# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
@cultural_maa_extra_ai_score = 80 # Equivalent to having 8 extra regiments beyond what the code scoring would indicate (see NEGATIVE_SCORE_PER_EXISTING_REGIMENT)

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

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

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

#ARCHERS & CROSSBOWS
dragon_bows = {
	type = archers

	damage = 46
	toughness = 22
	pursuit = 0
	screen = 12

	counters = {
		heavy_cavalry = 1
		heavy_infantry = 1
	}

	terrain_bonus = {
		plains = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		farmlands = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		steppe = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		drylands = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		floodplains = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		hills = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		highlands = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		terraced_hills = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		urban = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		oasis = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		canyon = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		forest = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		cloudforest = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		taiga = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		jungle = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		mountains = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		desert = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		desert_mountains = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		wetlands = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		taiga_bog = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		the_bog = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		frozen_flats = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		glacier = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }
		hotsprings = { damage = 5  toughness = 5  pursuit = 0  screen = 5 }

		majorroad_hills = { toughness = 10 }
		majorroad_farmlands = { toughness = 10 }
		majorroad_plains = { toughness = 10 }
		majorroad_highlands = { toughness = 5 }
		majorroad_mountains = { toughness = -5 }
		majorroad_steppe = { toughness = -5 }
		majorroad_taiga_bog = { toughness = -5 }
		majorroad_taiga = { toughness = -5 }
		majorroad_the_bog = { toughness = -10 }
		majorroad_desert = { toughness = -10 }
		majorroad_desert_mountains = { toughness = -10 }
		majorroad_drylands = { toughness = -10 }
		majorroad_canyon = { toughness = -10 }
		majorroad_glacier = { toughness = -10 }
		majorroad_frozen_flats = { toughness = -10 }
		minorroad_farmlands = { toughness = 10 }
		minorroad_hills = { toughness = 10 }
		minorroad_plains = { toughness = 10 }
		minorroad_highlands = { toughness = 5 }
		minorroad_mountains = { toughness = -5 }
		minorroad_steppe = { toughness = -5 }
		minorroad_taiga = { toughness = -5 }
		minorroad_taiga_bog = { toughness = -5 }
		minorroad_the_bog = { toughness = -10 }
		minorroad_desert = { toughness = -10 }
		minorroad_desert_mountains = { toughness = -10 }
		minorroad_drylands = { toughness = -10 }
		minorroad_canyon = { toughness = -10 }
		minorroad_glacier = { toughness = -10 }
		minorroad_frozen_flats = { toughness = -10 }
	}
	winter_bonus = {
		normal_winter = { damage = -4 toughness = -4 }
		harsh_winter = { damage = -8 toughness = -8 }
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_dragon_bows }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	buy_cost = { gold = archers_recruitment_cost_expensive }
	low_maintenance_cost = { gold = archers_low_maint_cost_expensive }
	high_maintenance_cost = { gold = archers_high_maint_cost_expensive }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 100

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = dragon_bows
}

iron_bows = {
	type = archers

	damage = 40
	toughness = 24
	pursuit = 10
	screen = 6

	counters = {
		heavy_cavalry = 1
		heavy_infantry = 1
	}

	terrain_bonus = {
		urban = { toughness = 10 }
		taiga = { screen = 5 }
		forest = { screen = 10 }
		plains = { pursuit = 10 }
		cloudforest = { screen = 5 }
		mountains = { pursuit = -5 }
		the_bog = { toughness = -10 }
		desert = { toughness = -10 }
		drylands = { toughness = -10 }
		desert_mountains = { toughness = -10 }
		canyon = { toughness = -10 }
		steppe = { toughness = -10 }
		taiga_bog = { toughness = -10 }
		glacier = { toughness = -10 }
		frozen_flats = { toughness = -10 }

		majorroad_urban = { toughness = 10 }
		minorroad_urban = { toughness = 10 }
		majorroad_forest = { screen = 10 }
		minorroad_forest = { screen = 10 }
		majorroad_plains = { pursuit = 10 }
		minorroad_plains = { pursuit = 10 }
		majorroad_taiga = { screen = 5 }
		minorroad_taiga = { screen = 5 }
		majorroad_cloudforest = { screen = 5 }
		minorroad_cloudforest = { screen = 5 }
		majorroad_mountains = { pursuit = -5 }
		minorroad_mountains = { pursuit = -5 }
		majorroad_the_bog = { toughness = -10 }
		minorroad_the_bog = { toughness = -10 }
		majorroad_desert = { toughness = -10 }
		minorroad_desert = { toughness = -10 }
		majorroad_desert_mountains = { toughness = -10 }
		minorroad_desert_mountains = { toughness = -10 }
		majorroad_drylands = { toughness = -10 }
		minorroad_drylands = { toughness = -10 }
		majorroad_canyon = { toughness = -10 }
		minorroad_canyon = { toughness = -10 }
		majorroad_steppe = { toughness = -10 }
		minorroad_steppe = { toughness = -10 }
		majorroad_taiga_bog = { toughness = -10 }
		minorroad_taiga_bog = { toughness = -10 }
		majorroad_glacier = { toughness = -10 }
		minorroad_glacier = { toughness = -10 }
		majorroad_frozen_flats = { toughness = -10 }
		minorroad_frozen_flats = { toughness = -10 }
	}
	
	winter_bonus = {
		normal_winter = { damage = 2 toughness = 2 }
		harsh_winter = { damage = 4 toughness = 4 }
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_iron_bows }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	buy_cost = { gold = archers_recruitment_cost_expensive }
	low_maintenance_cost = { gold = archers_low_maint_cost_expensive }
	high_maintenance_cost = { gold = archers_high_maint_cost_expensive }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 100
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = iron_bows
}

vale_archers = {
	type = archers

	damage = 38
	toughness = 22
	pursuit = 0
	screen = 10

	counters = {
		heavy_infantry = 1
		pikemen = 1
		archers = 1
	}

	terrain_bonus = {

		mountains = { toughness = 10 }
		hills = { toughness = 10 }
		farmlands = { toughness = 10 }
		forest = { toughness = 5 }
		highlands = { toughness = 5 }
		glacier = { toughness = -5 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -10 }
		steppe = { toughness = -10 }
		desert = { toughness = -10 }
		desert_mountains = { toughness = -10 }
		drylands = { toughness = -10 }
		canyon = { toughness = -10 }
		frozen_flats = { toughness = -10 }

		majorroad_mountains = { toughness = 10 }
		majorroad_hills = { toughness = 10 }
		majorroad_farmlands = { toughness = 10 }
		majorroad_forest = { toughness = 5 }
		majorroad_highlands = { toughness = 5 }
		majorroad_glacier = { toughness = -5 }
		majorroad_taiga_bog = { toughness = -5 }
		majorroad_the_bog = { toughness = -10 }
		majorroad_steppe = { toughness = -10 }
		majorroad_desert = { toughness = -10 }
		majorroad_desert_mountains = { toughness = -10 }
		majorroad_drylands = { toughness = -10 }
		majorroad_canyon = { toughness = -10 }
		majorroad_frozen_flats = { toughness = -10 }
		minorroad_mountains = { toughness = 10 }
		minorroad_hills = { toughness = 10 }
		minorroad_farmlands = { toughness = 10 }
		minorroad_forest = { toughness = 5 }
		minorroad_highlands = { toughness = 5 }
		minorroad_glacier = { toughness = -5 }
		minorroad_taiga_bog = { toughness = -5 }
		minorroad_the_bog = { toughness = -10 }
		minorroad_steppe = { toughness = -10 }
		minorroad_desert = { toughness = -10 }
		minorroad_desert_mountains = { toughness = -10 }
		minorroad_drylands = { toughness = -10 }
		minorroad_canyon = { toughness = -10 }
		minorroad_frozen_flats = { toughness = -10 }
	}
	
	winter_bonus = {
		normal_winter = { damage = 4 toughness = 4 }
		harsh_winter = { damage = 2 toughness = 2 }
	}	

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_vale_archers }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	buy_cost = { gold = archers_recruitment_cost_expensive }
	low_maintenance_cost = { gold = archers_low_maint_cost_expensive }
	high_maintenance_cost = { gold = archers_high_maint_cost_expensive }
	provision_cost = @provisions_cost_infantry_cheap

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

raventree_bows = {
	type = archers

	damage = 40
	toughness = 20
	pursuit = 10
	screen = 10

	terrain_bonus = {

		wetlands = { pursuit = 10 }
		hills = { pursuit = 10 }
		floodplains = { pursuit = 10 }
		highlands = { pursuit = 10 }
		forest = { screen = 10 }
		taiga = { screen = 5 }
		cloudforest = { screen = 5 }
		mountains = { toughness = -5 }
		the_bog = { toughness = -10 }
		desert = { toughness = -10 }
		desert_mountains = { toughness = -10 }
		drylands = { toughness = -10 }
		canyon = { toughness = -10 }
		glacier = { toughness = -10 }
		frozen_flats = { toughness = -10 }

		majorroad_wetlands = { pursuit = 10 }
		majorroad_hills = { pursuit = 10 }
		majorroad_floodplains = { pursuit = 10 }
		majorroad_highlands = { pursuit = 10 }
		majorroad_forest = { screen = 10 }
		majorroad_taiga = { screen = 5 }
		majorroad_cloudforest = { screen = 5 }
		majorroad_mountains = { toughness = -5 }
		majorroad_the_bog = { toughness = -10 }
		majorroad_desert = { toughness = -10 }
		majorroad_desert_mountains = { toughness = -10 }
		majorroad_drylands = { toughness = -10 }
		majorroad_canyon = { toughness = -10 }
		majorroad_glacier = { toughness = -10 }
		majorroad_frozen_flats = { toughness = -10 }
		minorroad_wetlands = { pursuit = 10 }
		minorroad_hills = { pursuit = 10 }
		minorroad_floodplains = { pursuit = 10 }
		minorroad_highlands = { pursuit = 10 }
		minorroad_forest = { screen = 10 }
		minorroad_taiga = { screen = 5 }
		minorroad_cloudforest = { screen = 5 }
		minorroad_mountains = { toughness = -5 }
		minorroad_the_bog = { toughness = -10 }
		minorroad_desert = { toughness = -10 }
		minorroad_desert_mountains = { toughness = -10 }
		minorroad_drylands = { toughness = -10 }
		minorroad_canyon = { toughness = -10 }
		minorroad_glacier = { toughness = -10 }
		minorroad_frozen_flats = { toughness = -10 }
	}
	
	winter_bonus = {
		normal_winter = { damage = -2 toughness = -2 }
		harsh_winter = { damage = -4 toughness = -4 }
	}	

	counters = { 
		heavy_infantry = 1
		heavy_cavalry = 1
		archers = 1
	}

	can_recruit = {
		has_title = title:b_raventree_hall
	}

	buy_cost = { gold = archers_recruitment_cost_expensive }
	low_maintenance_cost = { gold = archers_low_maint_cost_expensive }
	high_maintenance_cost = { gold = archers_high_maint_cost_expensive }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 100
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = raventree_bows
}

storm_bows = {
	type = archers

	damage = 40
	toughness = 20
	pursuit = 10
	screen = 0

	counters = {
		heavy_cavalry = 1
		heavy_infantry = 1
	}

	terrain_bonus = {

		cloudforest = { damage = 10 }
		hills = { toughness = 10 }
		mountains = { toughness = 10 }
		forest = { damage = 5 }
		taiga = { damage = 5 }
		wetlands = { damage = 5 }
		desert = { toughness = -5 }
		desert_mountains = { toughness = -5 }
		drylands = { toughness = -5 }
		canyon = { toughness = -5 }
		steppe = { toughness = -5 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -10 }
		glacier = { toughness = -10 }
		frozen_flats = { toughness = -10 }

		majorroad_cloudforest = { damage = 10 }
		majorroad_hills = { toughness = 10 }
		majorroad_mountains = { toughness = 10 }
		majorroad_forest = { damage = 5 }
		majorroad_taiga = { damage = 5 }
		majorroad_wetlands = { damage = 5 }
		majorroad_desert = { toughness = -5 }
		majorroad_desert_mountains = { toughness = -5 }
		majorroad_drylands = { toughness = -5 }
		majorroad_canyon = { toughness = -5 }
		majorroad_steppe = { toughness = -5 }
		majorroad_taiga_bog = { toughness = -5 }
		majorroad_the_bog = { toughness = -10 }
		majorroad_glacier = { toughness = -10 }
		majorroad_frozen_flats = { toughness = -10 }
		minorroad_cloudforest = { damage = 10 }
		minorroad_hills = { toughness = 10 }
		minorroad_mountains = { toughness = 10 }
		minorroad_forest = { damage = 5 }
		minorroad_taiga = { damage = 5 }
		minorroad_wetlands = { damage = 5 }
		minorroad_desert = { toughness = -5 }
		minorroad_desert_mountains = { toughness = -5 }
		minorroad_drylands = { toughness = -5 }
		minorroad_canyon = { toughness = -5 }
		minorroad_steppe = { toughness = -5 }
		minorroad_taiga_bog = { toughness = -5 }
		minorroad_the_bog = { toughness = -10 }
		minorroad_glacier = { toughness = -10 }
		minorroad_frozen_flats = { toughness = -10 }
	}

	
	winter_bonus = {
		normal_winter = { damage = 2 toughness = 2 }
		harsh_winter = { damage = 4 toughness = 4 }
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_storm_bows }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	buy_cost = { gold = archers_recruitment_cost_expensive }
	low_maintenance_cost = { gold = archers_low_maint_cost_expensive }
	high_maintenance_cost = { gold = archers_high_maint_cost_expensive }
	provision_cost = @provisions_cost_infantry_cheap

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

sand_archers = {
	type = archers
	
	damage = 30
	toughness = 12
	pursuit = 4
	screen = 4
	
	terrain_bonus = {

		desert = { damage = 10 }
		desert_mountains = { toughness = 10 }
		drylands = { damage = 10 }
		canyon = { toughness = 10 }
		oasis = { damage = 10 }
		hills = { toughness = 10 }
		mountains = { toughness = 5 }
		steppe = { toughness = -5 }
		taiga = { toughness = -5 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -10 }
		glacier = { toughness = -10 }
		frozen_flats = { toughness = -10 }

		majorroad_desert = { damage = 10 }
		majorroad_desert_mountains = { toughness = 10 }
		majorroad_drylands = { damage = 10 }
		majorroad_canyon = { toughness = 10 }
		majorroad_oasis = { damage = 10 }
		majorroad_hills = { toughness = 10 }
		majorroad_mountains = { toughness = 5 }
		majorroad_steppe = { toughness = -5 }
		majorroad_taiga = { toughness = -5 }
		majorroad_taiga_bog = { toughness = -5 }
		majorroad_the_bog = { toughness = -10 }
		majorroad_glacier = { toughness = -10 }
		majorroad_frozen_flats = { toughness = -10 }
		minorroad_desert = { damage = 10 }
		minorroad_desert_mountains = { toughness = 10 }
		minorroad_drylands = { damage = 10 }
		minorroad_canyon = { toughness = 10 }
		minorroad_oasis = { damage = 10 }
		minorroad_hills = { toughness = 10 }
		minorroad_mountains = { toughness = 5 }
		minorroad_steppe = { toughness = -5 }
		minorroad_taiga = { toughness = -5 }
		minorroad_taiga_bog = { toughness = -5 }
		minorroad_the_bog = { toughness = -10 }
		minorroad_glacier = { toughness = -10 }
		minorroad_frozen_flats = { toughness = -10 }
	}

	
	winter_bonus = {
		normal_winter = { damage = -6 toughness = -6 }
		harsh_winter = { damage = -10 toughness = -10 }
	}

	counters = {
		skirmishers = 1
		archers = 1
	}
	
	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_sand_archers }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	buy_cost = { gold = archers_recruitment_cost_expensive }
	low_maintenance_cost = { gold = archers_low_maint_cost_expensive }
	high_maintenance_cost = { gold = archers_high_maint_cost_expensive }
	provision_cost = @provisions_cost_infantry_cheap
	
	stack = 100
	ai_quality = { 
		value = culture_ai_weight_archers
		value = counter_synergy_ai_weight_archers
	}
	icon = sand_archers
}