﻿# standard costs
#@maa_buy_cost = 150
#@maa_low_maintenance_cost = 1.0
#@maa_high_maintenance_cost = 5.0
@cultural_maa_extra_ai_score = 200 # Equivalent to having 20 extra regiments beyond what the code scoring would indicate (see NEGATIVE_SCORE_PER_EXISTING_REGIMENT) Naugrim Note: this gives a good balance where the elven AI won't ignore their cultural uniques, but will also still build generics.

# 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


#High Elven Generic set

#High Elven Heavy Infantry
high_elven_heavy_infantry = {
	type = heavy_infantry

	buy_cost = { gold = 350 }
	low_maintenance_cost = { gold = 0.2 }
	high_maintenance_cost = { gold = 0.6 }

	provision_cost = @provisions_cost_infantry_expensive

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_calaquendi_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_calaquendi_warfare }
			}
		}
	}

	stack = 25
	damage = 310
	toughness = 210
	pursuit = 10
	screen = 25

	counters = {
		pikemen = 1
		monster = 1
	}

	terrain_bonus = {
	}

	winter_bonus = {
	}

	ai_quality = {
		value = culture_ai_weight_heavy_infantry
		add = counter_synergy_ai_weight_heavy_infantry
	}
	icon = heavy_infantry
	allowed_in_hired_troops = no
}

#High Elven Archer
high_elven_archers = {
	type = archers

	buy_cost = { gold = 290 }
	low_maintenance_cost = { gold = 0.2 }
	high_maintenance_cost = { gold = 0.6 }

	provision_cost = @provisions_cost_infantry_moderate

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_calaquendi_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_calaquendi_warfare }
			}
		}
	}
	stack = 25
	damage = 300
	toughness = 200
	pursuit = 30
	screen = 0

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

	terrain_bonus = {
	}

	winter_bonus = {
	}

	ai_quality = { 
		value = culture_ai_weight_archers
		add = counter_synergy_ai_weight_archers
	}
	icon = bowmen
	allowed_in_hired_troops = no
}

#High Elven Heavy Cavalry
high_elven_heavy_cavalry = {
	type = heavy_cavalry

	buy_cost = { gold = 450 }
	low_maintenance_cost = { gold = 0.25 }
	high_maintenance_cost = { gold = 0.75 }

	provision_cost = @provisions_cost_cavalry_expensive

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_calaquendi_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_calaquendi_warfare }
			}
		}
	}

	stack = 15
	damage = 500
	toughness = 250
	pursuit = 50
	screen = 50

	counters = {
		skirmishers = 1
		archers = 1
	}

	terrain_bonus = {
	}

	winter_bonus = {
	}

	ai_quality = { value = culture_ai_weight_heavy_cavalry }
	icon = heavy_cavalry
	allowed_in_hired_troops = no
}

# High elven Spearmen
high_elven_pikemen = {
 	type = pikemen

 	buy_cost = { gold = 220 }
 	low_maintenance_cost = { gold = 0.15 }
 	high_maintenance_cost = { gold = 0.45 }

	provision_cost = @provisions_cost_infantry_moderate

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_calaquendi_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_calaquendi_warfare }
			}
		}
	}

 	stack = 25
 	damage = 250
 	toughness = 320
 	pursuit = 0
 	screen = 40

 	counters = {
 		monster = 1
 		light_cavalry = 1
 		heavy_cavalry = 1
 	}
	
 	terrain_bonus = {
 	}

 	winter_bonus = {
 	}
	
	ai_quality = {
		value = culture_ai_weight_pikemen
		add = counter_synergy_ai_weight_pikemen
	}
 	icon = noldor_glaivesmen
 	allowed_in_hired_troops = no
 }

# High elven skirmishers
high_elven_skirmishers = {
 	type = skirmishers

 	buy_cost = { gold = 170 }
 	low_maintenance_cost = { gold = 0.1 }
 	high_maintenance_cost = { gold = 0.3 }

	provision_cost = @provisions_cost_infantry_cheap

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_calaquendi_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_calaquendi_warfare }
			}
		}
	}

 	stack = 30
 	damage = 160
 	toughness = 120
 	pursuit = 40
 	screen = 20

 	counters = {
 		archers = 1
 		archer_cavalry = 1
		heavy_infantry = 1
 	}
	
 	terrain_bonus = {
 	}

 	winter_bonus = {
 	}
	
 	ai_quality = { value = culture_ai_weight_skirmishers }
 	icon = skirmishers
 	allowed_in_hired_troops = no
 }

# High elven Light cavalry
high_elven_light_cavalry = {
	type = light_cavalry

	buy_cost = { gold = 200 }
	low_maintenance_cost = { gold = 0.15 }
	high_maintenance_cost = { gold = 0.45 }

	provision_cost = @provisions_cost_cavalry_moderate

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_calaquendi_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_calaquendi_warfare }
			}
		}
	}

	stack = 20
	damage = 220
	toughness = 110
	pursuit = 120
	screen = 40

	counters = {
		heavy_infantry = 1
		monster = 1
		archers = 1
	}
	
	terrain_bonus = {
	}

	winter_bonus = {
	}
	
	ai_quality = { 
		value = culture_ai_weight_light_cavalry
		add = counter_synergy_ai_weight_light_cavalry
	}
	icon = light_cavalry
	allowed_in_hired_troops = no
}

#Grey Elven Generic Set

#Grey Elven Spearmen
grey_elven_pikemen = {
	type = pikemen

	buy_cost = { gold = 150 }
	low_maintenance_cost = { gold = 0.2 }
	high_maintenance_cost = { gold = 0.6 }

	provision_cost = @provisions_cost_infantry_moderate

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_lomiquendi_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_lomiquendi_warfare }
			}
		}
	}

	stack = 50
	damage = 90
	toughness = 120
	pursuit = 0
	screen = 40

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
	}

	terrain_bonus = {
	}

	winter_bonus = {
	}

	ai_quality = {
		value = culture_ai_weight_pikemen
		add = counter_synergy_ai_weight_pikemen
	}
	icon = grey_elven_pikemen
	allowed_in_hired_troops = no
}

#Grey Elven Archers
grey_elven_archers = {
	type = archers

	buy_cost = { gold = 145 }
	low_maintenance_cost = { gold = 0.2 }
	high_maintenance_cost = { gold = 0.6 }

	provision_cost = @provisions_cost_infantry_moderate

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_lomiquendi_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_lomiquendi_warfare }
			}
		}
	}

	stack = 50
	damage = 120
	toughness = 60
	pursuit = 30
	screen = 0

	counters = {
		skirmishers = 1
		monster = 1
	}
	
	terrain_bonus = {
	}

	winter_bonus = {
	}
	
	ai_quality = { 
		value = culture_ai_weight_archers
		add = counter_synergy_ai_weight_archers
	}
	icon = grey_elven_archers
	allowed_in_hired_troops = no
}

#Grey Elven Heavy Cavalry
grey_elven_heavy_cavalry = {
	type = heavy_cavalry

	buy_cost = { gold = 280 }
	low_maintenance_cost = { gold = 0.25 }
	high_maintenance_cost = { gold = 0.75 }

	provision_cost = @provisions_cost_cavalry_expensive

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_lomiquendi_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_lomiquendi_warfare }
			}
		}
	}

	stack = 25
	damage = 250
	toughness = 150
	pursuit = 30
	screen = 30

	counters = {
		skirmishers = 1
		archers = 1
	}
	
	terrain_bonus = {
	}

	winter_bonus = {
	}
	
	ai_quality = { value = culture_ai_weight_heavy_cavalry }
	icon = grey_elven_heavy_cavalry
	allowed_in_hired_troops = no
}

# Grey elven heavy infantry
grey_elven_heavy_infantry = {
 	type = heavy_infantry

 	buy_cost = { gold = 160 }
 	low_maintenance_cost = { gold = 0.2 }
 	high_maintenance_cost = { gold = 0.6 }

	provision_cost = @provisions_cost_infantry_expensive

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_lomiquendi_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_lomiquendi_warfare }
			}
		}
	}

 	stack = 50
 	damage = 100
 	toughness = 80
 	pursuit = 0
 	screen = 10

 	counters = {
		pikemen = 1
 	}
	
 	terrain_bonus = {
 	}

 	winter_bonus = {
 	}
	
	ai_quality = {
		value = culture_ai_weight_heavy_infantry
		add = counter_synergy_ai_weight_heavy_infantry
	}
 	icon = grey_elven_heavy_infantry
 	allowed_in_hired_troops = no
 }

# Grey elven skirmishers
grey_elven_skirmishers = {
 	type = skirmishers

 	buy_cost = { gold = 110 }
 	low_maintenance_cost = { gold = 0.15 }
 	high_maintenance_cost = { gold = 0.45 }

	provision_cost = @provisions_cost_infantry_cheap

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_lomiquendi_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_lomiquendi_warfare }
			}
		}
	}

 	stack = 60
 	damage = 40
 	toughness = 70
 	pursuit = 15
 	screen = 15

 	counters = {
 		archers = 1
		heavy_infantry = 1
 	}
	
 	terrain_bonus = {
 	}

 	winter_bonus = {
 	}
	
 	ai_quality = { value = culture_ai_weight_skirmishers }
 	icon = grey_elven_skirmishers
 	allowed_in_hired_troops = no
 }

# Grey elven light cavalry
grey_elven_light_cavalry = {
	type = light_cavalry

	buy_cost = { gold = 140 }
	low_maintenance_cost = { gold = 0.15 }
	high_maintenance_cost = { gold = 0.45 }

	provision_cost = @provisions_cost_cavalry_moderate

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_lomiquendi_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_lomiquendi_warfare }
			}
		}
	}

	stack = 40
	damage = 150
	toughness = 120
	pursuit = 60
	screen = 20

	counters = {
		archers = 1
		heavy_infantry = 1
	}
	
	terrain_bonus = {
	}

	winter_bonus = {
	}
	
	ai_quality = { 
		value = culture_ai_weight_light_cavalry
		add = counter_synergy_ai_weight_light_cavalry
	}
	icon = grey_elven_light_cavalry
	allowed_in_hired_troops = no
}

#Avarin Generic Set

#Avarin skirmishers
avarin_skirmishers = {
	type = skirmishers

	buy_cost = { gold = 100 }
	low_maintenance_cost = { gold = 0.1 }
	high_maintenance_cost = { gold = 0.3 }

	provision_cost = @provisions_cost_infantry_cheap

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_avarin_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_avarin_warfare }
			}
		}
	}

	stack = 80
	damage = 40
	toughness = 30
	pursuit = 10
	screen = 15

	counters = { 
		heavy_infantry = 1
		light_cavalry = 1
	}

	terrain_bonus = {
	}

	winter_bonus = {
	}

	ai_quality = { value = culture_ai_weight_skirmishers }
	icon = skirmishers
	allowed_in_hired_troops = no
}

#Avarin Light Cavalry
avarin_light_cavalry = {
	type = light_cavalry

	buy_cost = { gold = 120 }
	low_maintenance_cost = { gold = 0.2 }
	high_maintenance_cost = { gold = 0.6 }

	provision_cost = @provisions_cost_cavalry_moderate

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_avarin_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_avarin_warfare }
			}
		}
	}

	stack = 60
	damage = 60
	toughness = 50
	pursuit = 50
	screen = 40

	counters = {
		archers = 1
		monster = 1
	}

	terrain_bonus = {
	}

	winter_bonus = {
	}

	ai_quality = { 
		value = culture_ai_weight_light_cavalry
		add = counter_synergy_ai_weight_light_cavalry
	}
	icon = light_cavalry
	allowed_in_hired_troops = no
}

#Avarin Archers
avarin_archers = {
	type = archers

	buy_cost = { gold = 135 }
	low_maintenance_cost = { gold = 0.1 }
	high_maintenance_cost = { gold = 0.3 }

	provision_cost = @provisions_cost_infantry_moderate

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_avarin_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_avarin_warfare }
			}
		}
	}

	stack = 80
	damage = 80
	toughness = 40
	pursuit = 30
	screen = 20

	counters = {
		skirmishers = 1
		archer_cavalry = 1
	}
	
	terrain_bonus = {
	}

	winter_bonus = {
	}
	
	ai_quality = { 
		value = culture_ai_weight_archers
		add = counter_synergy_ai_weight_archers
	}
	icon = bowmen
	allowed_in_hired_troops = no
}
# Avarin Pikemen
avarin_pikemen = {
 	type = pikemen

 	buy_cost = { gold = 140 }
 	low_maintenance_cost = { gold = 0.15 }
 	high_maintenance_cost = { gold = 0.45 }

	provision_cost = @provisions_cost_infantry_moderate

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_avarin_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_avarin_warfare }
			}
		}
	}

 	stack = 60
 	damage = 60
 	toughness = 80
 	pursuit = 0
 	screen = 25

 	counters = {
 		light_cavalry = 1
 		heavy_cavalry = 1
 	}
	
 	terrain_bonus = {
 	}

 	winter_bonus = {
 	}
	
 	ai_quality = {
		value = culture_ai_weight_pikemen
		add = counter_synergy_ai_weight_pikemen
	}
 	icon = pikemen
 	allowed_in_hired_troops = no
 }

# Avarin Swordsmen
avarin_heavy_infantry = {
 	type = heavy_infantry

 	buy_cost = { gold = 150 }
 	low_maintenance_cost = { gold = 0.2 }
 	high_maintenance_cost = { gold = 0.6 }

	provision_cost = @provisions_cost_infantry_expensive

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_avarin_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_avarin_warfare }
			}
		}
	}

 	stack = 60
 	damage = 80
 	toughness = 60
 	pursuit = 10
 	screen = 10

 	counters = {
 		pikemen = 1
 	}
	
 	terrain_bonus = {
 	}

 	winter_bonus = {
 	}
	
	ai_quality = {
		value = culture_ai_weight_heavy_infantry
		add = counter_synergy_ai_weight_heavy_infantry
	}
 	icon = heavy_infantry
 	allowed_in_hired_troops = no
 }

 # Avarin Heavy Cavalry
avarin_heavy_cavalry = {
	type = heavy_cavalry

	buy_cost = { gold = 200 }
	low_maintenance_cost = { gold = 0.25 }
	high_maintenance_cost = { gold = 0.75 }

	provision_cost = @provisions_cost_cavalry_expensive

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_avarin_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_avarin_warfare }
			}
		}
	}

	stack = 40
	damage = 160
	toughness = 120
	pursuit = 30
	screen = 30

	counters = {
		monster = 1
		heavy_infantry = 1
	}

	terrain_bonus = {
	}

	winter_bonus = {
	}

	ai_quality = { value = culture_ai_weight_heavy_cavalry }
	icon = heavy_cavalry
	allowed_in_hired_troops = no
 }

### Noldor ###
## - The armies of the Noldor are few in number in the dwindling days of the Third Age, but in quality are unparalleled
# Noldor Swordsman (Heavy Infantry)
noldor_swordsmen = {
 	type = heavy_infantry

 	buy_cost = { gold = 400 }
 	low_maintenance_cost = { gold = 0.1 }
 	high_maintenance_cost = { gold = 0.3 }

	provision_cost = @provisions_cost_infantry_expensive

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_noldor_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_noldor_warfare }
			}
		}
	}

	stack = 25
 	damage = 350
 	toughness = 250
 	pursuit = 10
 	screen = 30

 	counters = {
 		pikemen = 1
 		monster = 1
 	}
	
 	terrain_bonus = {
 	}

 	winter_bonus = {
 	}
	
 	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		#add = 400
	}
 	icon = noldor_swordsmen
 	allowed_in_hired_troops = no
 }

# Noldor Glaivesman (Pikeman)
noldor_glaivesmen = {
 	type = pikemen

 	buy_cost = { gold = 350 }
 	low_maintenance_cost = { gold = 0.1 }
 	high_maintenance_cost = { gold = 0.3 }
	
	provision_cost = @provisions_cost_infantry_expensive

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_noldor_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_noldor_warfare }
			}
		}
	}

 	stack = 25
 	damage = 250
 	toughness = 320
 	pursuit = 0
 	screen = 40

 	counters = {
 		monster = 1
 		light_cavalry = 1
 		heavy_cavalry = 1
 	}
	
 	terrain_bonus = {
 	}

 	winter_bonus = {
 	}
	
 	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		#add = 400
	}
 	icon = noldor_glaivesmen
 	allowed_in_hired_troops = no
}

# Noldor Cavalry (Heavy Cavalry)
noldor_cavalry = {
	type = heavy_cavalry

	buy_cost = { gold = 500 }
	low_maintenance_cost = { gold = 0.3 }
	high_maintenance_cost = { gold = 0.9 }

	provision_cost = @provisions_cost_cavalry_expensive

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_noldor_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_noldor_warfare }
			}
		}
	}

	stack = 15
	damage = 600
	toughness = 300
	pursuit = 60
	screen = 60

	counters = {
		skirmishers = 1
		archers = 1
	}
	
	terrain_bonus = {
	}

	winter_bonus = {
	}
	
	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		#add = 400
	}
	icon = noldor_cavalry
	allowed_in_hired_troops = no
}

# Noldor Archers (Archers)
# noldor_archers = {
#	can_recruit = { noldor_trigger = yes }
#	type = archers

#	buy_cost = { gold = 290 }
#	low_maintenance_cost = { gold = 0.1 }
#	high_maintenance_cost = { gold = 0.3 }

#	stack = 20
#	damage = 150
#	toughness = 100
#	pursuit = 30
#	screen = 0

#	counters = {
#		skirmishers = 1
#		light_cavalry = 1
#		heavy_cavalry = 1
#	}
	
#	terrain_bonus = {
#	}

#	winter_bonus = {
#	}
	
#	ai_quality = { value = 500 }
#	icon = bowmen
#	allowed_in_hired_troops = no
#}

# Noldor Veterans (Veterans of the Last Alliance)
noldor_veterans = {
	can_recruit = { always = no } # Event Troops
	type = heavy_infantry

	buy_cost = { gold = 1000 }
	low_maintenance_cost = { gold = 0.2 }
	high_maintenance_cost = { gold = 0.6 }

	provision_cost = @provisions_cost_infantry_expensive

	stack = 10
	damage = 950
	toughness = 1050
	pursuit = 20
	screen = 80

	counters = {
		skirmishers = 1
		pikemen = 1
		archers = 1
		monster = 1
	}
	
	terrain_bonus = {
	}

	winter_bonus = {
	}
	
	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		#add = 300
	}
	icon = heavy_infantry
	allowed_in_hired_troops = no
}

# Song-Smiths (Minstrels and Bards bearing songs of power - siege)
song_smiths = {
	type = siege_weapon
	fights_in_main_phase = no
	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_noldor_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_noldor_warfare }
			}
		}
	}
	
	damage = 0
	toughness = 10
	
	siege_tier = 5
	siege_value = 0.8
	
	buy_cost = { gold = bombard_recruitment_cost }
	low_maintenance_cost = { gold = bombard_low_maint_cost }
	high_maintenance_cost = { gold = bombard_high_maint_cost }

	provision_cost = @provisions_cost_special_moderate
	
	#ai_quality = { value = 100 }
	stack = 10
	allowed_in_hired_troops = no
	icon = song_smiths
}

### Sindar ###
# Sindar Nobility (Cavalry)
# sindar_nobility = {
# 	can_recruit = { sindar_trigger = yes }
# 	type = heavy_cavalry

# 	buy_cost = { gold = 275 }
# 	low_maintenance_cost = { gold = 0.4 }
# 	high_maintenance_cost = { gold = 1.2 }

# 	stack = 20
# 	damage = 175
# 	toughness = 100
# 	pursuit = 40
# 	screen = 40

# 	counters = {
# 		skirmishers = 1
# 		archers = 1
# 	}
	
# 	terrain_bonus = {
# 	}

# 	winter_bonus = {
# 	}
	
# 	ai_quality = { value = culture_ai_weight_heavy_cavalry }
# 	icon = heavy_cavalry
# 	allowed_in_hired_troops = no
# }

# Hîr-Hathol (Heavy Infantry)
 hir_hathol = {
 	type = heavy_infantry

 	buy_cost = { gold = 240 }
 	low_maintenance_cost = { gold = 0.2 }
 	high_maintenance_cost = { gold = 0.6 }

	provision_cost = @provisions_cost_infantry_expensive

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_sindar_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_sindar_warfare }
			}
		}
	}

 	stack = 30
 	damage = 270
 	toughness = 100
 	pursuit = 25
 	screen = 0

 	counters = {
 		pikemen = 1
 		monster = 1
 	}
	
 	terrain_bonus = {
 	}

 	winter_bonus = {
 	}
	
	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		#add = 400
	}
 	icon = hir_hathol
 	allowed_in_hired_troops = no
 }

# Falathrim Haven-Guard (Pikemen) - Mithlond Spearmen
falathrim_haven_guard = {
	type = pikemen

	buy_cost = { gold = 200 }
	low_maintenance_cost = { gold = 0.2 }
	high_maintenance_cost = { gold = 0.6 }

	provision_cost = @provisions_cost_infantry_moderate

	can_recruit = { 
		OR = {
			culture = { has_innovation = innovation_falathrim_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_falathrim_warfare }
			}
		}
	}

	stack = 50
	damage = 90
	toughness = 140
	pursuit = 0
	screen = 40

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
	}
	
	terrain_bonus = {
	}

	winter_bonus = {
	}
	
	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		#add = 400
	}
	icon = falathrim_haven_guard
	allowed_in_hired_troops = no
}

# Sindar Marchwardens (Archers) - in the style of Beleg Strongbow
marchwardens = {
	type = archers

	buy_cost = { gold = 260 }
	low_maintenance_cost = { gold = 0.2 }
	high_maintenance_cost = { gold = 0.6 }

	provision_cost = @provisions_cost_infantry_moderate

	can_recruit = { 
		OR = {
			culture = { has_innovation = innovation_marchwardens_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_marchwardens_warfare }
			}
		}
	}

	stack = 30
	damage = 200
	toughness = 150
	pursuit = 30
	screen = 0

	counters = {
		skirmishers = 1
		monster = 1
		light_cavalry = 1
		heavy_cavalry = 1
	}
	
	terrain_bonus = {
	}

	winter_bonus = {
	}
	
	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		#add = 400
	}
	icon = marchwardens
	allowed_in_hired_troops = no
}

### Galadhrim ###
# Galadhrim Warriors (Heavy Infantry)
 galadhrim_warriors = {
 	type = heavy_infantry

 	buy_cost = { gold = 190 }
 	low_maintenance_cost = { gold = 0.25 }
 	high_maintenance_cost = { gold = 0.75 }

	provision_cost = @provisions_cost_infantry_expensive

	can_recruit = { 
		OR = {
			culture = { has_innovation = innovation_galadhrim_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_galadhrim_warfare }
			}
		}
	}

	stack = 50
 	damage = 120
 	toughness = 120
 	pursuit = 0
 	screen = 10

 	counters = {
 		pikemen = 1
 	}
	
 	terrain_bonus = {
 	}

 	winter_bonus = {
 	}
	
 	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		#add = 400
	}
 	icon = galadhrim_warriors
 	allowed_in_hired_troops = no
 }

# Knights of Amroth (Cavalry)
# knights_of_amroth = {
#	can_recruit = { galadhrim_trigger = yes }
#	type = heavy_cavalry

#	buy_cost = { gold = 300 }
#	low_maintenance_cost = { gold = 0.5 }
#	high_maintenance_cost = { gold = 1.5 }

#	stack = 25
#	damage = 120
#	toughness = 75
#	pursuit = 20
#	screen = 0

#	counters = {
#		skirmishers = 1
#		archers = 1
#	}
	
#	terrain_bonus = {
#	}

#	winter_bonus = {
#	}
	
#	ai_quality = { value = culture_ai_weight_heavy_cavalry }
#	icon = knights_of_amroth
#	allowed_in_hired_troops = no
#}

# Galadhrim Wardens (Skirmishers)
# galadhrim_wardens = {
# 	can_recruit = { galadhrim_trigger = yes }
# 	type = skirmishers

# 	buy_cost = { gold = 130 }
# 	low_maintenance_cost = { gold = 0.13 }
# 	high_maintenance_cost = { gold = 0.39 }

# 	stack = 60
# 	damage = 21
# 	toughness = 36
# 	pursuit = 10
# 	screen = 16

# 	counters = {
# 		skirmishers = 1
# 		heavy_infantry = 1
# 	}
	
# 	terrain_bonus = {
# 	}

# 	winter_bonus = {
# 	}
	
# 	ai_quality = { value = culture_ai_weight_skirmishers }
# 	icon = galadhrim_wardens
# 	allowed_in_hired_troops = no
# }

# Galadhrim Archers (Archers)
galadhrim_archers = {
	type = archers

	buy_cost = { gold = 180 }
	low_maintenance_cost = { gold = 0.3 }
	high_maintenance_cost = { gold = 0.9 }

	provision_cost = @provisions_cost_infantry_moderate

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_galadhrim_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_galadhrim_warfare }
			}
		}
	}

	stack = 50
	damage = 120
	toughness = 90
	pursuit = 30
	screen = 0

	counters = {
		skirmishers = 1
		monster = 1
		light_cavalry = 1
		heavy_cavalry = 1
	}
	
	terrain_bonus = {
	}

	winter_bonus = {
	}
	
	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		add = 60
	}
	icon = galadhrim_archers
	allowed_in_hired_troops = no
}

# Galadhrim Sentinels (Pikemen)
# galadhrim_sentinels = {
# 	can_recruit = { galadhrim_trigger = yes }
# 	type = pikemen

# 	buy_cost = { gold = 190 }
# 	low_maintenance_cost = { gold = 0.2 }
# 	high_maintenance_cost = { gold = 0.6 }

# 	stack = 40
# 	damage = 50
# 	toughness = 75
# 	pursuit = 0
# 	screen = 15

# 	counters = {
# 		pikemen = 1
# 		light_cavalry = 1
# 		heavy_cavalry = 1
# 	}
	
# 	terrain_bonus = {
# 	}

# 	winter_bonus = {
# 	}
	
# 	ai_quality = { value = culture_ai_weight_pikemen }
# 	icon = galadhrim_sentinels
# 	allowed_in_hired_troops = no
# }

### Greenwood ###
# Gilded Guard (Pikeman)
# gilded_guard = {
# 	can_recruit = { greenwood_trigger = yes }
# 	type = pikemen

# 	buy_cost = { gold = 180 }
# 	low_maintenance_cost = { gold = 0.28 }
# 	high_maintenance_cost = { gold = 0.84 }

# 	stack = 40
# 	damage = 45
# 	toughness = 65
# 	pursuit = 0
# 	screen = 15

# 	counters = {
# 		light_cavalry = 1
# 		heavy_cavalry = 1
# 	}
	
# 	terrain_bonus = {
# 	}

# 	winter_bonus = {
# 	}
	
# 	ai_quality = { value = culture_ai_weight_pikemen }
# 	icon = gilded_guard
# 	allowed_in_hired_troops = no
# }

# Greenwood Swordsmen (Heavy Infantry)
# greenwood_swordsmen = {
# 	can_recruit = { greenwood_trigger = yes }
# 	type = heavy_infantry

# 	buy_cost = { gold = 160 }
# 	low_maintenance_cost = { gold = 0.25 }
# 	high_maintenance_cost = { gold = 0.75 }

# 	stack = 50
# 	damage = 52
# 	toughness = 35
# 	pursuit = 0
# 	screen = 10

# 	counters = {
# 		pikemen = 1
# 	}
	
# 	terrain_bonus = {
# 	}

# 	winter_bonus = {
# 	}
	
# 	ai_quality = { value = culture_ai_weight_heavy_infantry }
# 	icon = greenwood_swordsmen
# 	allowed_in_hired_troops = no
# }

# Greenwood Archers (Archers)
# greenwood_archers = {
# 	can_recruit = { greenwood_trigger = yes }
# 	type = archers

# 	buy_cost = { gold = 145 }
# 	low_maintenance_cost = { gold = 0.2 }
# 	high_maintenance_cost = { gold = 0.6 }

# 	stack = 50
# 	damage = 60
# 	toughness = 30
# 	pursuit = 25
# 	screen = 0

# 	counters = {
# 		skirmishers = 1
# 	}
	
# 	terrain_bonus = {
# 	}

# 	winter_bonus = {
# 	}
	
# 	ai_quality = { value = culture_ai_weight_archers }
# 	icon = greenwood_archers
# 	allowed_in_hired_troops = no
# }

# Silvan Rangers (Skirmishers)
# silvan_rangers = {
# 	can_recruit = { greenwood_trigger = yes }
# 	type = skirmishers

# 	buy_cost = { gold = 110 }
# 	low_maintenance_cost = { gold = 0.15 }
# 	high_maintenance_cost = { gold = 0.45 }

# 	stack = 75
# 	damage = 15
# 	toughness = 32
# 	pursuit = 15
# 	screen = 15

# 	counters = {
# 		skirmishers = 1
# 	}
	
# 	terrain_bonus = {
# 	}

# 	winter_bonus = {
# 	}
	
# 	ai_quality = { value = culture_ai_weight_skirmishers }
# 	#icon = skirmishers
# 	icon = silvan_rangers
# 	allowed_in_hired_troops = no
# }

# Royal Elk Riders (Elk Cavalry)
royal_elk_riders = {
	type = heavy_cavalry

	buy_cost = { gold = 275 }
	low_maintenance_cost = { gold = 0.25 }
	high_maintenance_cost = { gold = 0.75 }

	provision_cost = @provisions_cost_cavalry_expensive

	can_recruit = { 
		OR = {
			culture = { has_innovation = innovation_lasgalendrim_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_lasgalendrim_warfare }
			}
		}
	}

	stack = 30
	damage = 270
	toughness = 100
	pursuit = 30
	screen = 30

	counters = {
		skirmishers = 1
		heavy_infantry = 1
		archers = 1
		light_cavalry = 1
	}
	
	terrain_bonus = {
	}

	winter_bonus = {
	}
	
	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		#add = 400
	}
	#icon = heavy_cavalry
	icon = royal_elk_riders
	allowed_in_hired_troops = no
}

# Theladagnyr (Anti-monster)
theladagnyr = {
	type = heavy_infantry

	buy_cost = { gold = 250 }
	low_maintenance_cost = { gold = 0.2 }
	high_maintenance_cost = { gold = 0.6 }

	provision_cost = @provisions_cost_infantry_expensive

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_lasgalendrim_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_lasgalendrim_warfare }
			}
		}
	}

	stack = 50
	damage = 100
	toughness = 140
	pursuit = 25
	screen = 0

	counters = {
		monster = 1
		heavy_cavalry = 1
	}
	
	terrain_bonus = {
	}

	winter_bonus = {
	}
	
	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		#add = 400
	}
	icon = theladagnyr
	allowed_in_hired_troops = no
}


### Penni ###
# Nelyarin Pikemen (Pikemen)
# nelyarin_pikemen = {
# 	can_recruit = { culture = { has_cultural_parameter = unlock_maa_nelyarin_pikemen } }
# 	type = pikemen

# 	buy_cost = { gold = 160 }
# 	low_maintenance_cost = { gold = 0.28 }
# 	high_maintenance_cost = { gold = 0.84 }

# 	stack = 60
# 	damage = 30
# 	toughness = 40
# 	pursuit = 0
# 	screen = 10

# 	counters = {
# 		light_cavalry = 1
# 		heavy_cavalry = 1
# 	}
	
# 	terrain_bonus = {
# 	}

# 	winter_bonus = {
# 	}
	
# 	ai_quality = { value = culture_ai_weight_pikemen }
# 	icon = nelyarin_pikemen
# 	allowed_in_hired_troops = no
# }

# Nelyarin Swordsmen (Heavy Infantry)
# nelyarin_swordsmen = {
# 	can_recruit = { culture = { has_cultural_parameter = unlock_maa_nelyarin_swordsmen } }
# 	type = heavy_infantry

# 	buy_cost = { gold = 150 }
# 	low_maintenance_cost = { gold = 0.25 }
# 	high_maintenance_cost = { gold = 0.75 }

# 	stack = 60
# 	damage = 32
# 	toughness = 40
# 	pursuit = 0
# 	screen = 15

# 	counters = {
# 		pikemen = 1
# 	}
	
# 	terrain_bonus = {
# 	}

# 	winter_bonus = {
# 	}
	
# 	ai_quality = { value = culture_ai_weight_heavy_infantry }
# 	icon = nelyarin_swordsmen
# 	allowed_in_hired_troops = no
# }

# Nelyarin Bowmen (Archers)
# nelyarin_archers = {
# 	can_recruit = { culture = { has_cultural_parameter = unlock_maa_nelyarin_archers } }
# 	type = archers

# 	buy_cost = { gold = 155 }
# 	low_maintenance_cost = { gold = 0.3 }
# 	high_maintenance_cost = { gold = 0.9 }

# 	stack = 80
# 	damage = 44
# 	toughness = 15
# 	pursuit = 30
# 	screen = 0

# 	counters = {
# 		skirmishers = 1
# 	}
	
# 	terrain_bonus = {
# 	}

# 	winter_bonus = {
# 	}
	
# 	ai_quality = { value = culture_ai_weight_archers }
# 	icon = nelyarin_archers
# 	allowed_in_hired_troops = no
# }

# Neldoreth's Borderwardens (Border Guard Mounted Bowmen)
neldoreth_borderwardens = {
	type = archer_cavalry

	buy_cost = { gold = 260 }
	low_maintenance_cost = { gold = 0.35 }
	high_maintenance_cost = { gold = 1.05 }

	provision_cost = @provisions_cost_cavalry_expensive

	can_recruit = { 
		OR = {
			culture = { has_innovation = innovation_spirits_pact }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_spirits_pact }
			}
		}
	}

	stack = 30
	damage = 320
	toughness = 80
	pursuit = 50
	screen = 100

	counters = {
		skirmishers = 1
		monster = 1
		heavy_infantry = 1
	}
	
	terrain_bonus = {
		jungle = { damage = -80 pursuit = -20 }
		mountains = { damage = -120 pursuit = -30 }
		desert_mountains = { damage = -120 pursuit = -30 }
	}

	winter_bonus = {
	}
	
	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		#add = 400
	}
	icon = neldoreth_borderwardens
	allowed_in_hired_troops = no
}

# Nuïnevari (Forest Spirits)
nuinevari = { # Unlocked via Innovation
	type = monster

	buy_cost = { gold = 200 piety = 200 }
	low_maintenance_cost = { gold = 0.35 piety = 0.1 }
	high_maintenance_cost = { gold = 1.05 piety = 0.3 }

	provision_cost = @provisions_cost_special_expensive

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_spirits_pact }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_spirits_pact }
			}
		}
	}

	stack = 10
	damage = 760
	toughness = 440
	pursuit = 30
	screen = 30

	counters = {
		archers = 1
		skirmishers = 1
		pikemen = 1
		heavy_infantry = 1
	}
	
	terrain_bonus = {
		dune_sea = {
			damage = -300 toughness = -200 pursuit = -30 screen = -20
		}
		desert = {
			damage = -200 toughness = -100 pursuit = -10 screen = -10
		}
		red_desert = {
			damage = -200 toughness = -100 pursuit = -10 screen = -10
		}
		wetlands = {
			damage = 100 toughness = 50 pursuit = 10 screen = 10
		}
		floodplains = {
			damage = 100 toughness = 50 pursuit = 10 screen = 10
		}
	}

	winter_bonus = {
	}
	
	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		add = 200
	}
	icon = nuinevari
	allowed_in_hired_troops = no
}

### Cuind ###
# Tatyarin Harriers (Skirmishers)
#tatyarin_harriers = {
#	can_recruit = { culture = { has_cultural_parameter = unlock_maa_tatyarin_harriers } }
#	type = skirmishers
#
#	buy_cost = { gold = 130 }
#	low_maintenance_cost = { gold = 0.2 }
#	high_maintenance_cost = { gold = 0.5 }
#
#	provision_cost = @provisions_cost_infantry_cheap
#
#	stack = 80
#	damage = 40
#	toughness = 50
#	pursuit = 10
#	screen = 15
#
#	counters = {
#		heavy_infantry = 1
#	}
#	
#	terrain_bonus = {
#		jungle = { damage = 10 toughness = 10 pursuit = 20 }
#		deep_forest = { damage = 10 toughness = 10 pursuit = 20 }
#	}
#
#	winter_bonus = {
#	}
#	
#	ai_quality = { value = 500 }
#	icon = skirmishers
#	allowed_in_hired_troops = no
#}

# Tatyarin Rangers (Archers)
# tatyarin_rangers = {
# 	can_recruit = { culture = { has_cultural_parameter = unlock_maa_tatyarin_rangers } }
# 	type = archers

# 	buy_cost = { gold = 180 }
# 	low_maintenance_cost = { gold = 0.25 }
# 	high_maintenance_cost = { gold = 0.75 }

# 	stack = 80
# 	damage = 50
# 	toughness = 20
# 	pursuit = 30
# 	screen = 15

# 	counters = {
# 		skirmishers = 1
# 		light_cavalry = 1
# 	}
	
# 	terrain_bonus = {
# 		jungle = { toughness = 15 pursuit = 20 }
# 		deep_forest = { toughness = 15 pursuit = 20 }
# 	}

# 	winter_bonus = {
# 	}
	
# 	ai_quality = { value = culture_ai_weight_archers }
# 	allowed_in_hired_troops = no
# }

# Tatyarin Guardians (Heavy Infantry)
# tatyarin_guardians = {
# 	can_recruit = { culture = { has_cultural_parameter = unlock_maa_tatyarin_guardians } }
# 	type = heavy_infantry

# 	buy_cost = { gold = 200 }
# 	low_maintenance_cost = { gold = 0.3 }
# 	high_maintenance_cost = { gold = 0.8 }

# 	stack = 50
# 	damage = 40
# 	toughness = 60
# 	pursuit = 5
# 	screen = 10

# 	counters = {
# 		pikemen = 1
# 		heavy_cavalry = 1
# 	}
	
# 	terrain_bonus = {
# 		jungle = { damage = 20 toughness = 20 }
# 		deep_forest = { damage = 20 toughness = 20 }
# 	}

# 	winter_bonus = {
# 	}
	
# 	ai_quality = { value = culture_ai_weight_pikemen }
# 	icon = heavy_infantry
# 	allowed_in_hired_troops = no
# }

# Cuind Wanderers (Light Cavalry)
cuind_wanderers = {
	type = light_cavalry

	buy_cost = { gold = 280 }
	low_maintenance_cost = { gold = 0.4 }
	high_maintenance_cost = { gold = 1 }

	provision_cost = @provisions_cost_cavalry_moderate

	can_recruit = { 
		OR = {
			culture = { has_innovation = innovation_cuind_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_cuind_warfare }
			}
		}
	}

	stack = 20
	damage = 240
	toughness = 120
	pursuit = 100
	screen = 20

	counters = {
		archers = 1
		monster = 1
	}
	
	terrain_bonus = {
		jungle = { damage = 40 toughness 40 }
		deep_forest = { damage = 40 toughness 40 }
		forest = { damage = 20 toughness 20 }
		mountains = { damage = -120 pursuit = -30 }
		desert_mountains = { damage = -120 pursuit = -30 }
	}

	winter_bonus = {
	}
	
	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		#add = 400
	}
	icon = light_cavalry
	allowed_in_hired_troops = no
}

#Cuind Skirmishers
cuind_skirmishers = {
	type = skirmishers

	buy_cost = { gold = 130 }
	low_maintenance_cost = { gold = 0.2 }
	high_maintenance_cost = { gold = 0.5 }

	provision_cost = @provisions_cost_infantry_cheap

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_cuind_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_cuind_warfare }
			}
		}
	}

	stack = 80
	damage = 45
	toughness = 35
	pursuit = 10
	screen = 15

	counters = {
		heavy_infantry = 1
	}
	
	terrain_bonus = {
		jungle = { damage = 10 toughness = 10 pursuit = 20 }
		deep_forest = { damage = 10 toughness = 10 pursuit = 20 }
	}

	winter_bonus = {
	}
	
	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		#add = 300
	}
	icon = skirmishers
	allowed_in_hired_troops = no
}

### Kinnlai
#Annammōn-kin 'Mumak riders' (Elephant Cavalry)
annammon_kin = {
	type = elephant_cavalry

	buy_cost = { gold = 280 }
	low_maintenance_cost = { gold = 1 }
	high_maintenance_cost = { gold = 3 }

	provision_cost = @provisions_cost_cavalry_bankrupting

	can_recruit = { 
		OR = {
			culture = { has_innovation = innovation_kinnlai_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_kinnlai_warfare }
			}
		}
	}

	stack = 5
	damage = 1300
	toughness = 600
	pursuit = 0
	screen = 0

	counters = {
		skirmishers = 1
		heavy_infantry = 1
		pikemen = 1
	}
	
	terrain_bonus = {

	}

	winter_bonus = {
	}
	
	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		add = 300 #Mumak are iconic for Kinn-lai,incentivize them to buy
	}
	icon = war_elephants
	allowed_in_hired_troops = no
}


#Kung-Fu-Elves
kinnlai_skirmishers = {
	type = skirmishers

	buy_cost = { gold = 140 }
	low_maintenance_cost = { gold = 0.2 }
	high_maintenance_cost = { gold = 0.6 }

	provision_cost = @provisions_cost_infantry_moderate

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_kinnlai_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_kinnlai_warfare }
			}
		}
	}

	stack = 60
	damage = 60
	toughness = 45
	pursuit = 20
	screen = 5

	counters = {
		archers = 1
		heavy_infantry = 1
		skirmishers = 1
	}

	terrain_bonus = {

	}

	winter_bonus = {

	}

	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		add = 130
	}
	icon = skirmishers
	allowed_in_hired_troops = no
}

### Sirrandrai
# Sirrandrai Defenders (Skirmishers)
# sirrandrai_defenders = {
# 	can_recruit = { culture = { has_cultural_parameter = unlock_maa_sirrandrai_defenders } }
# 	type = skirmishers

# 	buy_cost = { gold = 130 }
# 	low_maintenance_cost = { gold = 0.13 }
# 	high_maintenance_cost = { gold = 0.39 }

# 	stack = 80
# 	damage = 16
# 	toughness = 24
# 	pursuit = 10
# 	screen = 16

# 	counters = {
# 		heavy_infantry = 1
# 	}
	
# 	terrain_bonus = {
# 	}

# 	winter_bonus = {
# 	}
	
# 	ai_quality = { value = culture_ai_weight_skirmishers }
# 	icon = skirmishers
# 	allowed_in_hired_troops = no
# }

# Sirrandrai Sentinels (Archers)
# sirrandrai_sentinels = {
# 	can_recruit = { culture = { has_cultural_parameter = unlock_maa_sirrandrai_sentinels } }
# 	type = archers

# 	buy_cost = { gold = 160 }
# 	low_maintenance_cost = { gold = 0.3 }
# 	high_maintenance_cost = { gold = 0.9 }

# 	stack = 60
# 	damage = 45
# 	toughness = 25
# 	pursuit = 30
# 	screen = 0

# 	counters = {
# 		skirmishers = 1
# 		light_cavalry = 1
# 	}
	
# 	terrain_bonus = {
# 	}

# 	winter_bonus = {
# 	}
	
# 	ai_quality = { value = culture_ai_weight_archers }
# 	icon = bowmen
# 	allowed_in_hired_troops = no
# }

# Sirrandrai Veterans (Heavy Infantry)
# sirrandrai_veterans = {
# 	can_recruit = { culture = { has_cultural_parameter = unlock_maa_sirrandrai_veterans } }
# 	type = heavy_infantry

# 	buy_cost = { gold = 360 }
# 	low_maintenance_cost = { gold = 0.1 }
# 	high_maintenance_cost = { gold = 0.4 }

# 	stack = 60
# 	damage = 60
# 	toughness = 80
# 	pursuit = 10
# 	screen = 30

# 	counters = {
# 		pikemen = 1
# 		monster = 1
# 	}
	
# 	terrain_bonus = {
# 	}

# 	winter_bonus = {
# 	}
	
# 	ai_quality = { value = culture_ai_weight_heavy_infantry }
# 	icon = heavy_infantry
# 	allowed_in_hired_troops = no
# }

# Sirrandrai Riders (Light Cavalry)
sirrandrai_riders = {
	type = light_cavalry

	buy_cost = { gold = 220 }
	low_maintenance_cost = { gold = 0.1 }
	high_maintenance_cost = { gold = 0.3 }

	provision_cost = @provisions_cost_cavalry_moderate

	can_recruit = { 
		OR = {
			culture = { has_innovation = innovation_sirrandrai_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_sirrandrai_warfare }
			}
		}
	}

	stack = 40
	damage = 160
	toughness = 160
	pursuit = 100
	screen = 30

	counters = {
		archers = 1
	}
	
	terrain_bonus = {
	}

	winter_bonus = {
	}
	
	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		#add = 400
	}
	icon = light_cavalry
	allowed_in_hired_troops = no
}

# Wardens of Sirgala (Spearmen)
wardens_of_sirgala = {
	type = pikemen

	buy_cost = { gold = 300 }
	low_maintenance_cost = { gold = 0.3 }
	high_maintenance_cost = { gold = 0.9 }

	provision_cost = @provisions_cost_infantry_moderate

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_sirrandrai_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_sirrandrai_warfare }
			}
		}
	}

	stack = 40
	damage = 120
	toughness = 240
	pursuit = 0
	screen = 10

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
	}
	
	terrain_bonus = {
	}

	winter_bonus = {
	}
	
	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		add = 400
	}
	icon = pikemen
	allowed_in_hired_troops = no
}

### Laiquendi
# Laiquendi Ambushers
# laiquendi_ambushers = {
#	can_recruit = { laiquendi_trigger = yes }
#	type = archers

#	buy_cost = { gold = 200 }
#	low_maintenance_cost = { gold = 0.3 }
#	high_maintenance_cost = { gold = 0.9 }

#	stack = 60
#	damage = 60
#	toughness = 20
#	pursuit = 30
#	screen = 0

#	counters = {
#		skirmishers = 1
#	}
	
#	terrain_bonus = {
#		deep_forest = { damage = 30 toughness 10 }
#		forest = { damage = 30 toughness 10 }
#		hills = { damage = 20 toughness = 10 }
#	}

#	winter_bonus = {
#	}
	
#	ai_quality = { value = culture_ai_weight_archers }
#	icon = bowmen
#	allowed_in_hired_troops = no
#}

# Laiquendi Spearmen
# laiquendi_spearmen = {
# 	can_recruit = { laiquendi_trigger = yes }
# 	type = pikemen
	
# 	buy_cost = { gold = 260 }
# 	low_maintenance_cost = { gold = 0.4 }
# 	high_maintenance_cost = { gold = 1.2 }

# 	stack = 60
# 	damage = 60
# 	toughness = 80
# 	pursuit = 0
# 	screen = 20

# 	counters = {
# 		light_cavalry = 1
# 		heavy_cavalry = 1
# 	}
	
# 	terrain_bonus = {
# 		deep_forest = { damage = 20 toughness 20 }
# 		forest = { damage = 20 toughness 20 }
# 		hills = { damage = 10 toughness = 10 }
# 	}

# 	winter_bonus = {
# 	}
	
# 	ai_quality = { value = culture_ai_weight_pikemen }
# 	icon = pikemen
# 	allowed_in_hired_troops = no
# }

# Laiquendi Scouts
 laiquendi_scouts = {
 	type = skirmishers

 	buy_cost = { gold = 160 }
 	low_maintenance_cost = { gold = 0.2 }
 	high_maintenance_cost = { gold = 0.6 }

	provision_cost = @provisions_cost_infantry_cheap

	can_recruit = { 
		OR = {
			culture = { has_innovation = innovation_laiquendi_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_laiquendi_warfare }
			}
		}
	}

 	stack = 60
 	damage = 50
 	toughness = 70
 	pursuit = 15
 	screen = 20

 	counters = {
 		heavy_infantry = 1
 		pikemen = 1
 	}
	
 	terrain_bonus = {
 		deep_forest = { damage = 20 toughness 20 }
 		forest = { damage = 20 toughness 20 }
 		hills = { damage = 10 toughness = 10 }
 	}

 	winter_bonus = {
 	}
	
	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		#add = 400
	}
 	icon = skirmishers
 	allowed_in_hired_troops = no
 }

# Rangers of Ossiriand
ossiriand_rangers = {
	type = archers

	buy_cost = { gold = 320 }
	low_maintenance_cost = { gold = 0.5 }
	high_maintenance_cost = { gold = 1.5 }

	provision_cost = @provisions_cost_infantry_moderate

	can_recruit = {
		OR = {
			culture = { has_innovation = innovation_laiquendi_warfare }
			AND = {
				is_elf = yes
				is_landless_adventurer = yes
				has_perk = planned_cultivation_perk
				location.culture ?= { has_innovation = innovation_laiquendi_warfare }
			}
		}
	}

	stack = 30
	damage = 240
	toughness = 120
	pursuit = 30
	screen = 0

	counters = {
		heavy_cavalry = 1
		heavy_infantry = 1
	}
	
	terrain_bonus = {
		deep_forest = { damage = 40 toughness 20 }
		forest = { damage = 40 toughness 20 }
		hills = { damage = 30 toughness = 20 }
	}

	winter_bonus = {
	}
	
	ai_quality = { 
		value = @cultural_maa_extra_ai_score 
		#add = 400
	}
	icon = bowmen
	allowed_in_hired_troops = no
}