﻿# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
@cultural_maa_extra_ai_score = 60 # Equivalent to having 6 extra regiments beyond what the code scoring would indicate (see NEGATIVE_SCORE_PER_EXISTING_REGIMENT)

numdian = {
	type = light_cavalry
	
	damage = 40
	toughness = 20
	pursuit = 45
	screen = 35
	
	terrain_bonus = {
		plains = { damage = 15 toughness = 3 }
		majorroad_plains = { damage = 15 toughness = 3 pursuit = 5 }
		minorroad_plains = { damage = 15 toughness = 3 pursuit = 5 }

		drylands = { damage = 15 toughness = 3 }
		majorroad_drylands = { damage = 15 toughness = 3 pursuit = 5 }
		minorroad_drylands = { damage = 15 toughness = 3 pursuit = 5 }

		hills = { damage = -5 toughness = 3 }
		majorroad_hills = { damage = -5 toughness = 3 pursuit = 5 }
		minorroad_hills = { damage = -5 toughness = 3 pursuit = 5 }

		mountains = { damage = -10 pursuit = -20 toughness = 5 }
		majorroad_mountains = { damage = -10 pursuit = -15 toughness = 5 }
		minorroad_mountains = { damage = -10 pursuit = -15 toughness = 5 }

		desert_mountains = { damage = -15 pursuit = -20 toughness = 5 }
		majorroad_desert_mountains = { damage = -15 pursuit = -15 toughness = 5 }
		minorroad_desert_mountains = { damage = -15 pursuit = -15 toughness = 5 }

		wetlands = { damage = -10 toughness = -5 pursuit = -20 screen = -20 }
		majorroad_wetlands = { damage = -10 toughness = -5 pursuit = -15 screen = -30 }
		minorroad_wetlands = { damage = -10 toughness = -5 pursuit = -15 screen = -30 }

		floodplains = { damage = 15 toughness = 3  pursuit = -20 }
		majorroad_floodplains = { damage = 15 toughness = 3  pursuit = -15 }
		minorroad_floodplains = { damage = 15 toughness = 3  pursuit = -15 }

		desert = { damage = 15 toughness = 3 }
		majorroad_desert = { damage = 15 toughness = 3 pursuit = 5 }
		minorroad_desert = { damage = 15 toughness = 3 pursuit = 5 }
		
		oasis = { damage = 15 toughness = 3 }
		majorroad_oasis = { damage = 15 toughness = 3 pursuit = 5 }
		minorroad_oasis = { damage = 15 toughness = 3 pursuit = 5 }
	}

	counters = {
		archers = 1
		skirmishers = 1
	}
	
	winter_bonus = {
		harsh_winter = { damage = -5 toughness = -2 }
	}
	
	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_numdian }
	}

	buy_cost = { gold = numidian_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = numidian_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = numidian_cavalry_high_maint_cost }
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 30] }
	icon = light_cavalry
	allowed_in_hired_troops = no
}

hetairoi = {
	type = heavy_cavalry
	
	damage = 135
	toughness = 35
	pursuit = 35
	screen = 25
	
	terrain_bonus = {
		plains = { damage = 15 toughness = 3 }
		majorroad_plains = { damage = 15 toughness = 3 pursuit = 5 }
		minorroad_plains = { damage = 15 toughness = 3 pursuit = 5 }

		drylands = { damage = 15 toughness = 3 }
		majorroad_drylands = { damage = 15 toughness = 3 pursuit = 5 }
		minorroad_drylands = { damage = 15 toughness = 3 pursuit = 5 }

		hills = { damage = -5 toughness = 3 }
		majorroad_hills = { damage = -5 toughness = 3 pursuit = 5 }
		minorroad_hills = { damage = -5 toughness = 3 pursuit = 5 }

		mountains = { damage = -10 pursuit = -20 toughness = 5 }
		majorroad_mountains = { damage = -10 pursuit = -15 toughness = 5 }
		minorroad_mountains = { damage = -10 pursuit = -15 toughness = 5 }

		desert_mountains = { damage = -15 pursuit = -20 toughness = 5 }
		majorroad_desert_mountains = { damage = -15 pursuit = -15 toughness = 5 }
		minorroad_desert_mountains = { damage = -15 pursuit = -15 toughness = 5 }

		wetlands = { damage = -10 toughness = -5 pursuit = -20 screen = -20 }
		majorroad_wetlands = { damage = -10 toughness = -5 pursuit = -15 screen = -30 }
		minorroad_wetlands = { damage = -10 toughness = -5 pursuit = -15 screen = -30 }

		floodplains = { damage = 15 toughness = 3  pursuit = -20 }
		majorroad_floodplains = { damage = 15 toughness = 3  pursuit = -15 }
		minorroad_floodplains = { damage = 15 toughness = 3  pursuit = -15 }

		desert = { damage = 15 toughness = 3 }
		majorroad_desert = { damage = 15 toughness = 3 pursuit = 5 }
		minorroad_desert = { damage = 15 toughness = 3 pursuit = 5 }
		
		oasis = { damage = 15 toughness = 3 }
		majorroad_oasis = { damage = 15 toughness = 3 pursuit = 5 }
		minorroad_oasis = { damage = 15 toughness = 3 pursuit = 5 }
	}

	counters = {
		archers = 1
		heavy_infantry = 1
	}

	winter_bonus = {
		normal_winter = { damage = -5 toughness = -2 }
		harsh_winter = { damage = -20 toughness = -10 }
	}
	
	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_numdian }
	}

	buy_cost = { gold = hetairoi_recruitment_cost }
	low_maintenance_cost = { gold = hetairoi_low_maint_cost }
	high_maintenance_cost = { gold = hetairoi_high_maint_cost }
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 30] }
	icon = heavy_cavalry
	allowed_in_hired_troops = no
}

huntsmen = {
	type = archers
	
	damage = 35
	toughness = 15
	pursuit = 5
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 15 toughness = 4 }
		majorroad_hills = { damage = 15 toughness = 4 }
		minorroad_hills = { damage = 15 toughness = 4 }

		forest = { damage = 10 toughness = 4 screen = 4 }
		majorroad_forest = { damage = 10 toughness = 4 screen = 4 }
		minorroad_forest = { damage = 10 toughness = 4 screen = 4 }

		taiga = { damage = 10 toughness = 4 screen = 4 }
		majorroad_taiga = { damage = 10 toughness = 4 screen = 4 }
		minorroad_taiga = { damage = 10 toughness = 4 screen = 4 }

		plains = { damage = 15 toughness = 3 }
		majorroad_plains = { damage = 15 toughness = 3 pursuit = 5 }
		minorroad_plains = { damage = 15 toughness = 3 pursuit = 5 }

		drylands = { damage = 15 toughness = 3 }
		majorroad_drylands = { damage = 15 toughness = 3 pursuit = 5 }
		minorroad_drylands = { damage = 15 toughness = 3 pursuit = 5 }

		wetlands = { damage = -10 toughness = -5 pursuit = -20 screen = -20 }
		majorroad_wetlands = { damage = -10 toughness = -5 pursuit = -15 screen = -30 }
		minorroad_wetlands = { damage = -10 toughness = -5 pursuit = -15 screen = -30 }

		floodplains = { damage = 15 toughness = 3  pursuit = -20 }
		majorroad_floodplains = { damage = 15 toughness = 3  pursuit = -15 }
		minorroad_floodplains = { damage = 15 toughness = 3  pursuit = -15 }

		desert = { damage = 15 toughness = 3 }
		majorroad_desert = { damage = 15 toughness = 3 pursuit = 5 }
		minorroad_desert = { damage = 15 toughness = 3 pursuit = 5 }
		
		oasis = { damage = 15 toughness = 3 }
		majorroad_oasis = { damage = 15 toughness = 3 pursuit = 5 }
		minorroad_oasis = { damage = 15 toughness = 3 pursuit = 5 }
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}

	can_recruit = {
		culture = {
			has_cultural_parameter = unlock_maa_huntsmen
		}
	}

	buy_cost = { gold = longbowmen_recruitment_cost }
	low_maintenance_cost = { gold = longbowmen_low_maint_cost }
	high_maintenance_cost = { gold = longbowmen_high_maint_cost }
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 30] }
	icon = bowmen
}

imported_elephants = {
	type = elephant_cavalry

	damage = 275
	toughness = 75
	pursuit = 0
	screen = 0
	
	siege_value = 0.15
	
	terrain_bonus = {
		plains = { damage = 25 toughness = 3 }
		majorroad_plains = { damage = 25 toughness = 3 pursuit = 5 }
		minorroad_plains = { damage = 25 toughness = 3 pursuit = 5 }

		drylands = { damage = 25 toughness = 3 }
		majorroad_drylands = { damage = 25 toughness = 3 pursuit = 5 }
		minorroad_drylands = { damage = 25 toughness = 3 pursuit = 5 }

		hills = { damage = -10 toughness = 3 }
		majorroad_hills = { damage = -10 toughness = 3 pursuit = 5 }
		minorroad_hills = { damage = -10 toughness = 3 pursuit = 5 }

		mountains = { damage = -75 pursuit = -20 toughness = 5 }
		majorroad_mountains = { damage = -75 pursuit = -15 toughness = 5 }
		minorroad_mountains = { damage = -75 pursuit = -15 toughness = 5 }

		desert_mountains = { damage = -75 pursuit = -20 toughness = 5 }
		majorroad_desert_mountains = { damage = -75 pursuit = -15 toughness = 5 }
		minorroad_desert_mountains = { damage = -75 pursuit = -15 toughness = 5 }

		wetlands = { damage = -100 toughness = -5 pursuit = -20 screen = -20 }
		majorroad_wetlands = { damage = -100 toughness = -5 pursuit = -15 screen = -30 }
		minorroad_wetlands = { damage = -100 toughness = -5 pursuit = -15 screen = -30 }

		floodplains = { damage = 20 toughness = 3  pursuit = -20 }
		majorroad_floodplains = { damage = 20 toughness = 3  pursuit = -15 }
		minorroad_floodplains = { damage = 20 toughness = 3  pursuit = -15 }

		desert = { damage = 25 toughness = 3 }
		majorroad_desert = { damage = 25 toughness = 3 pursuit = 5 }
		minorroad_desert = { damage = 25 toughness = 3 pursuit = 5 }
		
		oasis = { damage = 25 toughness = 3 }
		majorroad_oasis = { damage = 25 toughness = 3 pursuit = 5 }
		minorroad_oasis = { damage = 25 toughness = 3 pursuit = 5 }

		jungle = { damage = 50 toughness = 5 pursuit = -10 }
		majorroad_jungle = { damage = 50 toughness = 5 pursuit = -5 }
		minorroad_jungle = { damage = 50 toughness = 5 pursuit = -5 }
	}
	
	counters = {
		skirmishers = 2
		heavy_infantry = 2
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = -30 toughness = -5 }
		harsh_winter = { damage = -60 toughness = -10 }
	}

	can_recruit = {
		culture = {
			has_cultural_parameter = unlock_maa_imported_elephants
		}
	}
	
	buy_cost = { gold = war_elephant_recruitment_cost }
	low_maintenance_cost = { gold = war_elephant_low_maint_cost }
	high_maintenance_cost = { gold = war_elephant_high_maint_cost }
	
	stack = 25
	hired_stack_size = 10
	ai_quality = { value = @[cultural_maa_extra_ai_score + 30] }
	icon = war_elephants
}
