﻿### Jimmywhite: Just copied this file from Cultural Armies mod and changed requirements for  Dunmer Oathmen
# 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

### Akaviri
akaviri_dragon_hunters = {
	type = heavy_infantry
	
	damage = 40
	toughness = 22
	pursuit = 0
	screen = 15
	
	terrain_bonus = {
		valenwood = { damage = -5 toughness = -5 }
		desert = { damage = -5 toughness = -5 }
		black_marsh = { damage = -10 toughness = -5 }
		hills = { damage = 5 toughness = 5 }
		mountains = { damage = 5 toughness = 5 }
		desert_mountains = { damage = 5 toughness = 5 }
	}
	
	counters = {
		pikemen = 0.5
		dragon_maa = 2
	}

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_akaviri_dragon_hunters } }
	
	buy_cost = { gold = 120 }
	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_expensive
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = akaviri_dragon_hunters
}

### Aldmeris
summerset_justiciars = {
	type = spellblades
	
	damage = 30
	toughness = 24
	pursuit = 15
	screen = 15
	
	terrain_bonus = {
		hills = { damage = 5 toughness = 5}
		farmlands = { damage = 5 }
		drylands = { damage = 5 toughness = 5 }
		floodplains = { damage = 5 toughness = 5 }
		wetlands = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
		black_marsh = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
	}
	
	counters = {
		mages = 1
		archers = 1
	}
	
	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_summerset_justiciars } }
	
	buy_cost = { gold = spellblades_maa_recruitment_cost }
	low_maintenance_cost = { gold = spellblades_maa_low_maint_cost }
	high_maintenance_cost = { gold = spellblades_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate
	
	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = summerset_justiciars
}

direnni_sorcerers = {
	type = mages
	
	damage = 42
	toughness = 5
	pursuit = 10
	screen = 25
	
	siege_tier = 1
	siege_value = 0.15
	
	terrain_bonus = {
		mountains = { damage = 5 screen = 5}
		desert_mountains = { damage = 5 screen = 5}
		hills = { damage = 5 screen = 5}
		farmlands = { damage = 5 }
		jungle = { damage = -5 pursuit = -5 screen = -12 }
		valenwood = { damage = -5 pursuit = -5 screen = -12 }
		black_marsh = { damage = -5 pursuit = -5 screen = -12 }
	}

	counters = {
		heavy_infantry = 1
		pikemen = 1
	}
	
	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_direnni_sorcerers } }
	
	buy_cost = { gold = 120 }
	low_maintenance_cost = { gold = mages_maa_low_maint_cost }
	high_maintenance_cost = { gold = mages_maa_high_maint_cost }
	provision_cost = @provisions_cost_special_expensive

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = direnni_sorcerers
}

welkynar_knights = {
	type = heavy_cavalry
	
	damage = 120
	toughness = 35
	pursuit = 40
	screen = 20
	
	siege_tier = 3 #It is a battle hardened mage riding a massive Gryphon
	siege_value = 0.4
	
	terrain_bonus = {
		mountains = { damage = 20 toughness = 10 pursuit = 15 screen = 10 }
		desert_mountains = { damage = 20 toughness = 10 pursuit = 15 screen = 10 }
		hills = { damage = 15 toughness = 5 pursuit = 10 }
		forest = { damage = -10 pursuit = -10 }
		taiga = { damage = -15 pursuit = -15 }
		jungle = { damage = -15 pursuit = -15 }
		valenwood = { damage = -20 toughness = -10 pursuit = -20 }
		black_marsh = { damage = -20 toughness = -10 pursuit = -20 }
	}

	counters = {
		heavy_infantry = 1
		skirmishers = 1
		heavy_cavalry = 0.5
		light_cavalry = 1
	}

	winter_bonus = {
		normal_winter = { damage = -15 toughness = -5 }
		harsh_winter = { damage = -30 toughness = -10 }
	}

	buy_cost = { gold = 300 }
	low_maintenance_cost = { gold = heavy_cavalry_maa_low_maint_cost }
	high_maintenance_cost = { gold = heavy_cavalry_maa_high_maint_cost }
	provision_cost = @provisions_cost_special_expensive

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = welkynar_knights
}

### Argonian

winged_avengers = { #Sarpa
	type = archers

	damage = 20
	toughness = 5
	pursuit = 10
	screen = 10
	
	terrain_bonus = {
		plains = { damage = -10 }
		forest = { damage = 4 screen = 4 }
		taiga = { damage = 4 screen = 4 }
		jungle = { damage = 10 toughness = 10 pursuit = 15 screen = 15 }
		valenwood = { damage = 10 toughness = 10 pursuit = 15 }
		wetlands = { damage = 15 toughness = 10 pursuit = 10 screen = 5 }
		black_marsh = { damage = 20 toughness = 20 pursuit = 25 screen = 25 }
	}

	counters = {
		skirmishers = 1
		mages = 1
	}
	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_winged_avengers } }

	winter_bonus = {
		normal_winter = { damage = -5 }
		harsh_winter = { damage = -10 toughness = -2 }
	}


	buy_cost = { gold = bowmen_maa_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_maa_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

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

shellback_phalanx = {
	type = pikemen
	
	damage = 24
	toughness = 40
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		ashlands = { damage = -5 toughness = -10 }
		drylands = { damage = -5 toughness = -10 }
		mountains = { toughness = 10 }
		hills = { toughness = 8 }
		wetlands = { toughness = 10 }
		floodplains = { toughness = 10 }
		black_marsh = { toughness = 20 }
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
	}

	winter_bonus = {
		normal_winter = { damage = -5 toughness = -10 }
		harsh_winter = { damage = -10 toughness = -20 }
	}

	buy_cost = { gold = pikemen_maa_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_maa_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

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

### Ayleidon
ayleid_sorcerers = {
	type = mages
	
	damage = 32
	toughness = 10
	pursuit = 5
	screen = 25
	
	siege_tier = 1
	siege_value = 0.1
	
	terrain_bonus = {
		mountains = { damage = 5 screen = 5}
		jungle = { damage = 10 toughness = 10 }
		valenwood = { damage = 10 toughness = 5 }
		hills = { damage = 5 screen = 5}
		black_marsh = { damage = 5 screen = 10 }
	}
	
	counters = {
		heavy_infantry = 1
		pikemen = 1
	}
	
	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_ayleid_sorcerers } }
	
	buy_cost = { gold = mages_maa_recruitment_cost }
	low_maintenance_cost = { gold = mages_maa_low_maint_cost }
	high_maintenance_cost = { gold = mages_maa_high_maint_cost }
	provision_cost = @provisions_cost_special_moderate

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ayleid_sorcerers
}

### Bosmeris
bosmer_stalkers = {
	type = archers
	
	damage = 30
	toughness = 10
	pursuit = 5
	screen = 0
	
	terrain_bonus = {
		plains = { damage = -5 toughness = -5 pursuit = -5 }
		valenwood = { damage = 10 toughness = 5 pursuit = 10 screen = 15 }
		forest = { damage = 10 toughness = 5 pursuit = 5 }
		taiga = { damage = 5 }
		jungle = { damage = 10 toughness = 5 pursuit = 5 }
		hills = { damage = 5 }
	}

	counters = {
		skirmishers = 1
		mages = 1
		archer_cavalry = 0.5
	}

	winter_bonus = {
		harsh_winter = { damage = -10 toughness = -4 }
	}

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_bosmer_stalkers } }

	buy_cost = { gold = bowmen_maa_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_maa_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

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

### Breton
breton_pikemen_companies = {
	type = pikemen
	
	damage = 35
	toughness = 24
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		mountains = { toughness = 12 }
		plains = { damage = 10 toughness = 10 }
		hills = { damage = 4 toughness = 8 }
		farmlands = { damage = 5 toughness = 14 }
		jungle = { damage = -5 toughness = -10 }
		valenwood = { damage = -5 toughness = -10 }
		black_marsh = { damage = -5 toughness = -10 }
		wetlands = { damage = -5 toughness = -10 }
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
		camel_cavalry = 1
		elephant_cavalry = 1
		archer_cavalry = 0.5
	}

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_breton_pikemen_companies } }

	buy_cost = { gold = pikemen_maa_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_maa_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = breton_pikemen_companies
}
breton_hedge_knights = {
	type = spellblades
	
	damage = 30
	toughness = 30
	pursuit = 0
	screen = 20
	
	terrain_bonus = {
		farmlands = { damage = 8 toughness = 8 screen = 8}
		wetlands = { damage = 8 toughness = 5 pursuit = 5 }
		hills = { damage = 8 toughness = 8 }
	}

	counters = {
		mages = 1
		archers = 1
		skirmishers = 1
	}
	
	buy_cost = { gold = spellblades_maa_recruitment_cost }
	low_maintenance_cost = { gold = spellblades_maa_low_maint_cost }
	high_maintenance_cost = { gold = spellblades_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_breton_hedge_knights } }

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = breton_hedge_knights
}
breton_highlanders = {
	type = heavy_infantry
	
	damage = 40
	toughness = 26
	pursuit = 0
	screen = 24
	
	terrain_bonus = {
		ashlands = { damage = -5 toughness = -5 }
		drylands = { damage = -5 toughness = -5 }
		hills = { damage = 8 toughness = 15 }
		valenwood = { damage = -15 toughness = -10}
		desert = { damage = -10 toughness = -5 }
		desert_mountains = { toughness = 10 }
		mountains = { damage = 8 toughness = 15 }
		black_marsh = { damage = -10 toughness = -15 }
	}
	
	counters = {
		pikemen = 1
	}

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_breton_highlanders } }
	
	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

	holy_order_fallback = yes
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = breton_highlanders
}
light_grazing_horde = {
	type = light_cavalry
	
	damage = 25
	toughness = 15
	pursuit = 60
	screen = 20
	
	terrain_bonus = {
		plains = { damage = 15 }
		hills = { damage = 15 toughness = 10 }
		forest = { damage = 10 toughness = 15 }
		steppe = { damage = 10 }
		#floodplains = { damage = 5 toughness = 10 } #no floodplains around bjoule. but there should be!!!
		mountains = { damage = -10 pursuit = -20 }
		desert_mountains = { damage = -15 pursuit = -20 }
		wetlands = { pursuit = -15 }
		jungle = { damage = -10 toughness = -8 pursuit = -10}
		valenwood = { damage = -10 toughness = -10 pursuit = -10 screen = -10}
		black_marsh = {damage = -15 toughness = -15 pursuit = -30 screen = -30}
	}

	counters = {
		archers = 1
		heavy_infantry = 1
		spellblades = 1
	}

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_light_grazing_horde } }

	buy_cost = { gold = light_cavalry_maa_recruitment_cost }
	low_maintenance_cost = { gold = light_cavalry_maa_low_maint_cost }
	high_maintenance_cost = { gold = light_cavalry_maa_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_moderate

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

### Chimeris

### Cyrodiilic
armored_legionaires = {
	type = heavy_infantry
	
	damage = 38
	toughness = 24
	pursuit = 10
	screen = 20
	
	counters = {
		pikemen = 1
		spellblades = 1
	}

	terrain_bonus = {
		ashlands = { damage = -5 toughness = -5}
		plains = { pursuit = 10 }
		farmlands = { pursuit = 10 }
		forest = { pursuit = 10 screen = 10 }
		jungle = { pursuit = 10 screen = 10}
		valenwood = { damage = -10 toughness = -10}
		desert = { damage = -10 toughness = -5 }
		desert_mountains = { damage = -10 toughness = -5}
		black_marsh = { damage = -10 toughness = -15 }
	}

	can_recruit = { 
	valid_for_maa_trigger = { PARAMETER = unlock_maa_armored_legionaires } 
		OR = {
			AND = {
			culture = { has_innovation = innovation_imperial_army }
			completely_controls = title:b_white_gold  
			}
			AND = {
			culture = { has_innovation = innovation_nibenese_army }
			completely_controls = title:b_white_gold  
			}
			AND = {
			culture = { has_innovation = innovation_colovian_army }
			completely_controls = title:b_white_gold  
			}		
		}
	}

	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 = armored_legionaires
}

equestrian_brigade = {
	type = light_cavalry
	
	damage = 22
	toughness = 16
	pursuit = 30
	screen = 50
	
	terrain_bonus = {
		hills = { damage = 15 }
		plains = { damage = 15 }
		drylands = { damage = 15 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
		jungle = { damage = -10 toughness = -8 pursuit = -10}
		valenwood = { damage = -10 toughness = -10 pursuit = -10 screen = -10}
		black_marsh = {damage = -15 toughness = -15 pursuit = -30 screen = -30}
	}

	counters = {
		archers = 1
	}

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_equestrian_brigade } }

	buy_cost = { gold = light_cavalry_maa_recruitment_cost }
	low_maintenance_cost = { gold = light_cavalry_maa_low_maint_cost }
	high_maintenance_cost = { gold = light_cavalry_maa_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_moderate

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

nibenese_battlemages = {
	type = mages
	
	damage = 30
	toughness = 25
	pursuit = 15
	screen = 20
	
	siege_tier = 1
	siege_value = 0.15

	terrain_bonus = {
		hills = { damage = 5 screen = 5 }
		farmlands = { damage = 10 screen = 5 }
		forest = { damage = 5 toughness = 5 screen = 5 }
		jungle = { damage = 5 toughness = 5 screen = 5 }
		wetlands = { damage = 5 toughness = 5 screen = 5 }
		floodplains = { damage = 5 toughness = 5 screen = 5 } #cyrodiil should also have far more floodplains imo.. and rice paddies when those are added
	}

	counters = {
		heavy_infantry = 1
		pikemen = 1
	}

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_nibenese_battlemages } }
	
	terrain_bonus = {
		forest = { damage = 8 toughness = 4 }
		jungle = { damage = 8 toughness = 4 }
	}
	
	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_special_moderate

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = nibenese_battlemages
}
ut_nibenu_bowmen = {
	type = archers
	
	damage = 30
	toughness = 12
	pursuit = 5
	screen = 0
	
	terrain_bonus = {
		drylands = { toughness = -10 }
		desert = { toughness = -10 }
		hills = { damage = 8 toughness = 4 pursuit = 4 }
		wetlands =  { damage = 10 toughness = 10 pursuit = 10 screen = 15}
		#floodplains = { damage = 10 toughness = 10 pursuit = 10 screen = 15} #no floodplains...
		jungle =  { damage = 10 toughness = 10 pursuit = 10 screen = 15}
		forest = { damage = 5 toughness = 5 pursuit = 5 screen = 5}
		valenwood = { damage = 5 toughness = 5 pursuit = 5 screen = 5}
		black_marsh = { damage = 5 toughness = 5 pursuit = 5 screen = 5}
	}

	counters = {
		skirmishers = 1
		mages = 1
		spellblades = 1
	}

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_ut_nibenu_bowmen } }

	buy_cost = { gold = bowmen_maa_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_maa_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

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

### 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
				this = culture:chi_addun		
				this = culture:ashlander
				any_parent_culture_or_above = {
				this = culture:marduhn_oad
				this = culture:chi_addun				
				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
}

ashlander_champions = {
	type = skirmishers
	
	damage = 20
	toughness = 10
	pursuit = 10
	screen = 14
	
	terrain_bonus = {
		ashlands = { damage = 15 toughness = 15 pursuit = 15 screen = 15 }
		drylands = { damage = 10 toughness = 10 pursuit = 5 screen = 5 }
		jungle = { damage = -10 toughness = -5 pursuit = -5 screen = -5 }
		valenwood = { damage = -10 toughness = -5 pursuit = -5 screen = -5 }
		black_marsh = { damage = -10 toughness = -5 pursuit = -5 screen = -5 }
	}
	
	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_ashlander_champions } }	

	counters = {
		heavy_infantry = 1
	}

	buy_cost = { gold = skirmisher_maa_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_maa_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

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

nixhound_riders = {
	type = light_cavalry
	
	damage = 25
	toughness = 15
	pursuit = 20
	screen = 20
	
	terrain_bonus = {
		mountains = { damage = 10 toughness = 10 screen = 10 }
		hills = { damage = 10 toughness = 10 screen = 10 }
		ashlands = { damage = 10 toughness = 5 screen = 10 }
		drylands = { damage = 10 toughness = 5}
	}

	counters = {
		archers = 1
		skirmishers = 1
	}

	winter_bonus = {
		harsh_winter = { damage = -5 toughness = -2 }
	}

	buy_cost = { gold = light_cavalry_maa_recruitment_cost }
	low_maintenance_cost = { gold = light_cavalry_maa_low_maint_cost }
	high_maintenance_cost = { gold = light_cavalry_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

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

### Dwemeri

dwemer_centurion = { # kind of war elephant clone
	type = heavy_infantry
	
	damage = 250
	toughness = 50
	pursuit = 0
	screen = 0
	
	siege_value = 0.1
	
	terrain_bonus = {
		desert_mountains = { damage = 50 toughness = 20 }
		mountains = { damage = 50 toughness = 20 }
		ashlands = { damage = 50 toughness = 20 }
		wetlands = { damage = -100 toughness = -25 }
		black_marsh = { damage = -100 toughness = -25 }
		floodplains = { damage = -50 toughness = -25 }
	}
	
	counters = {
		skirmishers = 2
		heavy_infantry = 2
		archers = 2          ### added		
	}

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_dwemer_animunculi } }
	
	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 }
	provision_cost = @provisions_cost_cavalry_bankrupting

	stack = 25
	hired_stack_size = 10
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = dwemer_centurion
}

dwemer_sphere = {
	type = skirmishers
	
	damage = 15
	toughness = 15
	pursuit = 12
	screen = 15
	
	counters = {
		heavy_infantry = 1
		heavy_cavalry = 1
		archers = 1          ### added		
	}

	terrain_bonus = {
		desert_mountains = { damage = 8 toughness = 2 }
		mountains = { damage = 8 toughness = 2 }
		ashlands = { damage = 8 toughness = 2 }
	}

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_dwemer_animunculi } }

	buy_cost = { gold = skirmisher_maa_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_maa_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

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

dwemer_arbalesters = { #cho ko nu clone
	type = archers

	damage = 30
	toughness = 20
	pursuit = 0
	screen = 0

	terrain_bonus = {
		mountains = { damage = 8 toughness = 2 }
		ashlands = { damage = 8 toughness = 2 }
	}

	counters = {
		skirmishers = 1
		mages = 1            ### added
		archers = 1          ### added
	}
	
	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_dwemer_arbalesters } }

	buy_cost = { gold = crossbowmen_maa_recruitment_cost }
	low_maintenance_cost = { gold = crossbowmen_low_maint_cost }
	high_maintenance_cost = { gold = crossbowmen_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

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

### Falmeri

knight_paladins = {
	type = spellblades
	
	damage = 30
	toughness = 24
	pursuit = 15
	screen = 18
	
	terrain_bonus = {
		tundra = { damage = 5 screen = 5 }
		taiga = { damage = 5 screen = 5 }
		mountains = { damage = 5 toughness = 5 }
		hills = { damage = 5 toughness = 5}
		jungle = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
		valenwood = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
		desert = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
		black_marsh = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
	}

	winter_bonus = {
		harsh_winter = { damage = 5 toughness = 2 }
	}

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_knight_paladins } }
	
	counters = {
		mages = 1
		archers = 1
		pikemen = 1
	}
	
	buy_cost = { gold = spellblades_maa_recruitment_cost }
	low_maintenance_cost = { gold = spellblades_maa_low_maint_cost }
	high_maintenance_cost = { gold = spellblades_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = knight_paladins
}

nightprowlers = {
	type = spellblades
	
	damage = 25
	toughness = 15
	pursuit = 20
	screen = 20
	
	terrain_bonus = {
		tundra = { damage = 5 screen = 5 }
		taiga = { damage = 5 screen = 5 }
		mountains = { damage = 5 toughness = 5 }
		hills = { damage = 5 toughness = 5}
		jungle = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
		valenwood = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
		desert = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
		black_marsh = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
	}

	winter_bonus = {
		harsh_winter = { damage = 5 toughness = 2 }
	}

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_nightprowlers } }
	
	counters = {
		mages = 1
		skirmishers = 1
	}
	
	buy_cost = { gold = spellblades_maa_recruitment_cost }
	low_maintenance_cost = { gold = spellblades_maa_low_maint_cost }
	high_maintenance_cost = { gold = spellblades_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = nightprowlers
}

chaurus_riders = {
	type = light_cavalry
	
	damage = 25
	toughness = 20
	pursuit = 35
	screen = 25
	
	terrain_bonus = {
		plains = { damage = -15 }
		farmlands = { damage = -15 }
		mountains = { damage 15 pursuit = 5}
		taiga = { damage = 15 pursuit = 5 }
		tundra = { damage = 15 pursuit = 5 }
		valenwood = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
		desert = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
		black_marsh = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
	}

	counters = {
		archers = 1
		spellblades = 1
	}

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_chaurus_riders } }

	winter_bonus = {
		harsh_winter = { damage = 5 toughness = 2 }
	}

	buy_cost = { gold = light_cavalry_maa_recruitment_cost }
	low_maintenance_cost = { gold = light_cavalry_maa_low_maint_cost }
	high_maintenance_cost = { gold = light_cavalry_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	stack = 100
	ai_quality = { value = culture_ai_weight_light_cavalry }
	icon = chaurus_riders
}

# Imga

imga_frenzied = {
	type = heavy_infantry
	
	damage = 25
	toughness = 30
	pursuit = 10
	screen = 0

	terrain_bonus = {
		jungle = { pursuit = 10 screen = 10 }
		valenwood = { pursuit = 10 screen = 10 }
		ashlands = { damage = -10 toughness = -10}
		desert = { damage = -10 toughness = -15 }
		desert_mountains = { damage = -10 toughness = -15}
		black_marsh = { damage = -10 toughness = -15 }
	}
	
	counters = {
		skirmishers = 1
		pikemen = 1
		spellblades = 1
	}

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_imga_frenzied } }

	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 = imga_frenzied
}

### Lilmothiit

soul_trappers = {
	type = spellblades
	
	damage = 20
	toughness = 15
	pursuit = 22
	screen = 15
	
	terrain_bonus = {
		floodplains = { damage = 12 toughness = 5 pursuit = 5 }
		black_marsh = { damage = 12 toughness = 12 pursuit = 15 }
		wetlands = { damage = 12 toughness = 5 pursuit = 5 }
		jungle = { damage = 12 toughness = 5 pursuit = 5 }
	}

	counters = {
		mages = 1
		heavy_infantry = 1
	}

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_soul_trappers } }

	buy_cost = { gold = spellblades_maa_recruitment_cost }
	low_maintenance_cost = { gold = spellblades_maa_low_maint_cost }
	high_maintenance_cost = { gold = spellblades_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

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

walk_worm_cavalry = {
	type = light_cavalry
	
	damage = 22
	toughness = 22
	pursuit = 25
	screen = 35
	
	terrain_bonus = {
		floodplains = { damage = 12 toughness = 5 pursuit = 5 }
		black_marsh = { damage = 12 toughness = 12 pursuit = 15 }
		wetlands = { damage = 12 toughness = 5 pursuit = 5 }
		jungle = { damage = 12 toughness = 5 pursuit = 5 }
	}
	
	counters = {
		archers = 1
		heavy_infantry = 1
		spellblades = 1
	}
	
	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_walk_worm_cavalry } }

	buy_cost = { gold = light_cavalry_maa_recruitment_cost }
	low_maintenance_cost = { gold = light_cavalry_maa_low_maint_cost }
	high_maintenance_cost = { gold = light_cavalry_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

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

### Nedic
witch_knight = { #unlocked for Reachfolk by decision
	type = light_cavalry
	
	damage = 30
	toughness = 15
	pursuit = 25
	screen = 30
	
	terrain_bonus = {
		plains = { damage = 15 }
		drylands = { damage = 15 }
		hills = { damage = 5 pursuit = 5 }
		mountains = { damage = -10 pursuit = -20 }
		jungle = { damage = -10 toughness =-8 pursuit = -8 screen =-8}
		valenwood = { damage = -10 toughness =-10 pursuit = -8 screen =-10}
		wetlands = { damage = -15 toughness = -15}
		black_marsh = { damage = -15 toughness = -15 pursuit = -15}
	}
	
	counters = {
		archers = 1
		skirmishers = 1
		mages = 1
	}

	buy_cost = { gold = light_cavalry_maa_recruitment_cost }
	low_maintenance_cost = { gold = light_cavalry_maa_low_maint_cost }
	high_maintenance_cost = { gold = light_cavalry_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

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

deathlands_slayers = {
	type = skirmishers
	
	damage = 20
	toughness = 14
	pursuit = 10
	screen = 10
	
	terrain_bonus = {
		drylands = { damage = 8 toughness = 8 pursuit = 5 }
		hills = { damage = 6 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
		spellblades = 1
	}

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_deathlands_slayers } }

	buy_cost = { gold = skirmisher_maa_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_maa_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

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

###Headhunters MAA
south_nedic_headhunters = {
	type = spellblades
	
	damage = 25
	toughness = 15
	pursuit = 24
	screen = 24
	
	terrain_bonus = {
		black_marsh = { damage = 8 toughness = 4 pursuit = 10 screen = 10 }
		wetlands = { damage = 8 toughness = 4 pursuit = 10 screen = 10 }
		jungle = { damage = 4 toughness = 4 pursuit = 4 screen = 4 }
		valenwood = { damage = 4 toughness = 4 pursuit = 4 screen = 4 }
	}

	counters = {
		heavy_infantry = 1.5
		archers = 1
		mages = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_nedic_headhunters }
		culture = { 
			OR = {
				has_cultural_pillar = heritage_kothri
				any_parent_culture = { has_cultural_pillar = heritage_kothri }
			}
		}
	}

	buy_cost = { gold = spellblades_maa_recruitment_cost }
	low_maintenance_cost = { gold = spellblades_maa_low_maint_cost }
	high_maintenance_cost = { gold = spellblades_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = south_nedic_headhunters
}

north_nedic_headhunters = {
	type = spellblades
	
	damage = 25
	toughness = 15
	pursuit = 24
	screen = 24
	
	terrain_bonus = {
		mountains = { damage = 8 toughness = 4 pursuit = 10 screen = 10 }
		desert_mountains = { damage = 8 toughness = 4 pursuit = 10 screen = 10 }
		hills = { damage = 4 toughness = 4 pursuit = 4 screen = 4 }
		forest = {toughness = 4 screen = 4 }
		taiga = {toughness = 4 screen = 4 }
	}

	counters = {
		heavy_infantry = 1
		archers = 1.5
		mages = 1
	}


	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_nedic_headhunters }
		culture = { 
			OR = {
				has_cultural_pillar = heritage_nedic_north
				any_parent_culture = { has_cultural_pillar = heritage_nedic_north }
			}
		}
	}

	buy_cost = { gold = spellblades_maa_recruitment_cost }
	low_maintenance_cost = { gold = spellblades_maa_low_maint_cost }
	high_maintenance_cost = { gold = spellblades_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = north_nedic_headhunters
}

central_nedic_headhunters = {
	type = spellblades
	
	damage = 25
	toughness = 15
	pursuit = 24
	screen = 24
	
	terrain_bonus = {
		hills = { damage = 4 toughness = 4 pursuit = 4 screen = 4 }
		drylands = { damage = 4 toughness = 4 pursuit = 4 screen = 4 }
		forest = {toughness = 4 screen = 4 }
	}

	counters = {
		heavy_infantry = 1
		archers = 1
		mages = 1.5
	}
	
	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_nedic_headhunters  }
		culture = { 
			OR = {
				has_cultural_pillar = heritage_nedic_central
				any_parent_culture = { has_cultural_pillar = heritage_nedic_central }
			}
		}
	}

	buy_cost = { gold = spellblades_maa_recruitment_cost }
	low_maintenance_cost = { gold = spellblades_maa_low_maint_cost }
	high_maintenance_cost = { gold = spellblades_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = central_nedic_headhunters
}

jungle_peltasts = {
	type = skirmishers
	
	damage = 18
	toughness = 16
	pursuit = 16
	screen = 12
	
	terrain_bonus = {
		black_marsh = { damage = 6 toughness = 6 pursuit = 15 }
		valenwood = { damage = 6 toughness = 6 pursuit = 15 }
		forest = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
		wetlands = { damage = 4 toughness = 6 }
		plains = { damage = -10 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_jungle_peltasts } }	

	buy_cost = { gold = skirmisher_maa_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_maa_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

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


### Nordic
huscarl = {
	type = heavy_infantry

	damage = 40
	toughness = 26
	pursuit = 0
	screen = 24
	
	terrain_bonus = {
		steppe = { damage = 4 toughness = 8 }
		taiga = { damage = 8 toughness = 8 pursuit = 8 screen = 8 }
		tundra = { damage = 8 toughness = 8 pursuit = 8 screen = 8 }
		desert = { damage = -4 toughness = -4 }
		ashlands = { damage = -4 toughness = -4 }
		jungle = { damage = -4 toughness = -4 }
		valenwood = { damage = -15 toughness = -10 }
		black_marsh = { damage = -15 toughness = -10 }
	}
	
	counters = {
		pikemen = 1
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = 10 toughness = 10 }
		harsh_winter = { damage = 10 toughness = 5 }
	}	

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_huscarls } }	

	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 = nord_housecarl
}

skaal_hunter = {
	type = skirmishers
	
	damage = 30
	toughness = 14
	pursuit = 10
	screen = 10
	
	terrain_bonus = {
		ashlands = { toughness = -5 pursuit = -5 screen = -5}
		desert = { toughness = -5 pursuit = -5 screen = -5}
		forest = { damage = 4 toughness = 4 screen = 4 }
		taiga = { damage = 8 toughness = 8 screen = 8 }
		tundra = { damage = 8 toughness = 4 }
		steppe = { damage = 8 toughness = 4 }
	}

	counters = {
		heavy_infantry = 1
		pikemen = 1
	}

	winter_bonus = {
		normal_winter = { damage = 5 toughness = 10 }
		harsh_winter = { damage = 10 toughness = 5 }
	}	

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_skaal_hunter } }	

	buy_cost = { gold = skirmisher_maa_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_maa_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

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

### Orsimer
orc_marauders = {
	type = heavy_infantry
	
	damage = 45
	toughness = 30
	pursuit = 10
	screen = 0

	terrain_bonus = {
		mountains = { damage = 5 toughness = 5 pursuit = 5 }
		forest = { damage = 5 toughness = 5 pursuit = 5 }
		taiga = { damage = 5 toughness = 5 pursuit = 5 }
		hills = { damage = 4 toughness = 4 pursuit = 4 }
		plains = { damage = -6 toughness = -5 }
		farmlands = { damage = -6 toughness = -5 }
	}
	
	counters = {
		pikemen = 1
		heavy_cavalry = 1
	}

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_orc_marauders } }	
	
	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 = orc_marauders
}

orc_berserkers = {
	type = heavy_infantry
	
	damage = 45
	toughness = 15
	pursuit = 0
	screen = 0
	
	counters = {
		heavy_infantry = 1
		skirmishers = 1
	}

	terrain_bonus = {
		mountains = { damage = 5 toughness = 15 screen = 30 }
		forest = { damage = 5 toughness = 10 screen = 30 }
		taiga = { damage = 5 toughness = 10 screen = 30 }
		hills = { damage = 4 toughness = 10 screen = 30 }
		plains = { damage = -6 toughness = -5 }
		farmlands = { damage = -6 toughness = -5 }
	}
	
	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_orc_berserkers } }	
	
	
	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 = orc_berserkers
}

orc_wood_skirmishers = {
	type = skirmishers
	
	damage = 26
	toughness = 16
	pursuit = 10
	screen = 0
	
	terrain_bonus = {
		valenwood = { damage = 12 toughness = 8 pursuit = 6 screen = 10 }
		forest = { damage = 6 toughness = 4 pursuit = 3 screen = 5 }
		jungle = { damage = 6 toughness = 4 pursuit = 3 screen = 5 }
		hills = { damage = 5 toughness = 4 }
	}
	
	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_orc_wood_skirmishers } }	

	counters = {
		heavy_infantry = 1
	}

	buy_cost = { gold = skirmisher_maa_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_maa_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

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

### Yoku
yokudan_way_of_the_sword = { ###Better version available to those with the Virtues of War Tradition
	type = heavy_infantry
	
	damage = 42
	toughness = 22
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		desert = { damage = 8 toughness = 8 }
		desert_mountains = { damage = 8 toughness = 8 }
	}
	
	counters = {
		pikemen = 1
	}	

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_yokudan_way_of_the_sword } }
	
	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 = swordmasters
}

abecean_pirates = {
	type = skirmishers
	
	damage = 14
	toughness = 18
	pursuit = 15
	screen = 20
	
	terrain_bonus = {
		plains = { damage = 6 toughness = 6 }
		farmlands = { damage = 6 toughness = 6 }
		floodplains = { damage = 6 toughness = 6 }
		oasis = { damage = 6 toughness = 6 }
		drylands = { damage = 6 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_abecean_pirates } }

	buy_cost = { gold = skirmisher_maa_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_maa_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

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

### Goblin-ken

ice_shamans = {
	type = mages
	
	damage = 30
	toughness = 10
	pursuit = 10
	screen = 25
	
	siege_tier = 1
	siege_value = 0.1
	
	terrain_bonus = {
		steppe = { damage = 5 }
		floodplains = { damage = 5 screen = 15 }
		wetlands = { damage = 5 screen = 15 }
		mountains = { damage = 10 toughness = 10 }
		tundra = { damage = 15 toughness = 15 }
		taiga = { damage = 5 toughness = 10 }
	}

	winter_bonus = {
		harsh_winter = { damage = 10 toughness = 5 }
	}
	
	counters = {
		heavy_infantry = 1
		pikemen = 1
	}

	can_recruit = { valid_for_maa_trigger = { PARAMETER = unlock_maa_ice_shamans } }

	buy_cost = { gold = mages_maa_recruitment_cost }
	low_maintenance_cost = { gold = mages_maa_low_maint_cost }
	high_maintenance_cost = { gold = mages_maa_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ice_shamans
}