﻿# standard costs
@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

redoran_pikemen = {
	type = pikemen
	
	damage = 30
	toughness = 32
	pursuit = 0
	screen = 10
	
	terrain_bonus = {
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
		ashlands = { toughness = 8 }
	}
	
	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
		camel_cavalry = 1
		elephant_cavalry = 1
	}

	can_recruit = {
		culture = {
			OR = {
				this = culture:gah_julan
				any_parent_culture_or_above = {
				this = culture:gah_julan
				}
			}	
		}
		NOT = {  
			faith = { has_doctrine = tenet_divine_disease }					
		}		
	}	

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	provision_cost = @provisions_cost_infantry_expensive
	
	fallback_in_hired_troops_if_unlocked = yes
	
	stack = 100
	ai_quality = { value = culture_ai_weight_pikemen }
	icon = redoran_pikemen
}
