# 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

#LIGHT CAV
dragon_scouts = {
	type = light_cavalry
	
	damage = 30
	toughness = 30
	pursuit = 40
	screen = 20
	
	terrain_bonus = {
		hills = { pursuit = 10 }
		farmlands = { pursuit = 10 }
		plains = { pursuit = 10 }
		highlands = { pursuit = 5 }
		mountains = { 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 }
		minorroad_hills = { pursuit = 10 }
		majorroad_farmlands = { pursuit = 10 }
		minorroad_farmlands = { pursuit = 10 }
		majorroad_plains = { pursuit = 10 }
		minorroad_plains = { pursuit = 10 }
		majorroad_highlands = { pursuit = 5 }
		minorroad_highlands = { pursuit = 5 }
		majorroad_mountains = { pursuit = -5 }
		minorroad_mountains = { pursuit = -5 }
		majorroad_steppe = { pursuit = -5 }
		minorroad_steppe = { pursuit = -5 }
		majorroad_taiga = { pursuit = -5 }
		minorroad_taiga = { pursuit = -5 }
		majorroad_taiga_bog = { pursuit = -5 }
		minorroad_taiga_bog = { pursuit = -5 }
		majorroad_the_bog = { pursuit = -10 }
		minorroad_the_bog = { pursuit = -10 }
		majorroad_desert = { pursuit = -10 }
		minorroad_desert = { pursuit = -10 }
		majorroad_desert_mountains = { pursuit = -10 }
		minorroad_desert_mountains = { pursuit = -10 }
		majorroad_drylands = { pursuit = -10 }
		minorroad_drylands = { pursuit = -10 }
		majorroad_canyon = { pursuit = -10 }
		minorroad_canyon = { pursuit = -10 }
		majorroad_glacier = { pursuit = -10 }
		minorroad_glacier = { pursuit = -10 }
		majorroad_frozen_flats = { pursuit = -10 }
		minorroad_frozen_flats = { pursuit = -10 }
	}
	
	winter_bonus = {
		normal_winter = { damage = -4 toughness = -4 }
		harsh_winter = { damage = -8 toughness = -8 }
	}
	
	counters = {
		archers = 1
		skirmishers = 2
		light_cavalry = 1
	}
	
	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_dragon_scouts }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}
	
	buy_cost = { gold = light_cavalry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost_normal }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost_normal }
	provision_cost = @provisions_cost_cavalry_cheap
	stack = 100
	
	ai_quality = { value = culture_ai_weight_light_cavalry }
	icon = dragon_scouts
}

iron_riders = {
	type = light_cavalry
	
	damage = 60
	toughness = 30
	pursuit = 30
	screen = 20
	
	terrain_bonus = {
		hills = { pursuit = 10 }
		farmlands = { pursuit = 10 }		
		plains = { pursuit = 10 }		
		highlands = { pursuit = 5 }		
		mountains = { 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 }
		minorroad_hills = { pursuit = 10 }
		majorroad_farmlands = { pursuit = 10 }
		minorroad_farmlands = { pursuit = 10 }
		majorroad_plains = { pursuit = 10 }
		minorroad_plains = { pursuit = 10 }
		majorroad_highlands = { pursuit = 5 }
		minorroad_highlands = { pursuit = 5 }
		majorroad_mountains = { pursuit = -5 }
		minorroad_mountains = { pursuit = -5 }
		majorroad_steppe = { pursuit = -5 }
		minorroad_steppe = { pursuit = -5 }
		majorroad_taiga = { pursuit = -5 }
		minorroad_taiga = { pursuit = -5 }
		majorroad_taiga_bog = { pursuit = -5 }
		minorroad_taiga_bog = { pursuit = -5 }
		majorroad_the_bog = { pursuit = -10 }
		minorroad_the_bog = { pursuit = -10 }
		majorroad_desert = { pursuit = -10 }
		minorroad_desert = { pursuit = -10 }
		majorroad_desert_mountains = { pursuit = -10 }
		minorroad_desert_mountains = { pursuit = -10 }
		majorroad_drylands = { pursuit = -10 }
		minorroad_drylands = { pursuit = -10 }
		majorroad_canyon = { pursuit = -10 }
		minorroad_canyon = { pursuit = -10 }
		majorroad_glacier = { pursuit = -10 }
		minorroad_glacier = { pursuit = -10 }
		majorroad_frozen_flats = { pursuit = -10 }
		minorroad_frozen_flats = { pursuit = -10 }
	}
	
	winter_bonus = {
		normal_winter = { damage = 2 toughness = 2 }
		harsh_winter = { damage = 4 toughness = 4 }
	}
	
	counters = {
		archers = 1
		skirmishers = 1
		light_cavalry = 1
	}
	
	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_iron_riders }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	buy_cost = { gold = light_cavalry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost_normal }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost_normal }
	provision_cost = @provisions_cost_cavalry_cheap
	stack = 50
	
	ai_quality = { value = culture_ai_weight_light_cavalry }
	icon = iron_riders
}

river_scouts = {
	type = light_cavalry

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

	terrain_bonus = {

		hills = { pursuit = 10 }
		farmlands = { pursuit = 10 }
		plains = { pursuit = 10 }
		highlands = { pursuit = 5 }
		mountains = { 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_farmlands = { pursuit = 10 }
		majorroad_plains = { pursuit = 10 }
		majorroad_highlands = { pursuit = 5 }
		majorroad_mountains = { 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_farmlands = { pursuit = 10 }
		minorroad_plains = { pursuit = 10 }
		minorroad_highlands = { pursuit = 5 }
		minorroad_mountains = { 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 = { 
		archers = 1 
		skirmishers = 2
	}

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

	buy_cost = { gold = light_cavalry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost_normal }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost_normal }
	provision_cost = @provisions_cost_cavalry_cheap

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

reach_scouts = {
	type = light_cavalry
	
	damage = 30
	toughness = 30
	pursuit = 30
	screen = 30
	
	terrain_bonus = {

		hills = { pursuit = 10 }
		farmlands = { pursuit = 10 }
		plains = { pursuit = 10 }
		highlands = { pursuit = 5 }
		mountains = { 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_farmlands = { pursuit = 10 }
		majorroad_plains = { pursuit = 10 }
		majorroad_highlands = { pursuit = 5 }
		majorroad_mountains = { 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_farmlands = { pursuit = 10 }
		minorroad_plains = { pursuit = 10 }
		minorroad_highlands = { pursuit = 5 }
		minorroad_mountains = { 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 = {
		archers = 1
		skirmishers = 2
		light_cavalry = 1
	}
	
	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_reach_scouts }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}
	
	buy_cost = { gold = light_cavalry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost_normal }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost_normal }
	provision_cost = @provisions_cost_cavalry_cheap
	
	stack = 100
	ai_quality = { value = culture_ai_weight_light_cavalry }
	icon = reach_scouts
}