﻿
# full terrains list as of 06/05/2025 #update when you edit this file
# ashlands
# valenwood
# tundra
# black_marsh
# plains
# farmlands
# hills
# desert
# desert_mountains
# oasis
# jungle
# taiga
# wetlands
# steppe
# floodplains
# drylands



@maa_buy_cost = 150
@low_maintenance_cost = 1.0
@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


### Dunmeris
dunmer_oathmen = {
	type = heavy_infantry
	
	damage = 30
	toughness = 22
	pursuit = 0
	screen = 5
	
	terrain_bonus = {
		ashlands = { damage = 10 }
		valenwood = { damage = -10 toughness = -10}
		desert = { damage = -10 toughness = -10 }
		hills = { damage = 5 toughness = 5 }
		wetlands = { damage = 5 toughness = 5 }
		mountains = { damage = 5 toughness = 5 }
		desert_mountains = { damage = 5 toughness = 5 }
		black_marsh = { damage = -10 toughness = -10 }
	}
	
	counters = {
		pikemen = 1
		spellblades = 1
	}

	can_recruit = { 
		valid_for_maa_trigger = { PARAMETER = unlock_maa_dunmer_oathmen } 
		NOR = {
			culture = {	
				this = culture:marduhn_oad
				any_parent_culture_or_above = {
				this = culture:marduhn_oad
				}	
				this = culture:chi_addun
				any_parent_culture_or_above = {
				this = culture:chi_addun
				}
				this = culture:ashlander
				any_parent_culture_or_above = {
				this = culture:ashlander
				}	
			}			
			faith = faith:sixth_house	
			has_global_variable = dagoth_story
			global_var:dagoth_story = { story_owner = { has_trait = possessed_by_the_heart_dagoth } }		
		}
	}	
	
	buy_cost = { gold = heavy_infantry_maa_recruitment_cost }
	low_maintenance_cost = { gold = heavy_infantry_maa_low_maint_cost }
	high_maintenance_cost = { gold = heavy_infantry_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

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