# 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

# HEAVY CAV
vale_knights = {
	type = heavy_cavalry

	damage = 130
	toughness = 50
	pursuit = 20
	screen = 20

	terrain_bonus = {
		plains = { damage = 3  toughness = 3  pursuit = 2  screen = 2 }
		farmlands = { damage = 3  toughness = 3  pursuit = 2  screen = 2 }
		steppe = { damage = 2  toughness = 2  pursuit = 2  screen = 2 }
		drylands = { damage = 2  toughness = 2  pursuit = 2  screen = 2 }
		floodplains = { damage = 2  toughness = 2  pursuit = 2  screen = 2 }
		hills = { damage = 8  toughness = 8  pursuit = 6  screen = 4 }
		highlands = { damage = 8  toughness = 8  pursuit = 6  screen = 4 }
		terraced_hills = { damage = 7  toughness = 7  pursuit = 6  screen = 4 }
		urban = { damage = 3  toughness = 3  pursuit = 2  screen = 3 }
		oasis = { damage = 3  toughness = 3  pursuit = 2  screen = 2 }
		canyon = { damage = 7  toughness = 7  pursuit = 5  screen = 3 }
		forest = { damage = 4  toughness = 4  pursuit = 3  screen = 3 }
		cloudforest = { damage = 3  toughness = 3  pursuit = 2  screen = 3 }
		taiga = { damage = 2  toughness = 2  pursuit = 2  screen = 2 }
		jungle = { damage = -4  toughness = -4  pursuit = -4  screen = 2 }
		mountains = { damage = 9  toughness = 9  pursuit = 6  screen = 4 }
		desert = { damage = -2  toughness = -2  pursuit = -2  screen = 1 }
		desert_mountains = { damage = 4  toughness = 4  pursuit = 3  screen = 2 }
		wetlands = { damage = -3  toughness = -3  pursuit = -3  screen = 2 }
		taiga_bog = { damage = -6  toughness = -6  pursuit = -6  screen = 2 }
		the_bog = { damage = -7  toughness = -7  pursuit = -7  screen = 3 }
		frozen_flats = { damage = -3  toughness = -3  pursuit = -3  screen = 1 }
		glacier = { damage = -6  toughness = -6  pursuit = -6  screen = -1 }
		hotsprings = { damage = 3  toughness = 3  pursuit = 2  screen = 2 }

		majorroad_plains = { damage = 3  toughness = 3  pursuit = 6  screen = 2 }
		majorroad_farmlands = { damage = 3  toughness = 3  pursuit = 6  screen = 2 }
		majorroad_steppe = { damage = 2  toughness = 2  pursuit = 6  screen = 2 }
		majorroad_drylands = { damage = 2  toughness = 2  pursuit = 6  screen = 2 }
		majorroad_floodplains = { damage = 2  toughness = 2  pursuit = 6  screen = 2 }
		majorroad_hills = { damage = 8  toughness = 8  pursuit = 10  screen = 4 }
		majorroad_highlands = { damage = 8  toughness = 8  pursuit = 10  screen = 4 }
		majorroad_terraced_hills = { damage = 7  toughness = 7  pursuit = 10  screen = 4 }
		majorroad_urban = { damage = 3  toughness = 3  pursuit = 6  screen = 3 }
		majorroad_oasis = { damage = 3  toughness = 3  pursuit = 6  screen = 2 }
		majorroad_canyon = { damage = 7  toughness = 7  pursuit = 9  screen = 3 }
		majorroad_forest = { damage = 4  toughness = 4  pursuit = 7  screen = 3 }
		majorroad_cloudforest = { damage = 3  toughness = 3  pursuit = 6  screen = 3 }
		majorroad_taiga = { damage = 2  toughness = 2  pursuit = 6  screen = 2 }
		majorroad_jungle = { damage = -4  toughness = -4  pursuit = 0  screen = 2 }
		majorroad_mountains = { damage = 9  toughness = 9  pursuit = 10  screen = 4 }
		majorroad_desert = { damage = -2  toughness = -2  pursuit = 2  screen = 1 }
		majorroad_desert_mountains = { damage = 4  toughness = 4  pursuit = 7  screen = 2 }
		majorroad_wetlands = { damage = -3  toughness = -3  pursuit = 1  screen = 2 }
		majorroad_taiga_bog = { damage = -6  toughness = -6  pursuit = -2  screen = 2 }
		majorroad_the_bog = { damage = -7  toughness = -7  pursuit = -3  screen = 3 }
		majorroad_frozen_flats = { damage = -3  toughness = -3  pursuit = 1  screen = 1 }
		majorroad_glacier = { damage = -6  toughness = -6  pursuit = -2  screen = -1 }
		majorroad_hotsprings = { damage = 3  toughness = 3  pursuit = 6  screen = 2 }

		minorroad_plains = { damage = 3  toughness = 3  pursuit = 4  screen = 2 }
		minorroad_farmlands = { damage = 3  toughness = 3  pursuit = 4  screen = 2 }
		minorroad_steppe = { damage = 2  toughness = 2  pursuit = 4  screen = 2 }
		minorroad_drylands = { damage = 2  toughness = 2  pursuit = 4  screen = 2 }
		minorroad_floodplains = { damage = 2  toughness = 2  pursuit = 4  screen = 2 }
		minorroad_hills = { damage = 8  toughness = 8  pursuit = 8  screen = 4 }
		minorroad_highlands = { damage = 8  toughness = 8  pursuit = 8  screen = 4 }
		minorroad_terraced_hills = { damage = 7  toughness = 7  pursuit = 8  screen = 4 }
		minorroad_urban = { damage = 3  toughness = 3  pursuit = 4  screen = 3 }
		minorroad_oasis = { damage = 3  toughness = 3  pursuit = 4  screen = 2 }
		minorroad_canyon = { damage = 7  toughness = 7  pursuit = 7  screen = 3 }
		minorroad_forest = { damage = 4  toughness = 4  pursuit = 5  screen = 3 }
		minorroad_cloudforest = { damage = 3  toughness = 3  pursuit = 4  screen = 3 }
		minorroad_taiga = { damage = 2  toughness = 2  pursuit = 4  screen = 2 }
		minorroad_jungle = { damage = -4  toughness = -4  pursuit = -2  screen = 2 }
		minorroad_mountains = { damage = 9  toughness = 9  pursuit = 8  screen = 4 }
		minorroad_desert = { damage = -2  toughness = -2  pursuit = 0  screen = 1 }
		minorroad_desert_mountains = { damage = 4  toughness = 4  pursuit = 5  screen = 2 }
		minorroad_wetlands = { damage = -3  toughness = -3  pursuit = -1  screen = 2 }
		minorroad_taiga_bog = { damage = -6  toughness = -6  pursuit = -4  screen = 2 }
		minorroad_the_bog = { damage = -7  toughness = -7  pursuit = -5  screen = 3 }
		minorroad_frozen_flats = { damage = -3  toughness = -3  pursuit = -1  screen = 1 }
		minorroad_glacier = { damage = -6  toughness = -6  pursuit = -4  screen = -1 }
		minorroad_hotsprings = { damage = 3  toughness = 3  pursuit = 4  screen = 2 }

	}

	winter_bonus = {
		normal_winter = { damage = -1  toughness = -1  pursuit = -1 screen = -1 }
		harsh_winter = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
	}
	
	counters = {
		heavy_infantry = 1
		skirmishers = 1
		archers = 1
	}

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

	buy_cost = { gold = heavy_cavalry_recruitment_cost_expensive }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost_expensive }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost_expensive }
	provision_cost = @provisions_cost_cavalry_expensive

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = vale_knights
}

dragon_knights = {
	type = heavy_cavalry

	damage = 120
	toughness = 40
	pursuit = 30
	screen = 10

	terrain_bonus = {
		plains = { damage = 5  toughness = 5  pursuit = 4  screen = 2 }
		farmlands = { damage = 5  toughness = 5  pursuit = 4  screen = 2 }
		steppe = { damage = 5  toughness = 5  pursuit = 4  screen = 2 }
		drylands = { damage = 4  toughness = 4  pursuit = 3  screen = 2 }
		floodplains = { damage = 4  toughness = 4  pursuit = 3  screen = 2 }
		hills = { damage = 3  toughness = 3  pursuit = 2  screen = 2 }
		highlands = { damage = 3  toughness = 3  pursuit = 2  screen = 2 }
		terraced_hills = { damage = 2  toughness = 2  pursuit = 2  screen = 2 }
		urban = { damage = 2  toughness = 2  pursuit = 1  screen = 3 }
		oasis = { damage = 4  toughness = 4  pursuit = 3  screen = 2 }
		canyon = { damage = 2  toughness = 2  pursuit = 1  screen = 2 }
		forest = { damage = 1  toughness = 1  pursuit = 1  screen = 2 }
		cloudforest = { damage = 0  toughness = 0  pursuit = 0  screen = 2 }
		taiga = { damage = 0  toughness = 0  pursuit = 0  screen = 1 }
		jungle = { damage = -3  toughness = -3  pursuit = -3  screen = 2 }
		mountains = { damage = -3  toughness = -3  pursuit = -3  screen = 1 }
		desert = { damage = 1  toughness = 1  pursuit = 1  screen = 1 }
		desert_mountains = { damage = -4  toughness = -4  pursuit = -4  screen = 1 }
		wetlands = { damage = -2  toughness = -2  pursuit = -2  screen = 2 }
		taiga_bog = { damage = -5  toughness = -5  pursuit = -5  screen = 2 }
		the_bog = { damage = -6  toughness = -6  pursuit = -6  screen = 3 }
		frozen_flats = { damage = -3  toughness = -3  pursuit = -3  screen = 1 }
		glacier = { damage = -7  toughness = -7  pursuit = -7  screen = -1 }
		hotsprings = { damage = 1  toughness = 1  pursuit = 1  screen = 1 }

		majorroad_plains = { damage = 5  toughness = 5  pursuit = 8  screen = 2 }
		majorroad_farmlands = { damage = 5  toughness = 5  pursuit = 8  screen = 2 }
		majorroad_steppe = { damage = 5  toughness = 5  pursuit = 8  screen = 2 }
		majorroad_drylands = { damage = 4  toughness = 4  pursuit = 7  screen = 2 }
		majorroad_floodplains = { damage = 4  toughness = 4  pursuit = 7  screen = 2 }
		majorroad_hills = { damage = 3  toughness = 3  pursuit = 6  screen = 2 }
		majorroad_highlands = { damage = 3  toughness = 3  pursuit = 6  screen = 2 }
		majorroad_terraced_hills = { damage = 2  toughness = 2  pursuit = 6  screen = 2 }
		majorroad_urban = { damage = 2  toughness = 2  pursuit = 5  screen = 3 }
		majorroad_oasis = { damage = 4  toughness = 4  pursuit = 7  screen = 2 }
		majorroad_canyon = { damage = 2  toughness = 2  pursuit = 5  screen = 2 }
		majorroad_forest = { damage = 1  toughness = 1  pursuit = 5  screen = 2 }
		majorroad_cloudforest = { damage = 0  toughness = 0  pursuit = 4  screen = 2 }
		majorroad_taiga = { damage = 0  toughness = 0  pursuit = 4  screen = 1 }
		majorroad_jungle = { damage = -3  toughness = -3  pursuit = 1  screen = 2 }
		majorroad_mountains = { damage = -3  toughness = -3  pursuit = 1  screen = 1 }
		majorroad_desert = { damage = 1  toughness = 1  pursuit = 5  screen = 1 }
		majorroad_desert_mountains = { damage = -4  toughness = -4  pursuit = 0  screen = 1 }
		majorroad_wetlands = { damage = -2  toughness = -2  pursuit = 2  screen = 2 }
		majorroad_taiga_bog = { damage = -5  toughness = -5  pursuit = -1  screen = 2 }
		majorroad_the_bog = { damage = -6  toughness = -6  pursuit = -2  screen = 3 }
		majorroad_frozen_flats = { damage = -3  toughness = -3  pursuit = 1  screen = 1 }
		majorroad_glacier = { damage = -7  toughness = -7  pursuit = -3  screen = -1 }
		majorroad_hotsprings = { damage = 1  toughness = 1  pursuit = 5  screen = 1 }

		minorroad_plains = { damage = 5  toughness = 5  pursuit = 6  screen = 2 }
		minorroad_farmlands = { damage = 5  toughness = 5  pursuit = 6  screen = 2 }
		minorroad_steppe = { damage = 5  toughness = 5  pursuit = 6  screen = 2 }
		minorroad_drylands = { damage = 4  toughness = 4  pursuit = 5  screen = 2 }
		minorroad_floodplains = { damage = 4  toughness = 4  pursuit = 5  screen = 2 }
		minorroad_hills = { damage = 3  toughness = 3  pursuit = 4  screen = 2 }
		minorroad_highlands = { damage = 3  toughness = 3  pursuit = 4  screen = 2 }
		minorroad_terraced_hills = { damage = 2  toughness = 2  pursuit = 4  screen = 2 }
		minorroad_urban = { damage = 2  toughness = 2  pursuit = 3  screen = 3 }
		minorroad_oasis = { damage = 4  toughness = 4  pursuit = 5  screen = 2 }
		minorroad_canyon = { damage = 2  toughness = 2  pursuit = 3  screen = 2 }
		minorroad_forest = { damage = 1  toughness = 1  pursuit = 3  screen = 2 }
		minorroad_cloudforest = { damage = 0  toughness = 0  pursuit = 2  screen = 2 }
		minorroad_taiga = { damage = 0  toughness = 0  pursuit = 2  screen = 1 }
		minorroad_jungle = { damage = -3  toughness = -3  pursuit = -1  screen = 2 }
		minorroad_mountains = { damage = -3  toughness = -3  pursuit = -1  screen = 1 }
		minorroad_desert = { damage = 1  toughness = 1  pursuit = 3  screen = 1 }
		minorroad_desert_mountains = { damage = -4  toughness = -4  pursuit = -2  screen = 1 }
		minorroad_wetlands = { damage = -2  toughness = -2  pursuit = 0  screen = 2 }
		minorroad_taiga_bog = { damage = -5  toughness = -5  pursuit = -3  screen = 2 }
		minorroad_the_bog = { damage = -6  toughness = -6  pursuit = -4  screen = 3 }
		minorroad_frozen_flats = { damage = -3  toughness = -3  pursuit = -1  screen = 1 }
		minorroad_glacier = { damage = -7  toughness = -7  pursuit = -5  screen = -1 }
		minorroad_hotsprings = { damage = 1  toughness = 1  pursuit = 3  screen = 1 }

	}

	winter_bonus = {
		normal_winter = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		harsh_winter = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
	}
		
	counters = {
		heavy_infantry = 1
		skirmishers = 1
		archers = 1
	}

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

	buy_cost = { gold = heavy_cavalry_recruitment_cost_normal }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost_normal }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost_normal }
	provision_cost = @provisions_cost_cavalry_expensive
	stack = 50
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = dragon_knights
}

winter_knights = {
	type = heavy_cavalry

	damage = 120
	toughness = 50
	pursuit = 20
	screen = 20

	terrain_bonus = {
		plains = { damage = 3  toughness = 3  pursuit = 3  screen = 2 }
		farmlands = { damage = 3  toughness = 3  pursuit = 3  screen = 2 }
		steppe = { damage = 3  toughness = 3  pursuit = 3  screen = 2 }
		drylands = { damage = 1  toughness = 1  pursuit = 1  screen = 1 }
		floodplains = { damage = 2  toughness = 2  pursuit = 2  screen = 2 }
		hills = { damage = 5  toughness = 5  pursuit = 4  screen = 3 }
		highlands = { damage = 6  toughness = 6  pursuit = 5  screen = 3 }
		terraced_hills = { damage = 5  toughness = 5  pursuit = 4  screen = 3 }
		urban = { damage = 3  toughness = 3  pursuit = 2  screen = 3 }
		oasis = { damage = 1  toughness = 1  pursuit = 1  screen = 1 }
		canyon = { damage = 3  toughness = 3  pursuit = 2  screen = 2 }
		forest = { damage = 4  toughness = 4  pursuit = 3  screen = 3 }
		cloudforest = { damage = 3  toughness = 3  pursuit = 2  screen = 3 }
		taiga = { damage = 8  toughness = 8  pursuit = 6  screen = 4 }
		jungle = { damage = -5  toughness = -5  pursuit = -5  screen = 2 }
		mountains = { damage = 7  toughness = 7  pursuit = 5  screen = 3 }
		desert = { damage = -6  toughness = -6  pursuit = -6  screen = 1 }
		desert_mountains = { damage = -5  toughness = -5  pursuit = -5  screen = 1 }
		wetlands = { damage = -2  toughness = -2  pursuit = -2  screen = 2 }
		taiga_bog = { damage = 4  toughness = 4  pursuit = 3  screen = 3 }
		the_bog = { damage = -4  toughness = -4  pursuit = -4  screen = 3 }
		frozen_flats = { damage = 9  toughness = 9  pursuit = 7  screen = 4 }
		glacier = { damage = 6  toughness = 6  pursuit = 4  screen = 2 }
		hotsprings = { damage = 2  toughness = 2  pursuit = 2  screen = 2 }

		majorroad_plains = { damage = 3  toughness = 3  pursuit = 7  screen = 2 }
		majorroad_farmlands = { damage = 3  toughness = 3  pursuit = 7  screen = 2 }
		majorroad_steppe = { damage = 3  toughness = 3  pursuit = 7  screen = 2 }
		majorroad_drylands = { damage = 1  toughness = 1  pursuit = 5  screen = 1 }
		majorroad_floodplains = { damage = 2  toughness = 2  pursuit = 6  screen = 2 }
		majorroad_hills = { damage = 5  toughness = 5  pursuit = 8  screen = 3 }
		majorroad_highlands = { damage = 6  toughness = 6  pursuit = 9  screen = 3 }
		majorroad_terraced_hills = { damage = 5  toughness = 5  pursuit = 8  screen = 3 }
		majorroad_urban = { damage = 3  toughness = 3  pursuit = 6  screen = 3 }
		majorroad_oasis = { damage = 1  toughness = 1  pursuit = 5  screen = 1 }
		majorroad_canyon = { damage = 3  toughness = 3  pursuit = 6  screen = 2 }
		majorroad_forest = { damage = 4  toughness = 4  pursuit = 7  screen = 3 }
		majorroad_cloudforest = { damage = 3  toughness = 3  pursuit = 6  screen = 3 }
		majorroad_taiga = { damage = 8  toughness = 8  pursuit = 10  screen = 4 }
		majorroad_jungle = { damage = -5  toughness = -5  pursuit = -1  screen = 2 }
		majorroad_mountains = { damage = 7  toughness = 7  pursuit = 9  screen = 3 }
		majorroad_desert = { damage = -6  toughness = -6  pursuit = -2  screen = 1 }
		majorroad_desert_mountains = { damage = -5  toughness = -5  pursuit = -1  screen = 1 }
		majorroad_wetlands = { damage = -2  toughness = -2  pursuit = 2  screen = 2 }
		majorroad_taiga_bog = { damage = 4  toughness = 4  pursuit = 7  screen = 3 }
		majorroad_the_bog = { damage = -4  toughness = -4  pursuit = 0  screen = 3 }
		majorroad_frozen_flats = { damage = 9  toughness = 9  pursuit = 11  screen = 4 }
		majorroad_glacier = { damage = 6  toughness = 6  pursuit = 8  screen = 2 }
		majorroad_hotsprings = { damage = 2  toughness = 2  pursuit = 6  screen = 2 }

		minorroad_plains = { damage = 3  toughness = 3  pursuit = 5  screen = 2 }
		minorroad_farmlands = { damage = 3  toughness = 3  pursuit = 5  screen = 2 }
		minorroad_steppe = { damage = 3  toughness = 3  pursuit = 5  screen = 2 }
		minorroad_drylands = { damage = 1  toughness = 1  pursuit = 3  screen = 1 }
		minorroad_floodplains = { damage = 2  toughness = 2  pursuit = 4  screen = 2 }
		minorroad_hills = { damage = 5  toughness = 5  pursuit = 6  screen = 3 }
		minorroad_highlands = { damage = 6  toughness = 6  pursuit = 7  screen = 3 }
		minorroad_terraced_hills = { damage = 5  toughness = 5  pursuit = 6  screen = 3 }
		minorroad_urban = { damage = 3  toughness = 3  pursuit = 4  screen = 3 }
		minorroad_oasis = { damage = 1  toughness = 1  pursuit = 3  screen = 1 }
		minorroad_canyon = { damage = 3  toughness = 3  pursuit = 4  screen = 2 }
		minorroad_forest = { damage = 4  toughness = 4  pursuit = 5  screen = 3 }
		minorroad_cloudforest = { damage = 3  toughness = 3  pursuit = 4  screen = 3 }
		minorroad_taiga = { damage = 8  toughness = 8  pursuit = 8  screen = 4 }
		minorroad_jungle = { damage = -5  toughness = -5  pursuit = -3  screen = 2 }
		minorroad_mountains = { damage = 7  toughness = 7  pursuit = 7  screen = 3 }
		minorroad_desert = { damage = -6  toughness = -6  pursuit = -4  screen = 1 }
		minorroad_desert_mountains = { damage = -5  toughness = -5  pursuit = -3  screen = 1 }
		minorroad_wetlands = { damage = -2  toughness = -2  pursuit = 0  screen = 2 }
		minorroad_taiga_bog = { damage = 4  toughness = 4  pursuit = 5  screen = 3 }
		minorroad_the_bog = { damage = -4  toughness = -4  pursuit = -2  screen = 3 }
		minorroad_frozen_flats = { damage = 9  toughness = 9  pursuit = 9  screen = 4 }
		minorroad_glacier = { damage = 6  toughness = 6  pursuit = 6  screen = 2 }
		minorroad_hotsprings = { damage = 2  toughness = 2  pursuit = 4  screen = 2 }


	}

	counters = {
		heavy_infantry = 1
		skirmishers = 1
		archers = 1
	}
	
	winter_bonus = {
		normal_winter = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
		harsh_winter = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
	}

	can_recruit = {
		has_title = title:b_winterfell
	}

	buy_cost = { gold = heavy_cavalry_recruitment_cost_normal }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost_normal }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost_normal }
	provision_cost = @provisions_cost_cavalry_expensive
	stack = 50
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = winter_knights
}

riverlands_patrols =  {
	type = heavy cavalry

	damage = 125
	toughness = 30
	pursuit = 25
	screen = 0

	terrain_bonus = {
		plains = { damage = 3  toughness = 3  pursuit = 4  screen = 3 }
		farmlands = { damage = 4  toughness = 4  pursuit = 4  screen = 3 }
		steppe = { damage = 3  toughness = 3  pursuit = 3  screen = 2 }
		drylands = { damage = 2  toughness = 2  pursuit = 3  screen = 2 }
		floodplains = { damage = 5  toughness = 4  pursuit = 5  screen = 4 }
		hills = { damage = 3  toughness = 3  pursuit = 3  screen = 3 }
		highlands = { damage = 2  toughness = 2  pursuit = 2  screen = 2 }
		terraced_hills = { damage = 2  toughness = 2  pursuit = 2  screen = 2 }
		urban = { damage = 2  toughness = 2  pursuit = 2  screen = 3 }
		oasis = { damage = 2  toughness = 2  pursuit = 3  screen = 2 }
		canyon = { damage = 1  toughness = 1  pursuit = 2  screen = 2 }
		forest = { damage = 2  toughness = 2  pursuit = 3  screen = 3 }
		cloudforest = { damage = 1  toughness = 1  pursuit = 2  screen = 3 }
		taiga = { damage = 0  toughness = 0  pursuit = 1  screen = 2 }
		jungle = { damage = -3  toughness = -3  pursuit = -2  screen = 3 }
		mountains = { damage = -3  toughness = -3  pursuit = -3  screen = 2 }
		desert = { damage = 1  toughness = 1  pursuit = 2  screen = 2 }
		desert_mountains = { damage = -4  toughness = -4  pursuit = -4  screen = 2 }
		wetlands = { damage = 2  toughness = 2  pursuit = 3  screen = 3 }
		taiga_bog = { damage = -4  toughness = -4  pursuit = -3  screen = 3 }
		the_bog = { damage = -5  toughness = -5  pursuit = -4  screen = 4 }
		frozen_flats = { damage = -3  toughness = -3  pursuit = -3  screen = 2 }
		glacier = { damage = -7  toughness = -7  pursuit = -6  screen = -1 }
		hotsprings = { damage = 1  toughness = 1  pursuit = 2  screen = 2 }

		majorroad_plains = { damage = 3  toughness = 3  pursuit = 8  screen = 3 }
		majorroad_farmlands = { damage = 4  toughness = 4  pursuit = 8  screen = 3 }
		majorroad_steppe = { damage = 3  toughness = 3  pursuit = 7  screen = 2 }
		majorroad_drylands = { damage = 2  toughness = 2  pursuit = 7  screen = 2 }
		majorroad_floodplains = { damage = 5  toughness = 4  pursuit = 9  screen = 4 }
		majorroad_hills = { damage = 3  toughness = 3  pursuit = 7  screen = 3 }
		majorroad_highlands = { damage = 2  toughness = 2  pursuit = 6  screen = 2 }
		majorroad_terraced_hills = { damage = 2  toughness = 2  pursuit = 6  screen = 2 }
		majorroad_urban = { damage = 2  toughness = 2  pursuit = 6  screen = 3 }
		majorroad_oasis = { damage = 2  toughness = 2  pursuit = 7  screen = 2 }
		majorroad_canyon = { damage = 1  toughness = 1  pursuit = 6  screen = 2 }
		majorroad_forest = { damage = 2  toughness = 2  pursuit = 7  screen = 3 }
		majorroad_cloudforest = { damage = 1  toughness = 1  pursuit = 6  screen = 3 }
		majorroad_taiga = { damage = 0  toughness = 0  pursuit = 5  screen = 2 }
		majorroad_jungle = { damage = -3  toughness = -3  pursuit = 2  screen = 3 }
		majorroad_mountains = { damage = -3  toughness = -3  pursuit = 1  screen = 2 }
		majorroad_desert = { damage = 1  toughness = 1  pursuit = 6  screen = 2 }
		majorroad_desert_mountains = { damage = -4  toughness = -4  pursuit = 0  screen = 2 }
		majorroad_wetlands = { damage = 2  toughness = 2  pursuit = 7  screen = 3 }
		majorroad_taiga_bog = { damage = -4  toughness = -4  pursuit = 1  screen = 3 }
		majorroad_the_bog = { damage = -5  toughness = -5  pursuit = 0  screen = 4 }
		majorroad_frozen_flats = { damage = -3  toughness = -3  pursuit = 1  screen = 2 }
		majorroad_glacier = { damage = -7  toughness = -7  pursuit = -2  screen = -1 }
		majorroad_hotsprings = { damage = 1  toughness = 1  pursuit = 6  screen = 2 }

		minorroad_plains = { damage = 3  toughness = 3  pursuit = 6  screen = 3 }
		minorroad_farmlands = { damage = 4  toughness = 4  pursuit = 6  screen = 3 }
		minorroad_steppe = { damage = 3  toughness = 3  pursuit = 5  screen = 2 }
		minorroad_drylands = { damage = 2  toughness = 2  pursuit = 5  screen = 2 }
		minorroad_floodplains = { damage = 5  toughness = 4  pursuit = 7  screen = 4 }
		minorroad_hills = { damage = 3  toughness = 3  pursuit = 5  screen = 3 }
		minorroad_highlands = { damage = 2  toughness = 2  pursuit = 4  screen = 2 }
		minorroad_terraced_hills = { damage = 2  toughness = 2  pursuit = 4  screen = 2 }
		minorroad_urban = { damage = 2  toughness = 2  pursuit = 4  screen = 3 }
		minorroad_oasis = { damage = 2  toughness = 2  pursuit = 5  screen = 2 }
		minorroad_canyon = { damage = 1  toughness = 1  pursuit = 4  screen = 2 }
		minorroad_forest = { damage = 2  toughness = 2  pursuit = 5  screen = 3 }
		minorroad_cloudforest = { damage = 1  toughness = 1  pursuit = 4  screen = 3 }
		minorroad_taiga = { damage = 0  toughness = 0  pursuit = 3  screen = 2 }
		minorroad_jungle = { damage = -3  toughness = -3  pursuit = 0  screen = 3 }
		minorroad_mountains = { damage = -3  toughness = -3  pursuit = -1  screen = 2 }
		minorroad_desert = { damage = 1  toughness = 1  pursuit = 4  screen = 2 }
		minorroad_desert_mountains = { damage = -4  toughness = -4  pursuit = -2  screen = 2 }
		minorroad_wetlands = { damage = 2  toughness = 2  pursuit = 5  screen = 3 }
		minorroad_taiga_bog = { damage = -4  toughness = -4  pursuit = -1  screen = 3 }
		minorroad_the_bog = { damage = -5  toughness = -5  pursuit = -2  screen = 4 }
		minorroad_frozen_flats = { damage = -3  toughness = -3  pursuit = -1  screen = 2 }
		minorroad_glacier = { damage = -7  toughness = -7  pursuit = -4  screen = -1 }
		minorroad_hotsprings = { damage = 1  toughness = 1  pursuit = 4  screen = 2 }

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

	counters = {
		heavy_infantry = 1
		skirmishers = 1
		archers = 1
	}

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

	buy_cost = { gold = heavy_cavalry_recruitment_cost_normal }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost_normal }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost_normal }
	provision_cost = @provisions_cost_cavalry_expensive

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = vale_knights
}

westerland_knights = {
	type = heavy_cavalry

	damage = 125
	toughness = 30
	pursuit = 25
	screen = 0

	terrain_bonus = {
		plains = { damage = 3  toughness = 3  pursuit = 3  screen = 1 }
		farmlands = { damage = 3  toughness = 3  pursuit = 3  screen = 1 }
		steppe = { damage = 3  toughness = 3  pursuit = 3  screen = 1 }
		drylands = { damage = 2  toughness = 2  pursuit = 2  screen = 1 }
		floodplains = { damage = 2  toughness = 2  pursuit = 2  screen = 1 }
		hills = { damage = 1  toughness = 1  pursuit = 1  screen = 1 }
		highlands = { damage = 1  toughness = 1  pursuit = 1  screen = 1 }
		terraced_hills = { damage = 0  toughness = 0  pursuit = 0  screen = 1 }
		urban = { damage = 0  toughness = 0  pursuit = 0  screen = 2 }
		oasis = { damage = 2  toughness = 2  pursuit = 2  screen = 1 }
		canyon = { damage = 0  toughness = 0  pursuit = 0  screen = 1 }
		forest = { damage = 0  toughness = 0  pursuit = 0  screen = 2 }
		cloudforest = { damage = -1  toughness = -1  pursuit = -1  screen = 2 }
		taiga = { damage = -1  toughness = -1  pursuit = -1  screen = 1 }
		jungle = { damage = -3  toughness = -3  pursuit = -3  screen = 2 }
		mountains = { damage = -3  toughness = -3  pursuit = -3  screen = 1 }
		desert = { damage = 0  toughness = 0  pursuit = 0  screen = 1 }
		desert_mountains = { damage = -4  toughness = -4  pursuit = -4  screen = 1 }
		wetlands = { damage = -2  toughness = -2  pursuit = -2  screen = 2 }
		taiga_bog = { damage = -5  toughness = -5  pursuit = -5  screen = 2 }
		the_bog = { damage = -6  toughness = -6  pursuit = -6  screen = 3 }
		frozen_flats = { damage = -4  toughness = -4  pursuit = -4  screen = 0 }
		glacier = { damage = -8  toughness = -8  pursuit = -8  screen = -1 }
		hotsprings = { damage = 0  toughness = 0  pursuit = 0  screen = 1 }

		majorroad_plains = { damage = 3  toughness = 3  pursuit = 7  screen = 1 }
		majorroad_farmlands = { damage = 3  toughness = 3  pursuit = 7  screen = 1 }
		majorroad_steppe = { damage = 3  toughness = 3  pursuit = 7  screen = 1 }
		majorroad_drylands = { damage = 2  toughness = 2  pursuit = 6  screen = 1 }
		majorroad_floodplains = { damage = 2  toughness = 2  pursuit = 6  screen = 1 }
		majorroad_hills = { damage = 1  toughness = 1  pursuit = 5  screen = 1 }
		majorroad_highlands = { damage = 1  toughness = 1  pursuit = 5  screen = 1 }
		majorroad_terraced_hills = { damage = 0  toughness = 0  pursuit = 4  screen = 1 }
		majorroad_urban = { damage = 0  toughness = 0  pursuit = 4  screen = 2 }
		majorroad_oasis = { damage = 2  toughness = 2  pursuit = 6  screen = 1 }
		majorroad_canyon = { damage = 0  toughness = 0  pursuit = 4  screen = 1 }
		majorroad_forest = { damage = 0  toughness = 0  pursuit = 4  screen = 2 }
		majorroad_cloudforest = { damage = -1  toughness = -1  pursuit = 3  screen = 2 }
		majorroad_taiga = { damage = -1  toughness = -1  pursuit = 3  screen = 1 }
		majorroad_jungle = { damage = -3  toughness = -3  pursuit = 1  screen = 2 }
		majorroad_mountains = { damage = -3  toughness = -3  pursuit = 1  screen = 1 }
		majorroad_desert = { damage = 0  toughness = 0  pursuit = 4  screen = 1 }
		majorroad_desert_mountains = { damage = -4  toughness = -4  pursuit = 0  screen = 1 }
		majorroad_wetlands = { damage = -2  toughness = -2  pursuit = 2  screen = 2 }
		majorroad_taiga_bog = { damage = -5  toughness = -5  pursuit = -1  screen = 2 }
		majorroad_the_bog = { damage = -6  toughness = -6  pursuit = -2  screen = 3 }
		majorroad_frozen_flats = { damage = -4  toughness = -4  pursuit = 0  screen = 0 }
		majorroad_glacier = { damage = -8  toughness = -8  pursuit = -4  screen = -1 }
		majorroad_hotsprings = { damage = 0  toughness = 0  pursuit = 4  screen = 1 }

		minorroad_plains = { damage = 3  toughness = 3  pursuit = 5  screen = 1 }
		minorroad_farmlands = { damage = 3  toughness = 3  pursuit = 5  screen = 1 }
		minorroad_steppe = { damage = 3  toughness = 3  pursuit = 5  screen = 1 }
		minorroad_drylands = { damage = 2  toughness = 2  pursuit = 4  screen = 1 }
		minorroad_floodplains = { damage = 2  toughness = 2  pursuit = 4  screen = 1 }
		minorroad_hills = { damage = 1  toughness = 1  pursuit = 3  screen = 1 }
		minorroad_highlands = { damage = 1  toughness = 1  pursuit = 3  screen = 1 }
		minorroad_terraced_hills = { damage = 0  toughness = 0  pursuit = 2  screen = 1 }
		minorroad_urban = { damage = 0  toughness = 0  pursuit = 2  screen = 2 }
		minorroad_oasis = { damage = 2  toughness = 2  pursuit = 4  screen = 1 }
		minorroad_canyon = { damage = 0  toughness = 0  pursuit = 2  screen = 1 }
		minorroad_forest = { damage = 0  toughness = 0  pursuit = 2  screen = 2 }
		minorroad_cloudforest = { damage = -1  toughness = -1  pursuit = 1  screen = 2 }
		minorroad_taiga = { damage = -1  toughness = -1  pursuit = 1  screen = 1 }
		minorroad_jungle = { damage = -3  toughness = -3  pursuit = -1  screen = 2 }
		minorroad_mountains = { damage = -3  toughness = -3  pursuit = -1  screen = 1 }
		minorroad_desert = { damage = 0  toughness = 0  pursuit = 2  screen = 1 }
		minorroad_desert_mountains = { damage = -4  toughness = -4  pursuit = -2  screen = 1 }
		minorroad_wetlands = { damage = -2  toughness = -2  pursuit = 0  screen = 2 }
		minorroad_taiga_bog = { damage = -5  toughness = -5  pursuit = -3  screen = 2 }
		minorroad_the_bog = { damage = -6  toughness = -6  pursuit = -4  screen = 3 }
		minorroad_frozen_flats = { damage = -4  toughness = -4  pursuit = -2  screen = 0 }
		minorroad_glacier = { damage = -8  toughness = -8  pursuit = -6  screen = -1 }
		minorroad_hotsprings = { damage = 0  toughness = 0  pursuit = 2  screen = 1 }

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

	counters = {
		heavy_infantry = 1
		skirmishers = 1
		archers = 1
	}

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

	buy_cost = { gold = heavy_cavalry_recruitment_cost_normal }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost_normal }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost_normal }
	provision_cost = @provisions_cost_cavalry_expensive

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = lion_knights
}

castelry_rock_knights = {
	type = heavy_cavalry

	damage = 120
	toughness = 40
	pursuit = 15
	screen = 15

	terrain_bonus = {
		plains = { damage = 5  toughness = 5  pursuit = 5  screen = 2 }
		farmlands = { damage = 5  toughness = 5  pursuit = 5  screen = 2 }
		steppe = { damage = 5  toughness = 5  pursuit = 5  screen = 2 }
		drylands = { damage = 4  toughness = 4  pursuit = 4  screen = 2 }
		floodplains = { damage = 4  toughness = 4  pursuit = 4  screen = 2 }
		hills = { damage = 3  toughness = 3  pursuit = 3  screen = 2 }
		highlands = { damage = 3  toughness = 3  pursuit = 3  screen = 2 }
		terraced_hills = { damage = 2  toughness = 2  pursuit = 2  screen = 2 }
		urban = { damage = 2  toughness = 2  pursuit = 2  screen = 3 }
		oasis = { damage = 4  toughness = 4  pursuit = 4  screen = 2 }
		canyon = { damage = 2  toughness = 2  pursuit = 2  screen = 2 }
		forest = { damage = 2  toughness = 2  pursuit = 2  screen = 3 }
		cloudforest = { damage = 1  toughness = 1  pursuit = 1  screen = 3 }
		taiga = { damage = 1  toughness = 1  pursuit = 1  screen = 2 }
		jungle = { damage = -2  toughness = -2  pursuit = -2  screen = 3 }
		mountains = { damage = -2  toughness = -2  pursuit = -2  screen = 2 }
		desert = { damage = 1  toughness = 1  pursuit = 1  screen = 2 }
		desert_mountains = { damage = -3  toughness = -3  pursuit = -3  screen = 2 }
		wetlands = { damage = -1  toughness = -1  pursuit = -1  screen = 3 }
		taiga_bog = { damage = -4  toughness = -4  pursuit = -4  screen = 3 }
		the_bog = { damage = -5  toughness = -5  pursuit = -5  screen = 4 }
		frozen_flats = { damage = -3  toughness = -3  pursuit = -3  screen = 1 }
		glacier = { damage = -7  toughness = -7  pursuit = -7  screen = -1 }
		hotsprings = { damage = 1  toughness = 1  pursuit = 1  screen = 2 }

		majorroad_plains = { damage = 5  toughness = 5  pursuit = 9  screen = 2 }
		majorroad_farmlands = { damage = 5  toughness = 5  pursuit = 9  screen = 2 }
		majorroad_steppe = { damage = 5  toughness = 5  pursuit = 9  screen = 2 }
		majorroad_drylands = { damage = 4  toughness = 4  pursuit = 8  screen = 2 }
		majorroad_floodplains = { damage = 4  toughness = 4  pursuit = 8  screen = 2 }
		majorroad_hills = { damage = 3  toughness = 3  pursuit = 7  screen = 2 }
		majorroad_highlands = { damage = 3  toughness = 3  pursuit = 7  screen = 2 }
		majorroad_terraced_hills = { damage = 2  toughness = 2  pursuit = 6  screen = 2 }
		majorroad_urban = { damage = 2  toughness = 2  pursuit = 6  screen = 3 }
		majorroad_oasis = { damage = 4  toughness = 4  pursuit = 8  screen = 2 }
		majorroad_canyon = { damage = 2  toughness = 2  pursuit = 6  screen = 2 }
		majorroad_forest = { damage = 2  toughness = 2  pursuit = 6  screen = 3 }
		majorroad_cloudforest = { damage = 1  toughness = 1  pursuit = 5  screen = 3 }
		majorroad_taiga = { damage = 1  toughness = 1  pursuit = 5  screen = 2 }
		majorroad_jungle = { damage = -2  toughness = -2  pursuit = 2  screen = 3 }
		majorroad_mountains = { damage = -2  toughness = -2  pursuit = 2  screen = 2 }
		majorroad_desert = { damage = 1  toughness = 1  pursuit = 5  screen = 2 }
		majorroad_desert_mountains = { damage = -3  toughness = -3  pursuit = 1  screen = 2 }
		majorroad_wetlands = { damage = -1  toughness = -1  pursuit = 3  screen = 3 }
		majorroad_taiga_bog = { damage = -4  toughness = -4  pursuit = 0  screen = 3 }
		majorroad_the_bog = { damage = -5  toughness = -5  pursuit = -1  screen = 4 }
		majorroad_frozen_flats = { damage = -3  toughness = -3  pursuit = 1  screen = 1 }
		majorroad_glacier = { damage = -7  toughness = -7  pursuit = -3  screen = -1 }
		majorroad_hotsprings = { damage = 1  toughness = 1  pursuit = 5  screen = 2 }

		minorroad_plains = { damage = 5  toughness = 5  pursuit = 7  screen = 2 }
		minorroad_farmlands = { damage = 5  toughness = 5  pursuit = 7  screen = 2 }
		minorroad_steppe = { damage = 5  toughness = 5  pursuit = 7  screen = 2 }
		minorroad_drylands = { damage = 4  toughness = 4  pursuit = 6  screen = 2 }
		minorroad_floodplains = { damage = 4  toughness = 4  pursuit = 6  screen = 2 }
		minorroad_hills = { damage = 3  toughness = 3  pursuit = 5  screen = 2 }
		minorroad_highlands = { damage = 3  toughness = 3  pursuit = 5  screen = 2 }
		minorroad_terraced_hills = { damage = 2  toughness = 2  pursuit = 4  screen = 2 }
		minorroad_urban = { damage = 2  toughness = 2  pursuit = 4  screen = 3 }
		minorroad_oasis = { damage = 4  toughness = 4  pursuit = 6  screen = 2 }
		minorroad_canyon = { damage = 2  toughness = 2  pursuit = 4  screen = 2 }
		minorroad_forest = { damage = 2  toughness = 2  pursuit = 4  screen = 3 }
		minorroad_cloudforest = { damage = 1  toughness = 1  pursuit = 3  screen = 3 }
		minorroad_taiga = { damage = 1  toughness = 1  pursuit = 3  screen = 2 }
		minorroad_jungle = { damage = -2  toughness = -2  pursuit = 0  screen = 3 }
		minorroad_mountains = { damage = -2  toughness = -2  pursuit = 0  screen = 2 }
		minorroad_desert = { damage = 1  toughness = 1  pursuit = 3  screen = 2 }
		minorroad_desert_mountains = { damage = -3  toughness = -3  pursuit = -1  screen = 2 }
		minorroad_wetlands = { damage = -1  toughness = -1  pursuit = 1  screen = 3 }
		minorroad_taiga_bog = { damage = -4  toughness = -4  pursuit = -2  screen = 3 }
		minorroad_the_bog = { damage = -5  toughness = -5  pursuit = -3  screen = 4 }
		minorroad_frozen_flats = { damage = -3  toughness = -3  pursuit = -1  screen = 1 }
		minorroad_glacier = { damage = -7  toughness = -7  pursuit = -5  screen = -1 }
		minorroad_hotsprings = { damage = 1  toughness = 1  pursuit = 3  screen = 2 }

	}	
	
	winter_bonus = {
		normal_winter = { damage = -4 toughness = -4 }
		harsh_winter = { damage = -8 toughness = -8 }
	}	

	counters = {
		heavy_infantry = 1
		light_cavalry = 2
		skirmishers = 1
	}

	can_recruit = {
		has_title = title:b_casterly_rock
	}

	buy_cost = { gold = heavy_cavalry_recruitment_cost_normal }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost_normal }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost_normal }
	provision_cost = @provisions_cost_cavalry_expensive

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = castelry_rock_knights
}

highgarden_knights = {
	type = heavy_cavalry

	damage = 120
	toughness = 30
	pursuit = 30
	screen = 10

	terrain_bonus = {
		plains = { damage = 3  toughness = 2  pursuit = 8  screen = 5 }
		farmlands = { damage = 3  toughness = 2  pursuit = 8  screen = 5 }
		steppe = { damage = 4  toughness = 2  pursuit = 9  screen = 5 }
		drylands = { damage = 3  toughness = 2  pursuit = 8  screen = 4 }
		floodplains = { damage = 3  toughness = 2  pursuit = 7  screen = 4 }
		hills = { damage = 2  toughness = 1  pursuit = 5  screen = 4 }
		highlands = { damage = 2  toughness = 1  pursuit = 5  screen = 4 }
		terraced_hills = { damage = 1  toughness = 1  pursuit = 4  screen = 4 }
		urban = { damage = 1  toughness = 1  pursuit = 3  screen = 5 }
		oasis = { damage = 3  toughness = 2  pursuit = 7  screen = 4 }
		canyon = { damage = 1  toughness = 1  pursuit = 3  screen = 4 }
		forest = { damage = 1  toughness = 1  pursuit = 3  screen = 5 }
		cloudforest = { damage = 0  toughness = 0  pursuit = 2  screen = 5 }
		taiga = { damage = 0  toughness = 0  pursuit = 2  screen = 4 }
		jungle = { damage = -3  toughness = -3  pursuit = -2  screen = 5 }
		mountains = { damage = -4  toughness = -4  pursuit = -3  screen = 4 }
		desert = { damage = 2  toughness = 1  pursuit = 6  screen = 4 }
		desert_mountains = { damage = -4  toughness = -4  pursuit = -3  screen = 4 }
		wetlands = { damage = -2  toughness = -2  pursuit = -1  screen = 5 }
		taiga_bog = { damage = -5  toughness = -5  pursuit = -4  screen = 5 }
		the_bog = { damage = -6  toughness = -6  pursuit = -5  screen = 6 }
		frozen_flats = { damage = -3  toughness = -3  pursuit = -2  screen = 4 }
		glacier = { damage = -7  toughness = -7  pursuit = -6  screen = 3 }
		hotsprings = { damage = 1  toughness = 1  pursuit = 3  screen = 4 }

		majorroad_plains = { damage = 3  toughness = 2  pursuit = 12  screen = 5 }
		majorroad_farmlands = { damage = 3  toughness = 2  pursuit = 12  screen = 5 }
		majorroad_steppe = { damage = 4  toughness = 2  pursuit = 13  screen = 5 }
		majorroad_drylands = { damage = 3  toughness = 2  pursuit = 12  screen = 4 }
		majorroad_floodplains = { damage = 3  toughness = 2  pursuit = 11  screen = 4 }
		majorroad_hills = { damage = 2  toughness = 1  pursuit = 9  screen = 4 }
		majorroad_highlands = { damage = 2  toughness = 1  pursuit = 9  screen = 4 }
		majorroad_terraced_hills = { damage = 1  toughness = 1  pursuit = 8  screen = 4 }
		majorroad_urban = { damage = 1  toughness = 1  pursuit = 7  screen = 5 }
		majorroad_oasis = { damage = 3  toughness = 2  pursuit = 11  screen = 4 }
		majorroad_canyon = { damage = 1  toughness = 1  pursuit = 7  screen = 4 }
		majorroad_forest = { damage = 1  toughness = 1  pursuit = 7  screen = 5 }
		majorroad_cloudforest = { damage = 0  toughness = 0  pursuit = 6  screen = 5 }
		majorroad_taiga = { damage = 0  toughness = 0  pursuit = 6  screen = 4 }
		majorroad_jungle = { damage = -3  toughness = -3  pursuit = 2  screen = 5 }
		majorroad_mountains = { damage = -4  toughness = -4  pursuit = 1  screen = 4 }
		majorroad_desert = { damage = 2  toughness = 1  pursuit = 10  screen = 4 }
		majorroad_desert_mountains = { damage = -4  toughness = -4  pursuit = 1  screen = 4 }
		majorroad_wetlands = { damage = -2  toughness = -2  pursuit = 3  screen = 5 }
		majorroad_taiga_bog = { damage = -5  toughness = -5  pursuit = -1  screen = 5 }
		majorroad_the_bog = { damage = -6  toughness = -6  pursuit = -2  screen = 6 }
		majorroad_frozen_flats = { damage = -3  toughness = -3  pursuit = 2  screen = 4 }
		majorroad_glacier = { damage = -7  toughness = -7  pursuit = -2  screen = 3 }
		majorroad_hotsprings = { damage = 1  toughness = 1  pursuit = 7  screen = 4 }

		minorroad_plains = { damage = 3  toughness = 2  pursuit = 10  screen = 5 }
		minorroad_farmlands = { damage = 3  toughness = 2  pursuit = 10  screen = 5 }
		minorroad_steppe = { damage = 4  toughness = 2  pursuit = 11  screen = 5 }
		minorroad_drylands = { damage = 3  toughness = 2  pursuit = 10  screen = 4 }
		minorroad_floodplains = { damage = 3  toughness = 2  pursuit = 9  screen = 4 }
		minorroad_hills = { damage = 2  toughness = 1  pursuit = 7  screen = 4 }
		minorroad_highlands = { damage = 2  toughness = 1  pursuit = 7  screen = 4 }
		minorroad_terraced_hills = { damage = 1  toughness = 1  pursuit = 6  screen = 4 }
		minorroad_urban = { damage = 1  toughness = 1  pursuit = 5  screen = 5 }
		minorroad_oasis = { damage = 3  toughness = 2  pursuit = 9  screen = 4 }
		minorroad_canyon = { damage = 1  toughness = 1  pursuit = 5  screen = 4 }
		minorroad_forest = { damage = 1  toughness = 1  pursuit = 5  screen = 5 }
		minorroad_cloudforest = { damage = 0  toughness = 0  pursuit = 4  screen = 5 }
		minorroad_taiga = { damage = 0  toughness = 0  pursuit = 4  screen = 4 }
		minorroad_jungle = { damage = -3  toughness = -3  pursuit = 0  screen = 5 }
		minorroad_mountains = { damage = -4  toughness = -4  pursuit = -1  screen = 4 }
		minorroad_desert = { damage = 2  toughness = 1  pursuit = 8  screen = 4 }
		minorroad_desert_mountains = { damage = -4  toughness = -4  pursuit = -1  screen = 4 }
		minorroad_wetlands = { damage = -2  toughness = -2  pursuit = 1  screen = 5 }
		minorroad_taiga_bog = { damage = -5  toughness = -5  pursuit = -2  screen = 5 }
		minorroad_the_bog = { damage = -6  toughness = -6  pursuit = -3  screen = 6 }
		minorroad_frozen_flats = { damage = -3  toughness = -3  pursuit = 0  screen = 4 }
		minorroad_glacier = { damage = -7  toughness = -7  pursuit = -4  screen = 3 }
		minorroad_hotsprings = { damage = 1  toughness = 1  pursuit = 5  screen = 4 }

	}
	
	winter_bonus = {
		normal_winter = { damage = -4 toughness = -4 }
		harsh_winter = { damage = -8 toughness = -8 }
	}	

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

	can_recruit = {
		has_title = title:b_highgarden
	}

	buy_cost = { gold = heavy_cavalry_recruitment_cost_normal }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost_normal }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost_normal }
	provision_cost = @provisions_cost_cavalry_expensive

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = highgarden_knights
}

sun_knights = {
	type = heavy_cavalry

	damage = 115
	toughness = 40
	pursuit = 30
	screen = 15

	terrain_bonus = {
		plains = { damage = 4  toughness = 4  pursuit = 4  screen = 2 }
		farmlands = { damage = 4  toughness = 4  pursuit = 4  screen = 2 }
		steppe = { damage = 4  toughness = 4  pursuit = 4  screen = 2 }
		drylands = { damage = 8  toughness = 8  pursuit = 7  screen = 3 }
		floodplains = { damage = 5  toughness = 5  pursuit = 5  screen = 3 }
		hills = { damage = 4  toughness = 4  pursuit = 3  screen = 2 }
		highlands = { damage = 4  toughness = 4  pursuit = 3  screen = 2 }
		terraced_hills = { damage = 3  toughness = 3  pursuit = 2  screen = 2 }
		urban = { damage = 3  toughness = 3  pursuit = 2  screen = 3 }
		oasis = { damage = 7  toughness = 7  pursuit = 6  screen = 3 }
		canyon = { damage = 4  toughness = 4  pursuit = 3  screen = 2 }
		forest = { damage = 1  toughness = 1  pursuit = 1  screen = 2 }
		cloudforest = { damage = 0  toughness = 0  pursuit = 0  screen = 2 }
		taiga = { damage = -3  toughness = -3  pursuit = -3  screen = 1 }
		jungle = { damage = -4  toughness = -4  pursuit = -4  screen = 2 }
		mountains = { damage = 1  toughness = 1  pursuit = 1  screen = 1 }
		desert = { damage = 9  toughness = 9  pursuit = 7  screen = 3 }
		desert_mountains = { damage = 6  toughness = 6  pursuit = 5  screen = 2 }
		wetlands = { damage = -3  toughness = -3  pursuit = -3  screen = 2 }
		taiga_bog = { damage = -6  toughness = -6  pursuit = -6  screen = 2 }
		the_bog = { damage = -7  toughness = -7  pursuit = -7  screen = 3 }
		frozen_flats = { damage = -6  toughness = -6  pursuit = -6  screen = 0 }
		glacier = { damage = -9  toughness = -9  pursuit = -9  screen = -2 }
		hotsprings = { damage = 4  toughness = 4  pursuit = 3  screen = 2 }

		majorroad_plains = { damage = 4  toughness = 4  pursuit = 8  screen = 2 }
		majorroad_farmlands = { damage = 4  toughness = 4  pursuit = 8  screen = 2 }
		majorroad_steppe = { damage = 4  toughness = 4  pursuit = 8  screen = 2 }
		majorroad_drylands = { damage = 8  toughness = 8  pursuit = 11  screen = 3 }
		majorroad_floodplains = { damage = 5  toughness = 5  pursuit = 9  screen = 3 }
		majorroad_hills = { damage = 4  toughness = 4  pursuit = 7  screen = 2 }
		majorroad_highlands = { damage = 4  toughness = 4  pursuit = 7  screen = 2 }
		majorroad_terraced_hills = { damage = 3  toughness = 3  pursuit = 6  screen = 2 }
		majorroad_urban = { damage = 3  toughness = 3  pursuit = 6  screen = 3 }
		majorroad_oasis = { damage = 7  toughness = 7  pursuit = 10  screen = 3 }
		majorroad_canyon = { damage = 4  toughness = 4  pursuit = 7  screen = 2 }
		majorroad_forest = { damage = 1  toughness = 1  pursuit = 5  screen = 2 }
		majorroad_cloudforest = { damage = 0  toughness = 0  pursuit = 4  screen = 2 }
		majorroad_taiga = { damage = -3  toughness = -3  pursuit = 1  screen = 1 }
		majorroad_jungle = { damage = -4  toughness = -4  pursuit = 0  screen = 2 }
		majorroad_mountains = { damage = 1  toughness = 1  pursuit = 5  screen = 1 }
		majorroad_desert = { damage = 9  toughness = 9  pursuit = 11  screen = 3 }
		majorroad_desert_mountains = { damage = 6  toughness = 6  pursuit = 9  screen = 2 }
		majorroad_wetlands = { damage = -3  toughness = -3  pursuit = 1  screen = 2 }
		majorroad_taiga_bog = { damage = -6  toughness = -6  pursuit = -2  screen = 2 }
		majorroad_the_bog = { damage = -7  toughness = -7  pursuit = -3  screen = 3 }
		majorroad_frozen_flats = { damage = -6  toughness = -6  pursuit = 0  screen = 0 }
		majorroad_glacier = { damage = -9  toughness = -9  pursuit = -5  screen = -2 }
		majorroad_hotsprings = { damage = 4  toughness = 4  pursuit = 7  screen = 2 }

		minorroad_plains = { damage = 4  toughness = 4  pursuit = 6  screen = 2 }
		minorroad_farmlands = { damage = 4  toughness = 4  pursuit = 6  screen = 2 }
		minorroad_steppe = { damage = 4  toughness = 4  pursuit = 6  screen = 2 }
		minorroad_drylands = { damage = 8  toughness = 8  pursuit = 9  screen = 3 }
		minorroad_floodplains = { damage = 5  toughness = 5  pursuit = 7  screen = 3 }
		minorroad_hills = { damage = 4  toughness = 4  pursuit = 5  screen = 2 }
		minorroad_highlands = { damage = 4  toughness = 4  pursuit = 5  screen = 2 }
		minorroad_terraced_hills = { damage = 3  toughness = 3  pursuit = 4  screen = 2 }
		minorroad_urban = { damage = 3  toughness = 3  pursuit = 4  screen = 3 }
		minorroad_oasis = { damage = 7  toughness = 7  pursuit = 8  screen = 3 }
		minorroad_canyon = { damage = 4  toughness = 4  pursuit = 5  screen = 2 }
		minorroad_forest = { damage = 1  toughness = 1  pursuit = 3  screen = 2 }
		minorroad_cloudforest = { damage = 0  toughness = 0  pursuit = 2  screen = 2 }
		minorroad_taiga = { damage = -3  toughness = -3  pursuit = -1  screen = 1 }
		minorroad_jungle = { damage = -4  toughness = -4  pursuit = -2  screen = 2 }
		minorroad_mountains = { damage = 1  toughness = 1  pursuit = 3  screen = 1 }
		minorroad_desert = { damage = 9  toughness = 9  pursuit = 9  screen = 3 }
		minorroad_desert_mountains = { damage = 6  toughness = 6  pursuit = 7  screen = 2 }
		minorroad_wetlands = { damage = -3  toughness = -3  pursuit = -1  screen = 2 }
		minorroad_taiga_bog = { damage = -6  toughness = -6  pursuit = -4  screen = 2 }
		minorroad_the_bog = { damage = -7  toughness = -7  pursuit = -5  screen = 3 }
		minorroad_frozen_flats = { damage = -6  toughness = -6  pursuit = -2  screen = 0 }
		minorroad_glacier = { damage = -9  toughness = -9  pursuit = -7  screen = -2 }
		minorroad_hotsprings = { damage = 4  toughness = 4  pursuit = 5  screen = 2 }

	}

	
	winter_bonus = {
		normal_winter = { damage = -6 toughness = -6 }
		harsh_winter = { damage = -10 toughness = -10 }
	}
	
	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_sun_knights }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	counters = {
		heavy_infantry = 1
		skirmishers = 1
		archers = 1
	}

	buy_cost = { gold = heavy_cavalry_recruitment_cost_normal }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost_normal }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost_normal }
	provision_cost = @provisions_cost_cavalry_expensive

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = sun_knights
}