# 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

#SKIRMISHERS
rainwood_hunters = {
	type = skirmishers

	damage = 22
	toughness = 24
	pursuit = 24
	screen = 10

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

		majorroad_hills = { toughness = 10 }
		majorroad_highlands = { toughness = 10 }
		majorroad_forest = { damage = 5 }
		majorroad_taiga = { damage = 5 }
		majorroad_wetlands = { damage = 5 }
		majorroad_cloudforest = { damage = 10 }
		majorroad_mountains = { toughness = 10 }
		majorroad_steppe = { toughness = -5 }
		majorroad_desert = { toughness = -5 }
		majorroad_desert_mountains = { toughness = -5 }
		majorroad_drylands = { toughness = -5 }
		majorroad_canyon = { 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_highlands = { toughness = 10 }
		minorroad_forest = { damage = 5 }
		minorroad_taiga = { damage = 5 }
		minorroad_wetlands = { damage = 5 }
		minorroad_cloudforest = { damage = 10 }
		minorroad_mountains = { toughness = 10 }
		minorroad_steppe = { toughness = -5 }
		minorroad_desert = { toughness = -5 }
		minorroad_desert_mountains = { toughness = -5 }
		minorroad_drylands = { toughness = -5 }
		minorroad_canyon = { 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 = 1
		skirmishers = 1
	}

	can_recruit = {
		OR = { 
			has_title = title:b_rain_house
			has_title = title:b_ironrod
			has_title = title:b_greenstone
			has_title = title:b_bluegrove
			has_title = title:b_amberly
			has_title = title:b_castle_corwin
			has_title = title:b_paintwood
			has_title = title:b_mintspoon
			has_title = title:b_rains_neck_keep
			has_title = title:b_swullock
			has_title = title:b_tower_of_owls
			has_title = title:b_white_owls_hallow
			has_title = title:b_whitehead_watch
			has_title = title:b_wailingkeep
			has_title = title:b_bronzeaxe
			has_title = title:b_armigan
			has_title = title:b_seahold
			has_title = title:b_woodhall
		}
	}

	buy_cost = { gold = skirmisher_recruitment_cost_cheap }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost_normal }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost_expensive }
	provision_cost = @provisions_cost_infantry_cheap

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

stone_scouts = {
	type = skirmishers

	damage = 24
	toughness = 26
	pursuit = 16
	screen = 14

	terrain_bonus = {

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

		majorroad_desert = { pursuit  = 10 }
		majorroad_desert_mountains = { pursuit  = 10 }
		majorroad_drylands = { pursuit  = 10 }
		majorroad_canyon = { pursuit  = 10 }
		majorroad_oasis = { pursuit  = 10 }
		majorroad_hills = { pursuit  = 10 }
		majorroad_mountains = { pursuit  = 5 }
		majorroad_steppe = { pursuit  = -5 }
		majorroad_taiga = { pursuit  = -5 }
		majorroad_taiga_bog = { pursuit  = -5 }
		majorroad_the_bog = { pursuit  = -10 }
		majorroad_glacier = { pursuit  = -10 }
		majorroad_frozen_flats = { pursuit  = -10 }
		minorroad_desert = { pursuit  = 10 }
		minorroad_desert_mountains = { pursuit  = 10 }
		minorroad_drylands = { pursuit  = 10 }
		minorroad_canyon = { pursuit  = 10 }
		minorroad_oasis = { pursuit  = 10 }
		minorroad_hills = { pursuit  = 10 }
		minorroad_mountains = { pursuit  = 5 }
		minorroad_steppe = { pursuit  = -5 }
		minorroad_taiga = { pursuit  = -5 }
		minorroad_taiga_bog = { pursuit  = -5 }
		minorroad_the_bog = { pursuit  = -10 }
		minorroad_glacier = { pursuit  = -10 }
		minorroad_frozen_flats = { pursuit  = -10 }
	}
	
	winter_bonus = {
		normal_winter = { damage = -6 toughness = -6 }
		harsh_winter = { damage = -10 toughness = -10 }
	}

	counters = { 
		heavy_infantry = 1
		skirmishers = 1
	}

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

	buy_cost = { gold = skirmisher_recruitment_cost_cheap }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost_normal }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost_expensive }
	provision_cost = @provisions_cost_infantry_cheap

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