {
					OR = {
						any_parent_culture_or_above = {
							OR = {
								this = culture:baloch
								this = culture:qufs
							}
				        }
				        any_parent_culture_or_above = {
					        this = culture:tajik
				        }
				        any_parent_culture_or_above = {
					        this = culture:sogdian
				        }
				        any_parent_culture_or_above = {
					        this = culture:khwarezmian
				        }
						any_parent_culture_or_above = {
					        this = culture:semnani
				        }
					}
					NOT = {
						OR = {
							any_parent_culture_or_above = {
					            this = culture:persian
				            }
							any_parent_culture_or_above = {
					            this = culture:kurdish
				            }
							any_parent_culture_or_above = {
					            this = culture:daylamite
				            }
							any_parent_culture_or_above = {
					            this = culture:afghan
				            }
						}
					}
				}
			}
		}
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	mercenary_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = skirmishers
}

daylami_muna = {
	type = skirmishers
	
	damage = 18
	toughness = 16
	pursuit = 14
	screen = 10
	
	terrain_bonus = {
		desert_mountains = { damage = 10 toughness = 8 }
		mountains = { damage = 6 toughness = 6 }
		hills = { damage = 4 toughness = 6 }
		desert = { pursuit = -5 screen = -10 }
	}

	counters = {
		heavy_infantry = 1
		light_cavalry = 0.2
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:mazandarani
				this = culture:gilani
				this = culture:daylamite
				any_parent_culture_or_above = {
					OR = {
						this = culture:mazandarani
				        this = culture:gilani
						this = culture:daylamite
					}
				}
			}
		}
	}

	buy_cost = { gold = abudrar_recruitment_cost }
	low_maintenance_cost = { gold = abudrar_low_maint_cost }
	high_maintenance_cost = { gold = abudrar_high_maint_cost }
	
	mercenary_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = daylami_muna
}

kurd_shab = {
	type = skirmishers
	
	damage = 15
	toughness = 14
	pursuit = 23
	screen = 25
	
	terrain_bonus = {
		desert_mountains = { damage = 10 toughness = 6 }
		mountains = { damage = 8 toughness = 4 }
		hills = { damage = 6 toughness = 4 }
		desert = { pursuit = -15 screen = -15 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:persian
				this = culture:kurdish
				this = culture:azeri
				this = culture:luri
				this = culture:aschomi
				this = culture:khuzi
				any_parent_culture_or_above = {
					OR = {
						this = culture:persian
						this = culture:kurdish
						this = culture:azeri
				        this = culture:luri
				        this = culture:aschomi
				        this = culture:khuzi
					}
				}
			}
		}
	}

	buy_cost = { gold = abudrar_recruitment_cost }
	low_maintenance_cost = { gold = abudrar_low_maint_cost }
	high_maintenance_cost = { gold = abudrar_high_maint_cost }
	
	mercenary_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = rez
}

afghan_qaba = {
	type = skirmishers
	
	damage = 12
	toughness = 14
	pursuit = 18
	screen = 13
	
	terrain_bonus = {
		desert_mountains = { damage = 12 toughness = 4 }
		mountains = { damage = 10 toughness = 4 }
		hills = { damage = 6 toughness = 4 }
	}

	counters = {
		heavy_infantry = 1
		skirmishers = 0.2
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:afghan
				any_parent_culture_or_above = {
					this = culture:afghan
				}
			}
		}
	}

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

	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = lekhota
}

presian_bow = {
	type = archers
	
	damage = 23
	toughness = 12
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		mountains = { damage = 5 toughness = 4 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:persian
				this = culture:kurdish
				this = culture:baloch
				this = culture:daylamite
				this = culture:tajik
				this = culture:sogdian
				this = culture:khwarezmian
				this = culture:mazandarani
				this = culture:gilani
				this = culture:semnani
				this = culture:azeri
				this = culture:luri
				this = culture:aschomi
				this = culture:khuzi
				this = culture:qufs
				any_parent_culture_or_above = {
					OR = {
						this = culture:azeri
				        this = culture:luri
				        this = culture:aschomi
				        this = culture:khuzi
				        this = culture:qufs
					}
				}
				any_parent_culture_or_above = {
					OR = {
						this = culture:mazandarani
				        this = culture:gilani
						this = culture:persian
						this = culture:semnani
						this = culture:tajik
					}
				}
				any_parent_culture_or_above = {
					this = culture:kurdish
				}
				any_parent_culture_or_above = {
					this = culture:baloch
				}
				any_parent_culture_or_above = {
					this = culture:daylamite
				}
				any_parent_culture_or_above = {
					this = culture:sogdian
				}
				any_parent_culture_or_above = {
					this = culture:khwarezmian
				}
			}
		}
	}

	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }

	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_archers }
	icon = bowmen
}

persian_pike = {
	type = pikemen
	
	damage = 27
	toughness = 26
	pursuit = 0
	screen = 10
	
	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 = {
		culture = {
			OR = {
				this = culture:persian
				this = culture:baloch
				this = culture:daylamite
				this = culture:tajik
				this = culture:sogdian
				this = culture:khwarezmian
				this = culture:mazandarani
				this = culture:gilani
				this = culture:semnani
				this = culture:azeri
				this = culture:luri
				this = culture:aschomi
				this = culture:khuzi
				this = culture:qufs
				any_parent_culture_or_above = {
					OR = {
						this = culture:azeri
				        this = culture:luri
				        this = culture:aschomi
				        this = culture:khuzi
				        this = culture:qufs
					}
				}
				any_parent_culture_or_above = {
					OR = {
						this = culture:mazandarani
				        this = culture:gilani
						this = culture:persian
						this = culture:semnani
						this = culture:tajik
					}
				}
				any_parent_culture_or_above = {
					this = culture:baloch
				}
				any_parent_culture_or_above = {
					this = culture:daylamite
				}
				any_parent_culture_or_above = {
					this = culture:sogdian
				}
				any_parent_culture_or_above = {
					this = culture:khwarezmian
				}
			}
		}
	}

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_pikemen }
	icon = pikemen
}

presian_rider = {
	type = light_cavalry
	
	damage = 25
	toughness = 17
	pursuit = 30
	screen = 35
	
	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 }
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:persian
				this = culture:baloch
				this = culture:daylamite
				this = culture:tajik
				this = culture:mazandarani
				this = culture:gilani
				this = culture:semnani
				this = culture:azeri
				this = culture:luri
				this = culture:aschomi
				this = culture:khuzi
				this = culture:qufs
				any_parent_culture_or_above = {
					OR = {
						this = culture:azeri
				        this = culture:luri
				        this = culture:aschomi
				        this = culture:khuzi
				        this = culture:qufs
					}
				}
				any_parent_culture_or_above = {
					OR = {
						this = culture:mazandarani
				        this = culture:gilani
						this = culture:persian
						this = culture:semnani
						this = culture:tajik
					}
				}
				any_parent_culture_or_above = {
					this = culture:baloch
				}
				any_parent_culture_or_above = {
					this = culture:daylamite
				}
			}
		}
	}

	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 }
	
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = presian_rider
}

khwar_rider = {
	type = light_cavalry
	
	damage = 28
	toughness = 17
	pursuit = 45
	screen = 22
	
	terrain_bonus = {
		steppe = { damage = 15 pursuit = 5 }
		plains = { damage = 15 pursuit = 5 }
		drylands = { damage = 15 pursuit = 5 }
		hills = { damage = -10 }
		mountains = { damage = -15 pursuit = -30 }
		desert_mountains = { damage = -20 pursuit = -35 }
		wetlands = { damage = -20 toughness = -10 pursuit = -45 screen = -22 }
	}
	
	counters = {
		archers = 1
		skirmishers = 0.2
	}

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

	can_recruit = {
		culture = {
			OR = {
				this = culture:sogdian
				this = culture:khwarezmian
				any_parent_culture_or_above = {
					this = culture:sogdian
				}
				any_parent_culture_or_above = {
					this = culture:khwarezmian
				}
			}
		}
	}

	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 }
	
	mercenary_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = khwar_rider
}

kurd_rider = {
	type = light_cavalry
	
	damage = 26
	toughness = 14
	pursuit = 25
	screen = 40
	
	terrain_bonus = {
		plains = { damage = 15 }
		drylands = { damage = 15 }
		hills = { damage = 15 toughness = 5 pursuit = 5 }
		mountains = { damage = -5 pursuit = -10 }
		desert_mountains = { damage = -7 pursuit = -10 }
		wetlands = { damage = -17 toughness = -10 pursuit = -30 screen = -50 }
	}
	
	counters = {
		archers = 1
		heavy_infantry = 0.5
	}

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

	can_recruit = {
		culture = {
			OR = {
				this = culture:kurdish
				any_parent_culture_or_above = {
					this = culture:kurdish
				}
			}
		}
	}

	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 }
	
	mercenary_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = spain_jinet
}

afghan_rider = {
	type = light_cavalry
	
	damage = 24
	toughness = 14
	pursuit = 30
	screen = 30
	
	terrain_bonus = {
		plains = { damage = 15 }
		drylands = { damage = 15 }
		mountains = { damage = -8 pursuit = -10 }
		desert_mountains = { damage = -10 pursuit = -10 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}
	
	counters = {
		archers = 1
	}

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

	can_recruit = {
		culture = {
			OR = {
				this = culture:afghan
				any_parent_culture_or_above = {
					this = culture:afghan
				}
			}
		}
	}

	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 }
	
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = light_cavalry
}

persian_infantry = {
	type = heavy_infantry
	
	damage = 35
	toughness = 22
	pursuit = 0
	screen = 15
	
	counters = {
		pikemen = 1
	}

	can_recruit = {
		culture = {
			AND = {
				OR = {
				    this = culture:persian
				    this = culture:baloch
				    this = culture:kurdish
				    this = culture:tajik
				    this = culture:sogdian
				    this = culture:afghan
				    this = culture:khwarezmian
					this = culture:semnani
					this = culture:azeri
				    this = culture:luri
				    this = culture:aschomi
				    this = culture:khuzi
				    this = culture:qufs
				    any_parent_culture_or_above = {
					    OR = {
						    this = culture:azeri
				            this = culture:luri
				            this = culture:aschomi
				            this = culture:khuzi
				            this = culture:qufs
					    }
				    }
				    any_parent_culture_or_above = {
					    this = culture:persian
				    }
				    any_parent_culture_or_above = {
					    this = culture:baloch
				    }
				    any_parent_culture_or_above = {
					    this = culture:kurdish
				    }
				    any_parent_culture_or_above = {
						OR = {
							this = culture:semnani
							this = culture:tajik
						}
				    }
				    any_parent_culture_or_above = {
					    this = culture:sogdian
				    }
				    any_parent_culture_or_above = {
					    this = culture:afghan
				    }
				    any_parent_culture_or_above = {
					    this = culture:khwarezmian
				    }
			    }
				NOT = {
					has_cultural_parameter = unlock_maa_ayyar
				}
			}
		}
	}
	
	buy_cost = { gold = ayyar_recruitment_cost }
	low_maintenance_cost = { gold = ayyar_low_maint_cost }
	high_maintenance_cost = { gold = ayyar_high_maint_cost }
	
	mercenary_fallback = yes
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = arabic_infantry
}

daylami_infantry = {
	type = heavy_infantry
	
	damage = 42
	toughness = 27
	pursuit = 0
	screen = 10
	
	counters = {
		pikemen = 1
		heavy_infantry = 0.6
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:mazandarani
				this = culture:gilani
				this = culture:daylamite
				any_parent_culture_or_above = {
					OR = {
						this = culture:mazandarani
				        this = culture:gilani
						this = culture:daylamite
					}
				}
			}
		}
	}
	
	buy_cost = { gold = ayyar_recruitment_cost }
	low_maintenance_cost = { gold = ayyar_low_maint_cost }
	high_maintenance_cost = { gold = ayyar_high_maint_cost }
	
	mercenary_fallback = yes
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score - 20] }
	icon = daylami_infantry
}

persian_knight = {
	type = heavy_cavalry
	
	damage = 120
	toughness = 45
	pursuit = 10
	screen = 10
	
	terrain_bonus = {
		plains = { damage = 30 pursuit = 5 }
		drylands = { damage = 30 }
		hills = { damage = -40 }
		mountains = { damage = -75 }
		desert_mountains = { damage = -75 }
		wetlands = { damage = -75 toughness = -20 pursuit = -10 screen = -10 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
		light_cavalry = 0.2
	}

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

	can_recruit = {
		culture = {
			OR = {
				this = culture:persian
				this = culture:baloch
				this = culture:daylamite
				this = culture:tajik
				this = culture:sogdian
				this = culture:mazandarani
				this = culture:gilani
				this = culture:semnani
				this = culture:azeri
				this = culture:luri
				this = culture:aschomi
				this = culture:khuzi
				this = culture:qufs
				any_parent_culture_or_above = {
					OR = {
						this = culture:azeri
				        this = culture:luri
				        this = culture:aschomi
				        this = culture:khuzi
				        this = culture:qufs
					}
				}
				any_parent_culture_or_above = {
					OR = {
						this = culture:mazandarani
				        this = culture:gilani
						this = culture:persian
						this = culture:semnani
						this = culture:tajik
					}
				}
				any_parent_culture_or_above = {
					this = culture:baloch
				}
				any_parent_culture_or_above = {
					this = culture:daylamite
				}
				any_parent_culture_or_above = {
					this = culture:tajik
				}
				any_parent_culture_or_above = {
					this = culture:sogdian
				}
			}
		}
	}

	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 = @cultural_maa_extra_ai_score }
	icon = persian_knight
}

khwar_knight = {
	type = heavy_cavalry
	
	damage = 110
	toughness = 43
	pursuit = 15
	screen = 10
	
	terrain_bonus = {
		plains = { damage = 30 pursuit = 5 }
		drylands = { damage = 30 }
		hills = { damage = -30 }
		mountains = { damage = -75 }
		desert_mountains = { damage = -75 }
		wetlands = { damage = -75 toughness = -20 pursuit = -15 screen = -10 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
		light_cavalry = 0.2
	}

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

	can_recruit = {
		culture = {
			OR = {
				this = culture:khwarezmian
				any_parent_culture_or_above = {
					this = culture:khwarezmian
				}
			}
		}
	}

	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 = @cultural_maa_extra_ai_score }
	icon = persian_knight
}

kurd_knight = {
	type = heavy_cavalry
	
	damage = 90
	toughness = 38
	pursuit = 25
	screen = 10
	
	terrain_bonus = {
		plains = { damage = 30 pursuit = 8 }
		drylands = { damage = 30 pursuit = 8 }
		mountains = { damage = -45 }
		desert_mountains = { damage = -45 }
		wetlands = { damage = -55 toughness = -10 pursuit = -15 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 4
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
		light_cavalry = 0.4
	}

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

	can_recruit = {
		culture = {
			OR = {
				this = culture:kurdish
				any_parent_culture_or_above = {
					this = culture:kurdish
				}
			}
		}
	}

	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 = CRA_culture_ai_weight_heavy_cavalry }
	icon = kurd_knight
}

persian_askari = {
	type = heavy_cavalry
	
	damage = 125
	toughness = 49
	pursuit = 5
	screen = 25
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		hills = { damage = -40 }
		mountains = { damage = -75 }
		desert_mountains = { damage = -75 }
		wetlands = { damage = -75 toughness = -20 pursuit = -5 screen = -25 }
	}

	era_bonus = {
		culture_era_high_medieval = {
			damage = 15
			toughness = 2
		}
		culture_era_late_medieval = {
			damage = 24
			toughness = 6
		}
	}

	counters = {
		archers = 1
		heavy_cavalry = 0.2
	}

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

	can_recruit = {
		highest_held_title_tier >= tier_kingdom
		culture = {
			OR = {
				this = culture:persian
				this = culture:baloch
				this = culture:daylamite
				this = culture:tajik
				this = culture:khwarezmian
				this = culture:mazandarani
				this = culture:gilani
				this = culture:semnani
				this = culture:azeri
				this = culture:luri
				this = culture:aschomi
				this = culture:khuzi
				this = culture:qufs
				any_parent_culture_or_above = {
					OR = {
						this = culture:azeri
				        this = culture:luri
				        this = culture:aschomi
				        this = culture:khuzi
				        this = culture:qufs
					}
				}
				any_parent_culture_or_above = {
					OR = {
						this = culture:tajik
						this = culture:semnani
					}
				}
				any_parent_culture_or_above = {
					OR = {
						this = culture:mazandarani
				        this = culture:gilani
						this = culture:persian
					}
				}
				any_parent_culture_or_above = {
					this = culture:baloch
				}
				any_parent_culture_or_above = {
					this = culture:daylamite
				}
				any_parent_culture_or_above = {
					this = culture:khwarezmian
				}
			}
		}
	}

	buy_cost = { gold = gendarme_recruitment_cost }
	low_maintenance_cost = { gold = gendarme_low_maint_cost }
	high_maintenance_cost = { gold = gendarme_high_maint_cost }
	
	max_sub_regiments = 5
	stack = 50
	ai_quality = { value = @cultural_maa_extra_extra_ai_score }
	icon = persian_askari
}

khwar_turks = {
	type = archer_cavalry
	
	damage = 38
	toughness = 22
	pursuit = 32
	screen = 25
	
	terrain_bonus = {
		steppe = { damage = 35 }
		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
	}

	can_recruit = {
		OR = {
			culture = {
				OR = {
					this = culture:tajik
			        this = culture:sogdian
			        this = culture:khwarezmian
					this = culture:semnani
					any_parent_culture_or_above = {
						OR = {
							this = culture:tajik
							this = culture:semnani
						}
				    }
					any_parent_culture_or_above = {
					    this = culture:sogdian
				    }
					any_parent_culture_or_above = {
					    this = culture:khwarezmian
				    }
				}				
			}
			AND = {
				culture = {
					OR = {
						this = culture:persian
						any_parent_culture_or_above = {
							this = culture:persian
						}
					}					
				}
				OR = {
				    AND = {
					    highest_held_title_tier = tier_duchy
					    prestige_level >= 3
				    }
				    AND = {
					    highest_held_title_tier = tier_kingdom
					    prestige_level >= 2
				    }
				    AND = {
					    highest_held_title_tier = tier_empire
					    prestige_level >= 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 }
	
	max_sub_regiments = 5
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = horse_archers
}

##Berber
berber_skirbow = {
	type = skirmishers
	
	damage = 10
	toughness = 13
	pursuit = 16
	screen = 10
	
	terrain_bonus = {
		drylands = { damage = 5 pursuit = 5 }
		desert = { damage = 5 pursuit = 5 }
		oasis = { damage = 5 }
		desert_mountains = { damage = 5 toughness = 8 }
		mountains = { damage = 4 toughness = 6 }
		hills = { damage = 4 toughness = 4 }
	}

	counters = {
		heavy_infantry = 0.7
		skirmishers = 0.2
	}

	can_recruit = {
		culture = {
			AND = {
				OR = {
			        this = culture:butr
			        this = culture:baranis
			        this = culture:guanches
			        this = culture:zaghawa
					this = culture:masmuda
					this = culture:tagelmust
					this = culture:tuareg
					this = culture:haratin
					any_parent_culture_or_above = {
						OR = {
							this = culture:butr
			                this = culture:baranis
			                this = culture:guanches
			                this = culture:zaghawa
							this = culture:masmuda
					        this = culture:tagelmust
					        this = culture:tuareg
					        this = culture:haratin
						}
					}
		        }
				NOT = {
					has_cultural_parameter = unlock_maa_abudrar
				}
			}
		}
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_skirmishers }
	icon = lekhota
}

berber_skir = {
	type = heavy_infantry
	
	damage = 25
	toughness = 22
	pursuit = 15
	screen = 10
	
	counters = {
		pikemen = 1
	}

	can_recruit = {
		culture = {
			AND = {
				OR = {
			        this = culture:baranis
					this = culture:masmuda
					this = culture:tagelmust
					any_parent_culture_or_above = {
						OR = {
							this = culture:baranis
							this = culture:masmuda
					        this = culture:tagelmust
						}
					}
		        }
				NOT = {
					has_cultural_parameter = unlock_maa_mubarizun
				}
			}
		}
	}
	
	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 }
	
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_heavy_infantry }
	icon = arabic_infantry
}

berber_rider = {
	type = archer_cavalry
	
	damage = 25
	toughness = 15
	pursuit = 30
	screen = 25
	
	terrain_bonus = {
		drylands = { damage = 15 toughness = 3 screen = 10 pursuit = 5 }
		desert = { damage = 15 toughness = 5 screen = 10 pursuit = 10 }
		plains = { damage = 8 toughness = 3 screen = 5 pursuit = 5 }
		oasis = { damage = 10 }
		
		mountains = { damage = -8 pursuit = -10 }
		desert_mountains = { damage = -12 pursuit = -20 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -25 }
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}

	can_recruit = {
		culture = {
			AND = {
				OR = {
			        this = culture:butr
			        this = culture:baranis
			        this = culture:zaghawa
					this = culture:masmuda
					this = culture:tagelmust
					this = culture:tuareg
					this = culture:haratin
					any_parent_culture_or_above = {
						OR = {
							this = culture:butr
			                this = culture:baranis
			                this = culture:zaghawa
							this = culture:masmuda
					        this = culture:tagelmust
					        this = culture:tuareg
					        this = culture:haratin
						}
					}
		        }
				NOT = {
					has_cultural_parameter = unlock_maa_horse_archers
				}
			}
		}
	}

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

berber_horse = {
	type = light_cavalry
	
	damage = 23
	toughness = 15
	pursuit = 30
	screen = 20
	
	terrain_bonus = {
		plains = { damage = 15 }
		drylands = { damage = 15 }
		desert = { damage = 10 }
		hills = { damage = -5 }
		mountains = { damage = -10 pursuit = -20 }
		desert_mountains = { damage = -15 pursuit = -20 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -20 }
	}
	
	counters = {
		archers = 1
		skirmishers = 0.2
	}

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

	can_recruit = {
		culture = {
			AND = {
				OR = {
			        this = culture:butr
			        this = culture:baranis
			        this = culture:guanches
			        this = culture:zaghawa
					this = culture:masmuda
					this = culture:tagelmust
					this = culture:tuareg
					this = culture:haratin
					any_parent_culture_or_above = {
						OR = {
							this = culture:butr
			                this = culture:baranis
			                this = culture:guanches
			                this = culture:zaghawa
							this = culture:masmuda
					        this = culture:tagelmust
					        this = culture:tuareg
					        this = culture:haratin
						}
					}
		        }
				NOT = {
					OR = {
						has_cultural_parameter = unlock_maa_mulaththamun
						this = culture:maghrebi
						this = culture:sicilian_arabic 
						any_parent_culture_or_above = {
							OR = {
								this = culture:maghrebi
								this = culture:sicilian_arabic
							}
						}
					}					
				}
			}
		}
	}

	buy_cost = { gold = mulaththamun_recruitment_cost }
	low_maintenance_cost = { gold = mulaththamun_low_maint_cost }
	high_maintenance_cost = { gold = mulaththamun_high_maint_cost }
	
	
	stack = 100
	ai_quality = { value = CRA_culture_ai_weight_light_cavalry }
	icon = berber_horse
}
