﻿immortals = {
	type = heavy_infantry
	
	damage = 39
	toughness = 51
	pursuit = 0
	screen = 42
	
	terrain_bonus = {
		floodplains = { damage = 10 toughness = 10 pursuit = 10 }
		plains = { damage = 10 toughness = 10 pursuit = 10 }
		drylands = { damage = 10 toughness = 10 pursuit = 10 }
		desert = { damage = 10 toughness = 10 pursuit = 10 }
	}
	
	counters = {
		pikemen = 1
		heavy_cavalry = 1
		light_cavalry = 1
	}
	
	buy_cost = { gold = 96 }
	low_maintenance_cost = { gold = 0.6 }
	high_maintenance_cost = { gold = 2.8 }
	
	holy_order_fallback = yes
	
	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_immortals }
	}
	
	stack = 100
	
	ai_quality = {
		value = culture_ai_weight_heavy_infantry
		value = counter_synergy_ai_weight_heavy_infantry
	}
	icon = zupin_spearmen
}

immortals_legend_retinue = {
	type = heavy_infantry
	
	damage = 35
	toughness = 42
	pursuit = 0
	screen = 30
	max = 1
	
	terrain_bonus = {
		floodplains = { damage = 10 toughness = 10 pursuit = 10 }
		plains = { damage = 10 toughness = 10 pursuit = 10 }
		drylands = { damage = 10 toughness = 10 pursuit = 10 }
		desert = { damage = 10 toughness = 10 pursuit = 10 }
	}
	
	counters = {
		pikemen = 1
		heavy_cavalry = 1
		light_cavalry = 1
	}
	
	buy_cost = { gold = 71 }
	low_maintenance_cost = { gold = 0.3 }
	high_maintenance_cost = { gold = 2.2 }
	
	holy_order_fallback = yes
	
	can_recruit = {
		has_character_flag = immortal_retinue_unlock
	}
		
	
	stack = 100
	max_sub_regiments = 5
	
	ai_quality = {
		value = culture_ai_weight_heavy_infantry
		value = counter_synergy_ai_weight_heavy_infantry
	}
	icon = zupin_spearmen
}

composite_bowmen = {
	type = archers
	
	damage = 46
	toughness = 22
	pursuit = 20
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 15 toughness = 10 }
		plains = { damage = 15 pursuit = 10 }
		floodplains = { damage = 15 pursuit = 10 }
		drylands = { damage = 15 pursuit = 10 }
		steppe = { damage = 20 pursuit = 10 }
	}
	
	counters = {
		skirmishers = 1.5
		archer_cavalry = 1
	}

	buy_cost = { gold = 72 }
	low_maintenance_cost = { gold = 0.5 }
	high_maintenance_cost = { gold = 2.8 }

	holy_order_fallback = yes

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_composite_bowmen }
	}
	stack = 100
	
	ai_quality = {
		value = culture_ai_weight_archers
		value = counter_synergy_ai_weight_archers
	}
	icon = bowmen
}
