# 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 INFANTRY
twins_guards = {
	type = heavy_infantry

	damage = 28
	toughness = 32
	pursuit = 0
	screen = 12
	
	terrain_bonus = {
		urban = { toughness = 10 }
		forest = { screen = 10 }		
		plains = { 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 }		
		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 = { screen = 10 }
		minorroad_plains = { screen = 10 }
		majorroad_taiga = { screen = 5 }
		minorroad_taiga = { screen = 5 }
		majorroad_cloudforest = { screen = 5 }
		minorroad_cloudforest = { screen = 5 }
		majorroad_mountains = { toughness = -5 }
		minorroad_mountains = { toughness = -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 }
	}

	counters = {
		pikemen = 1
		heavy_infantry = 1
	}

	can_recruit = {
		has_title = title:b_the_twins
	}

	buy_cost = { gold = heavy_infantry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_expensive
	stack = 100
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = twins_guards
}

winter_guards = {
	type = heavy_infantry

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

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

		majorroad_steppe = { toughness = 10 }
		majorroad_taiga = { toughness = 10 }
		majorroad_taiga_bog = { toughness = 10 }
		majorroad_hills = { toughness = 10 }
		majorroad_mountains = { toughness = 10 }
		majorroad_forest = { toughness = 5 }
		majorroad_wetlands = { toughness = 5 }
		majorroad_cloudforest = { toughness = 5 }
		majorroad_oasis = { toughness = -5 }
		majorroad_desert_mountains = { toughness = -5 }
		majorroad_glacier = { toughness = -5 }
		majorroad_frozen_flats = { toughness = -5 }
		majorroad_desert = { toughness = -10 }
		majorroad_drylands = { toughness = -10 }
		majorroad_canyon = { toughness = -10 }
		minorroad_steppe = { toughness = 10 }
		minorroad_taiga = { toughness = 10 }
		minorroad_taiga_bog = { toughness = 10 }
		minorroad_hills = { toughness = 10 }
		minorroad_mountains = { toughness = 10 }
		minorroad_forest = { toughness = 5 }
		minorroad_wetlands = { toughness = 5 }
		minorroad_cloudforest = { toughness = 5 }
		minorroad_oasis = { toughness = -5 }
		minorroad_desert_mountains = { toughness = -5 }
		minorroad_glacier = { toughness = -5 }
		minorroad_frozen_flats = { toughness = -5 }
		minorroad_desert = { toughness = -10 }
		minorroad_drylands = { toughness = -10 }
		minorroad_canyon = { toughness = -10 }
	}
	
	winter_bonus = {
		normal_winter = { damage = 8 toughness = 8 }
		harsh_winter = { damage = 4 toughness = 4 }
	}

	counters = {
		pikemen = 1
		heavy_infantry = 1
	}

	can_recruit = {
		has_title = title:b_winterfell
	}

	buy_cost = { gold = heavy_infantry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_expensive
	stack = 100
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = winter_guards
}

vale_guards = {
	type = heavy_infantry

	damage = 32
	toughness = 34
	pursuit = 0
	screen = 12
	
	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 }
	}	

	counters = {
		pikemen = 1.5
		heavy_infantry = 1.5
	}

	can_recruit = {
		has_title = title:b_the_bloody_gate
	}

	buy_cost = { gold = heavy_infantry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_expensive
	stack = 100
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = vale_guards
}

vale_footmen = {
	type = heavy_infantry

	damage = 30
	toughness = 30
	pursuit = 10
	screen = 0
	
	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 }
	}	

	counters = {
		pikemen = 1
		skirmishers = 1
	}

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

	buy_cost = { gold = heavy_infantry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_expensive
	stack = 100
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = vale_footmen
}

river_footmen = {
	type = heavy_infantry

	damage = 32
	toughness = 26
	pursuit = 12
	screen = 0
	
	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 = {
		skirmishers = 1
		pikemen = 1
	}

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

	buy_cost = { gold = heavy_infantry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_expensive

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

stone_hedge_footmen = {
	type = heavy_infantry

	damage = 32
	toughness = 28
	pursuit = 8
	screen = 12
	
	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
		pikemen = 1
	}

	can_recruit = {
		has_title = title:b_stone_hedge
	}

	buy_cost = { gold = heavy_infantry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_expensive

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

westerland_footmen = {
	type = heavy_infantry

	damage = 30
	toughness = 32
	pursuit = 0
	screen = 12
	
	terrain_bonus = {

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

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

	counters = {
		heavy_infantry = 1
		pikemen = 1
	}

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

	buy_cost = { gold = heavy_infantry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_expensive

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

clegane_footmen = {
	type = heavy_infantry

	damage = 36
	toughness = 26
	pursuit = 14
	screen = 0
	
	terrain_bonus = {

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

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

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

	counters = {
		heavy_infantry = 1
		pikemen = 1
	}

	can_recruit = {
		has_title = title:b_cleganes_keep
	}

	buy_cost = { gold = heavy_infantry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_expensive
	stack = 100
	
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = clegane_footmen
}

storm_footmen = {
	type = heavy_infantry

	damage = 32
	toughness = 32
	pursuit = 0
	screen = 12
	
	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 = -4 toughness = -4 }
		harsh_winter = { damage = -8 toughness = -8 }
	}

	counters = {
		pikemen = 2
		heavy_infantry = 1
	}

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

	buy_cost = { gold = heavy_infantry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_expensive

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

marcher_footmen = {
	type = heavy_infantry

	damage = 32
	toughness = 34
	pursuit = 10
	screen = 0
	
	terrain_bonus = {

		hills = { toughness = 10 }
		mountains = { toughness = 10 }
		forest = { damage = 5 }
		taiga = { damage = 5 }
		wetlands = { damage = 5 }
		cloudforest = { damage = 10 }
		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_hills = { toughness = 10 }
		majorroad_mountains = { toughness = 10 }
		majorroad_forest = { damage = 5 }
		majorroad_taiga = { damage = 5 }
		majorroad_wetlands = { damage = 5 }
		majorroad_cloudforest = { damage = 10 }
		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_hills = { toughness = 10 }
		minorroad_mountains = { toughness = 10 }
		minorroad_forest = { damage = 5 }
		minorroad_taiga = { damage = 5 }
		minorroad_wetlands = { damage = 5 }
		minorroad_cloudforest = { damage = 10 }
		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 = -4 toughness = -4 }
		harsh_winter = { damage = -8 toughness = -8 }
	}

	counters = {
		pikemen = 2
		skirmishers = 1
	}

	can_recruit = {
		OR = { 
			has_title = title:b_stonehelm
			has_title = title:b_blackneck
			has_title = title:b_lonmouth_hall
			has_title = title:b_lontower
			has_title = title:b_swellcrest
			has_title = title:b_bayfall
			has_title = title:b_blackhaven
			has_title = title:b_bonewatch
			has_title = title:b_forkbolt
			has_title = title:b_deadmere
			has_title = title:b_raven_rock
			has_title = title:b_maids_scar
			has_title = title:b_castle_greyhawk
			has_title = title:b_kinehold
			has_title = title:b_hobbtower
			has_title = title:b_filch_march
			has_title = title:b_harvest_hall
			has_title = title:b_boldingfield
			has_title = title:b_deaths_head
			has_title = title:b_hawkmoth
			has_title = title:b_ressview
			has_title = title:b_shaker_hold
			has_title = title:b_fieldmont
			has_title = title:b_spikelet
			has_title = title:b_nightsong
			has_title = title:b_melody
			has_title = title:b_sour_hill
			has_title = title:b_nailstone
			has_title = title:b_kingfeast
			has_title = title:b_thrushcastle
			has_title = title:b_sparenote
			has_title = title:b_dead_rise_keep
		}
	}

	buy_cost = { gold = heavy_infantry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_expensive

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

storm_wardens = {
	type = heavy_infantry

	damage = 36
	toughness = 34
	pursuit = 0
	screen = 10
	
	terrain_bonus = {

		hills = { toughness = 10 }
		mountains = { toughness = 10 }
		forest = { damage = 5 }
		taiga = { damage = 5 }
		wetlands = { damage = 5 }
		cloudforest = { damage = 10 }
		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_hills = { toughness = 10 }
		majorroad_mountains = { toughness = 10 }
		majorroad_forest = { damage = 5 }
		majorroad_taiga = { damage = 5 }
		majorroad_wetlands = { damage = 5 }
		majorroad_cloudforest = { damage = 10 }
		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_hills = { toughness = 10 }
		minorroad_mountains = { toughness = 10 }
		minorroad_forest = { damage = 5 }
		minorroad_taiga = { damage = 5 }
		minorroad_wetlands = { damage = 5 }
		minorroad_cloudforest = { damage = 10 }
		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 = -4 toughness = -4 }
		harsh_winter = { damage = -8 toughness = -8 }
	}

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

	can_recruit = {
		has_title = title:b_storms_end
	}

	buy_cost = { gold = heavy_infantry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_expensive

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

reach_marcher = {
	type = heavy_infantry

	damage = 34
	toughness = 32
	pursuit = 10
	screen = 0
	
	terrain_bonus = {

		hills = { toughness = 10 }
		mountains = { toughness = 10 }
		forest = { damage = 5 }
		taiga = { damage = 5 }
		wetlands = { damage = 5 }
		cloudforest = { damage = 10 }
		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_hills = { toughness = 10 }
		majorroad_mountains = { toughness = 10 }
		majorroad_forest = { damage = 5 }
		majorroad_taiga = { damage = 5 }
		majorroad_wetlands = { damage = 5 }
		majorroad_cloudforest = { damage = 10 }
		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_hills = { toughness = 10 }
		minorroad_mountains = { toughness = 10 }
		minorroad_forest = { damage = 5 }
		minorroad_taiga = { damage = 5 }
		minorroad_wetlands = { damage = 5 }
		minorroad_cloudforest = { damage = 10 }
		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 = -4 toughness = -4 }
		harsh_winter = { damage = -8 toughness = -8 }
	}

	counters = {
		pikemen = 2
		skirmishers = 1
	}

	can_recruit = {
		OR = { 
			has_title = title:b_starpike
			has_title = title:b_marchrise
			has_title = title:b_rutmark
			has_title = title:b_torrentpeak
			has_title = title:b_ant_hill
			has_title = title:b_marchyng
			has_title = title:b_leygood_keep
			has_title = title:b_bellcross_hill
			has_title = title:b_swellwood
			has_title = title:b_strikes_roll
			has_title = title:b_sunnypoint
			has_title = title:b_castle_dywell
			has_title = title:b_grandmercy
			has_title = title:b_fieldcrest
			has_title = title:b_glebecastle
			has_title = title:b_archers_head
			has_title = title:b_horn_hill
			has_title = title:b_stride
			has_title = title:b_mount_ambit
			has_title = title:b_bowmans_keep
			has_title = title:b_cornerstone
			has_title = title:b_westmore
			has_title = title:b_castle_russeting
			has_title = title:b_sidestone
			has_title = title:b_cresthaven
			has_title = title:b_vernpeaks
			has_title = title:b_twin_eagles
			has_title = title:b_grennwhyte
			has_title = title:b_blind_nest
			has_title = title:b_sunwatch
			has_title = title:b_covennes_hollow
		}
	}

	buy_cost = { gold = heavy_infantry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_expensive

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

reach_swords = {
	type = heavy_infantry

	damage = 32
	toughness = 32
	pursuit = 6
	screen = 6
	
	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 = -4 toughness = -4 }
		harsh_winter = { damage = -8 toughness = -8 }
	}

	counters = {
		pikemen = 2
		heavy_infantry = 1
	}

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

	buy_cost = { gold = heavy_infantry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_expensive

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

starfall_guardians = {
	type = heavy_infantry

	damage = 36
	toughness = 34
	pursuit = 0
	screen = 10
	
	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 = {
		pikemen = 1
		heavy_infantry = 2
	}

	can_recruit = {
		has_title = title:b_starfall
	}

	buy_cost = { gold = heavy_infantry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_expensive

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

hightower_guards = {
	type = heavy_infantry

	damage = 32
	toughness = 36
	pursuit = 6
	screen = 6
	
	terrain_bonus = {

		urban = { toughness = 10 }
		forest = { screen = 10 }
		plains = { 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 }
		steppe = { toughness = -10 }
		taiga_bog = { toughness = -10 }
		glacier = { toughness = -10 }
		frozen_flats = { toughness = -10 }

		majorroad_urban = { toughness = 10 }
		majorroad_forest = { screen = 10 }
		majorroad_plains = { 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_steppe = { toughness = -10 }
		majorroad_taiga_bog = { toughness = -10 }
		majorroad_glacier = { toughness = -10 }
		majorroad_frozen_flats = { toughness = -10 }
		minorroad_urban = { toughness = 10 }
		minorroad_forest = { screen = 10 }
		minorroad_plains = { 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_steppe = { toughness = -10 }
		minorroad_taiga_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 = {
		pikemen = 1
		heavy_infantry = 1
	}

	can_recruit = {
		has_title = title:b_the_hightower
	}

	buy_cost = { gold = heavy_infantry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_expensive

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

#gold_cloaks = {
#	type = heavy_infantry
#
#	damage = 28
#	toughness = 32
#	pursuit = 0
#	screen = 10
#	
#	terrain_bonus = {
#		urban = { toughness = 10 }
#		forest = { screen = 10 }
#		plains = { 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 }
#		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 = { screen = 10 }
#		minorroad_plains = { screen = 10 }
#		majorroad_taiga = { screen = 5 }
#		minorroad_taiga = { screen = 5 }
#		majorroad_cloudforest = { screen = 5 }
#		minorroad_cloudforest = { screen = 5 }
#		majorroad_mountains = { toughness = -5 }
#		minorroad_mountains = { toughness = -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 = -6 toughness = -6 }
#		harsh_winter = { damage = -12 toughness = -12 }
#	}
#
#	counters = {
#		pikemen = 1
#		heavy_infantry = 1
#	}
#
#	can_recruit = {
#		OR = { 
#			has_title = title:b_the_red_keep
#			has_title = title:b_goldguard_heights 
#		}
#		NOT = { has_government = nights_watch_government }
#	}
#
#	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 = @cultural_maa_extra_ai_score }
#	icon = gold_cloaks
#}


