﻿arrcxxx_bow = {
	type = archers
	icon = bowmen

	can_recruit = { always = no }

	damage = 80
	toughness = 40
	pursuit = 0
	screen = 20
	
	terrain_bonus = {
		plains = { damage = 20 toughness = 5 }
		farmlands = { damage = 20 toughness = 5 }
		drylands = { damage = 20 toughness = 5 }
		steppe = { damage = 20 toughness = 5 }
		desert = { damage = 20 toughness = 5 }
		oasis = { damage = 20 toughness = 5 }
		floodplains = { damage = 20 toughness = 5 }
		wetlands = { damage = 30 toughness = -5 screen = 5 }
		hills = { damage = 20 toughness = 5 screen = 5 }
		mountains = { damage = 15 toughness = 5 screen = 5 }
		desert_mountains = { damage = 15 toughness = 5 screen = 5 }
		forest = { damage = 20 toughness = 10 screen = 5 }
		taiga = { damage = 20 toughness = 10 screen = 5 }
		jungle = { damage = 15 toughness = 10 screen = 5 }
	}

	counters = {
		skirmishers = 1.5
		heavy_infantry = 3
		pikemen = 3
		light_cavalry = 2
		heavy_cavalry = 2.5
		camel_cavalry = 2
		elephant_cavalry = 3
		archer_cavalry = 2
	}

	holy_order_fallback = no
	allowed_in_hired_troops = no
	
	stack = 100

	ai_quality = { value = 200 }
}

arrcxxx_horse = {
	type = heavy_cavalry
	icon = heavy_cavalry
	
	can_recruit = { always = no }

	damage = 250
	toughness = 90
	pursuit = 60
	screen = 50
	
	terrain_bonus = {
		plains = { damage = 30 toughness = 5 pursuit = 5 }
		farmlands = { damage = 30 toughness = 5 pursuit = 5 }
		drylands = { damage = 30 toughness = 5 pursuit = 5 }
		steppe = { damage = 30 toughness = 5 pursuit = 5 }
		desert = { damage = 30 toughness = 5 pursuit = 5 }
		oasis = { damage = 30 toughness = 5 pursuit = 5 }
		floodplains = { damage = 30 toughness = 5 pursuit = 5 }
		wetlands = { damage = -25 toughness = -5 pursuit = -5 screen = -5 }
		hills = { damage = -10 pursuit = -5 }
		mountains = { damage = -30 pursuit = -20 }
		desert_mountains = { damage = -30 pursuit = -20 }
		forest = { damage = -30 toughness = -5 pursuit = -5 screen = -5 }
		taiga = { damage = -30 toughness = -5 pursuit = -5 screen = -5 }
		jungle = { damage = -40 toughness = -10 pursuit = -10 screen = -10 }
	}

	counters = {
		skirmishers = 2
		heavy_infantry = 3
		archers = 1.5
		light_cavalry = 1
		camel_cavalry = 1
		archer_cavalry = 0.5
		elephant_cavalry = 1.5
	}

	holy_order_fallback = no
	allowed_in_hired_troops = no
	
	stack = 100

	ai_quality = { value = 200 }
}

arrcxxx_horse_archers = {
	type = archer_cavalry
	icon = horse_archers
	
	can_recruit = { always = no }

	damage = 150
	toughness = 40
	pursuit = 60
	screen = 50
	
	terrain_bonus = {
		plains = { damage = 40 toughness = 5 pursuit = 5 }
		farmlands = { damage = 40 toughness = 5 pursuit = 5 }
		drylands = { damage = 40 toughness = 5 pursuit = 5 }
		steppe = { damage = 50 toughness = 10 pursuit = 10 screen = 5 }
		desert = { damage = 40 toughness = 5 pursuit = 5 }
		oasis = { damage = 40 toughness = 5 pursuit = 5 }
		floodplains = { damage = 40 toughness = 5 pursuit = 5 }
		wetlands = { damage = -15 toughness = -5 pursuit = -5 screen = -5 }
		hills = { damage = -5 pursuit = -5 }
		mountains = { damage = -20 pursuit = -20 }
		desert_mountains = { damage = -20 pursuit = -20 }
		forest = { damage = -20 toughness = -5 pursuit = -5 screen = -5 }
		taiga = { damage = -20 toughness = -5 pursuit = -5 screen = -5 }
		jungle = { damage = -30 toughness = -10 pursuit = -10 screen = -10 }
	}

	counters = {
		skirmishers = 3
		pikemen = 2
		heavy_infantry = 2
		archers = 1.5
		light_cavalry = 1.5
		heavy_cavalry = 2
		camel_cavalry = 1.5
		elephant_cavalry = 2
	}

	holy_order_fallback = no
	allowed_in_hired_troops = no
	
	stack = 100

	ai_quality = { value = 200 }
}

arrcxxx_trebuchet = {
	type = siege_weapon
	icon = trebuchet

	can_recruit = { always = no }

	fights_in_main_phase = no
	
	damage = 0
	toughness = 40
	
	siege_tier = 4
	siege_value = 1
	
	holy_order_fallback = no
	allowed_in_hired_troops = no

	stack = 20

	ai_quality = { value = 200 }
}
