# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_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

# Peasant Mob
peasant_l = {
    type = skirmishers
    damage = 4
    toughness = 6
    pursuit = 5
    screen = 2

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_peasant_l }
    }
    terrain_bonus = {
        plains = { damage = 1 toughness = 1 }
        hills = { damage = 2 toughness = 4 }
        terraced_hills = { damage = 2 toughness = 4 }
        mountains = { damage = 2 toughness = 6 screen = 3 }
        desert_mountains = { damage = 2 toughness = 6 screen = 3 }
    }
    winter_bonus = {
        normal_winter = { toughness = -3 screen = -2 }
        harsh_winter = { toughness = -4 screen = -3 }
    }
    counters = {
        skirmishers = 1
        peasant_militia = 1
        heavy_infantry = 1
    }

    buy_cost = { gold = 21 }
    low_maintenance_cost = { gold = 0.08 }
    high_maintenance_cost = { gold = 0.24 }
    provision_cost = @provisions_cost_infantry_cheap

    stack = 300
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = pikemen_militia
    allowed_in_hired_troops = no
}
# Peasant Bowmen
peasant_b = {
    type = archers
    damage = 12
    toughness = 8
    pursuit = 6
    screen = 0

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_peasant_b }
    }
    terrain_bonus = {
        hills = { damage = 6 toughness = 4 screen = 4 }
        terraced_hills = { damage = 6 toughness = 4 screen = 4 }
        forest = { damage = 8 toughness = 2 }
        mountains = { damage = 6 toughness = 8 screen = 5 }
        desert_mountains = { damage = 6 toughness = 8 screen = 5 }
    }
    counters = {
        pikemen = 1
        skirmishers = 1
        peasant_militia = 1
    }
    winter_bonus = {
        normal_winter = { toughness = -3 screen = -2 }
        harsh_winter = { toughness = -4 screen = -3 }
    }

    buy_cost = { gold = 52 }
    low_maintenance_cost = { gold = 0.25 }
    high_maintenance_cost = { gold = 0.75 }
    provision_cost = @provisions_cost_infantry_cheap

    stack = 200
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = bowmen
    allowed_in_hired_troops = no
}
# Peasant Spearmen
peasant_s = {
    type = pikemen
    damage = 11
    toughness = 16
    pursuit = 0
    screen = 0

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_peasant_s }
    }
    terrain_bonus = {
        hills = { damage = 4 toughness = 6 screen = 6 }
        terraced_hills = { damage = 4 toughness = 6 screen = 6 }
        mountains = { damage = 6 toughness = 9 screen = 10 }
        desert_mountains = { damage = 6 toughness = 9 screen = 10 }
    }
    counters = {
        light_cavalry = 1
        heavy_cavalry = 1
        camel_cavalry = 1
        elephant_cavalry = 1
        nomadic_horde = 1
    }
    winter_bonus = {
        normal_winter = { toughness = -3 screen = -2 }
        harsh_winter = { toughness = -4 screen = -3 }
    }

    buy_cost = { gold = 65 }
    low_maintenance_cost = { gold = 0.18 }
    high_maintenance_cost = { gold = 0.54 }
    provision_cost = @provisions_cost_infantry_cheap

    stack = 200
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = pikemen
    allowed_in_hired_troops = no
}
# Peasant Club
peasant_me = {
    type = heavy_infantry
    damage = 16
    toughness = 12
    pursuit = 0
    screen = 0

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_peasant_me }
    }
    terrain_bonus = {
        hills = { damage = 2 toughness = 4 screen = 3 }
        terraced_hills = { damage = 2 toughness = 4 screen = 3 }
        mountains = { damage = 4 toughness = 8 screen = 5 }
        desert_mountains = { damage = 4 toughness = 8 screen = 5 }
    }
    counters = {
        pikemen = 1
        skirmishers = 1
    }
    winter_bonus = {
        normal_winter = { toughness = -3 screen = -2 }
        harsh_winter = { toughness = -4 screen = -3 }
    }

    buy_cost = { gold = 75 }
    low_maintenance_cost = { gold = 0.22 }
    high_maintenance_cost = { gold = 0.66 }
    provision_cost = @provisions_cost_infantry_cheap

    stack = 200
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_peasant_me01
    allowed_in_hired_troops = no
}
# War Mammoth
mammonth1 = {
    type = elephant_cavalry
    damage = 1000
    toughness = 850
    pursuit = 80
    screen = 30

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_mammonth1 }
    }
    terrain_bonus = {
        taiga = { damage = 800 toughness = 650 pursuit = 50 screen = 50 }
        hills = { damage = -100 }
        terraced_hills = { damage = -100 }
        mountains = { damage = -200 }
        desert_mountains = { damage = -200 }
        wetlands = { damage = -300 toughness = -200 pursuit = -50 }
    }
    counters = {
        skirmishers = 1
        peasant_militia = 1
        heavy_cavalry = 2
        heavy_infantry = 1
        elephant_cavalry = 1
        light_cavalry = 2
        nomadic_horde = 2
    }
    winter_bonus = {
        normal_winter = { damage = 600 toughness = 450 pursuit = 30 screen = 30 }
        harsh_winter = { damage = 800 toughness = 650 pursuit = 50 screen = 50 }
    }

    buy_cost = { gold = 850 }
    low_maintenance_cost = { gold = 1.4 }
    high_maintenance_cost = { gold = 4.2 }
    provision_cost = @provisions_cost_cavalry_bankrupting

    stack = 10
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_mammonth01
    allowed_in_hired_troops = no
}
# War Mammoth Armored
mammonth2 = {
    type = elephant_cavalry
    damage = 650
    toughness = 2500
    pursuit = 0
    screen = 0

    siege_tier = 2
	siege_value = 0.5

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_mammonth2 }
    }
    terrain_bonus = {
        taiga = { damage = 800 toughness = 650 pursuit = 50 screen = 50 }
        hills = { damage = -100 }
        terraced_hills = { damage = -100 }
        mountains = { damage = -200 }
        desert_mountains = { damage = -200 }
        wetlands = { damage = -300 toughness = -200 pursuit = -50 }
    }
    counters = {
        pikemen = 2
        heavy_cavalry = 1
        light_cavalry = 1
        heavy_infantry = 2
        elephant_cavalry = 1
        nomadic_horde = 1
    }
    winter_bonus = {
        normal_winter = { damage = 600 toughness = 450 pursuit = 30 screen = 30 }
        harsh_winter = { damage = 800 toughness = 650 pursuit = 50 screen = 50 }
    }

    buy_cost = { gold = 850 }
    low_maintenance_cost = { gold = 1.4 }
    high_maintenance_cost = { gold = 4.2 }
    provision_cost = @provisions_cost_cavalry_bankrupting

    stack = 10
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_mammonth02
    allowed_in_hired_troops = no
}
# Knights of The Plains
knights_plains = {
    type = heavy_cavalry
    damage = 175
    toughness = 75
    pursuit = 75
    screen = 25

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_knights_plains }
    }
    terrain_bonus = {
        plains = { damage = 75 pursuit = 50 }
        farmlands = { damage = 50 pursuit = 50 }
        drylands = { damage = 50 pursuit = 50 }
        mountains = { damage = -25 toughness = -15 pursuit = -25 }
        desert_mountains = { damage = -25 toughness = -15 pursuit = -25 }
        jungle = { damage = -30 toughness = -20 pursuit = -20 screen = -10 }
        wetlands = { damage = -50 toughness = -30 pursuit = -30 screen = -15 }
    }
    counters = {
        archers = 2
        gunpowder = 2
        heavy_infantry = 1.5
        skirmishers = 2
        peasant_militia = 2
        light_cavalry = 1
        heavy_cavalry = 1
        nomadic_horde = 1
    }
    winter_bonus = {
        normal_winter = { toughness = -5 screen = -5 pursuit = -5 }
        harsh_winter = { toughness = -10 screen = -10 pursuit = -10 }
    }

    buy_cost = { gold = 250 }
    low_maintenance_cost = { gold = 1 }
    high_maintenance_cost = { gold = 3 }
    provision_cost = @provisions_cost_cavalry_bankrupting

    stack = 50
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_knights_plains01
    allowed_in_hired_troops = no
}
# Riders of The Plains
riders_plains = {
    type = light_cavalry
    damage = 40
    toughness = 25
    pursuit = 75
    screen = 60

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_riders_plains }
    }
    terrain_bonus = {
        plains = { damage = 25 pursuit = 25 }
        farmlands = { damage = 20 pursuit = 20 }
        drylands = { damage = 20 pursuit = 20 }
    }
    counters = {
        archers = 2
        gunpowder = 2
        skirmishers = 1
        peasant_militia = 1
    }

    buy_cost = { gold = 150 }
    low_maintenance_cost = { gold = 0.5 }
    high_maintenance_cost = { gold = 1.5 }
    provision_cost = @provisions_cost_cavalry_moderate

    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_riders_plains01
    allowed_in_hired_troops = no
}
# Rangers of The Forest
rangers_forest = {
    type = archers
    damage = 77
    toughness = 48
    pursuit = 40
    screen = 35

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_rangers_forest }
    }
    terrain_bonus = {
        jungle = { damage = 30 toughness = 20 screen = 15 }
        forest = { damage = 30 toughness = 20 screen = 15 }
        taiga = { damage = 30 toughness = 20 screen = 15 }
        hills = { damage = 5 toughness = 12 screen = 8 }
        terraced_hills = { damage = 5 toughness = 12 screen = 8 }
        mountains = { damage = 8 toughness = 15 screen = 10 }
        desert_mountains = { damage = 8 toughness = 15 screen = 10 }
    }
    counters = {
        heavy_infantry = 1
        heavy_cavalry = 1
        light_cavalry = 1
        pikemen = 1
        skirmishers = 1
        peasant_militia = 1
        elephant_cavalry = 1
        archer_cavalry = 1
        nomadic_horde = 1
    }

    buy_cost = { gold = 250 }
    low_maintenance_cost = { gold = 0.7 }
    high_maintenance_cost = { gold = 2.1 }
    provision_cost = @provisions_cost_infantry_bankrupting

    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_rangers_forest01
    allowed_in_hired_troops = no
}
# Grail Knights
grail_knights = {
    type = heavy_cavalry
    damage = 200
    toughness = 300
    pursuit = 30
    screen = 70

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_grail_knights }
    }
    terrain_bonus = {
        desert = { damage = 80 }
        oasis = { damage = 80 }
        drylands = { damage = 80 }
        floodplains = { damage = 80 }
        plains = { damage = 50 }
        farmlands = { damage = 50 }
        mountains = { damage = -50 }
        desert_mountains = { damage = -50 }
        jungle = { damage = -85 toughness = -50 }
        wetlands = { damage = -125 toughness = -70 }
    }
    counters = {
        archers = 2
        gunpowder = 2
        skirmishers = 2
        peasant_militia = 2
        heavy_infantry = 2
        heavy_cavalry = 1
        light_cavalry = 1
        nomadic_horde = 1
    }
    winter_bonus = {
        normal_winter = { pursuit = -15 screen = -15 }
        harsh_winter = { pursuit = -30 screen = -30 }
    }
    buy_cost = {
        gold = 200
        piety = 500
    }
    low_maintenance_cost = {
        gold = 1.2
        piety = 0.6
    }
    high_maintenance_cost = {
        gold = 3.6
        piety = 1.2
    }
    provision_cost = @provisions_cost_cavalry_bankrupting
    stack = 50
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_grail_knights01
    allowed_in_hired_troops = no
}
# Corsair Raid
corsair_raid = {
    type = skirmishers
    damage = 20
    toughness = 20
    pursuit = 20
    screen = 20

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_corsair_raid }
    }
    terrain_bonus = {
        wetlands = { damage = 8 toughness = 7 pursuit = 7 }
        farmlands = { damage = 8 toughness = 7 pursuit = 7 }
        hills = { damage = -2 toughness = -2 }
        terraced_hills = { damage = -2 toughness = -2 }
        mountains = { damage = -3 toughness = -3 }
        desert_mountains = { damage = -3 toughness = -3 }
    }
    counters = {
        heavy_infantry = 1
    }

    buy_cost = { gold = 75 }
    low_maintenance_cost = { gold = 0.15 }
    high_maintenance_cost = { gold = 0.45 }
    provision_cost = @provisions_cost_infantry_cheap

    stack = 200
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_corsair_raid01
    allowed_in_hired_troops = no
}
# Rangers
ary_elight_footmen = {
	type = skirmishers
	damage = 25
	toughness = 10
	pursuit = 15
	screen = 10

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_elight_footmen }
	}
	terrain_bonus = {
        jungle = { damage = 20 toughness = 15 screen = 10 }
        forest = { damage = 20 toughness = 15 screen = 10 }
        taiga = { damage = 20 toughness = 15 screen = 10 }
		hills = { damage = 4 toughness = 4 screen = 4 }
        terraced_hills = { damage = 4 toughness = 4 screen = 4 }
		mountains = { damage = 6 toughness = 6 screen = 6 }
		desert_mountains = { damage = 6 toughness = 6 screen = 6 }
	}
	counters = {
		heavy_infantry = 1
		pikemen = 1
		skirmishers = 1
        peasant_militia = 1
	}

	buy_cost = { gold = 100 }
	low_maintenance_cost = { gold = 0.15 }
	high_maintenance_cost = { gold = 0.45 }
    provision_cost = @provisions_cost_infantry_moderate

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ary_elight_footmen01
	allowed_in_hired_troops = no
}
# Empire Halberds
ary_ehalberd = {
	type = pikemen
	damage = 50
	toughness = 75
	pursuit = 10
	screen = 15

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_ehalberd }
	}
	counters = {
        camel_cavalry = 2
        elephant_cavalry = 2
		heavy_cavalry = 2
		light_cavalry = 2
        pikemen = 0.5
        nomadic_horde = 2
	}

	buy_cost = { gold = 180 }
	low_maintenance_cost = { gold = 0.5 }
	high_maintenance_cost = { gold = 1.5 }

    provision_cost = @provisions_cost_infantry_expensive
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ary_ehalberd01
	allowed_in_hired_troops = no
}
# Empire Swordsmen
ary_es_a_s = {
	type = heavy_infantry
	damage = 70
	toughness = 50
	pursuit = 15
	screen = 15

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_es_a_s }
	}
	counters = {
		pikemen = 2
		skirmishers = 2
        peasant_militia = 2
        light_cavalry = 1
        nomadic_horde = 1
	}

	buy_cost = { gold = 200 }
	low_maintenance_cost = { gold = 0.6 }
	high_maintenance_cost = { gold = 1.8 }
    provision_cost = @provisions_cost_infantry_expensive

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ary_es_a_s01
	allowed_in_hired_troops = no
}
# Empire Crossbowmen
ary_ecrossbow = {
	type = archers
	damage = 125
	toughness = 25
	pursuit = 0
	screen = 0

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_ecrossbow }
	}
	counters = {
        pikemen = 1
		heavy_cavalry = 2
		heavy_infantry = 2
        elephant_cavalry = 2
		archer_cavalry = 2
	}

	buy_cost = { gold = 250 }
	low_maintenance_cost = { gold = 0.8 }
	high_maintenance_cost = { gold = 2.4 }
    provision_cost = @provisions_cost_infantry_expensive

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ary_ecrossbow01
	allowed_in_hired_troops = no
}
# Empire Knights
ary_eknights = {
	type = heavy_cavalry
	damage = 120
	toughness = 115
	pursuit = 25
	screen = 40

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_eknights }
	}
	terrain_bonus = {
		farmlands = { damage = 20 pursuit = 20 }
		plains = { damage = 20 pursuit = 20 }
		drylands = { damage = 20 pursuit = 20 }
		steppe = { damage = 20 pursuit = 20 }
		hills = { damage = -10 }
        terraced_hills = { damage = -10 }
		mountains = { damage = -25 pursuit = -25 }
		desert_mountains = { damage = -25 pursuit = -25 }
		jungle = { damage = -30 toughness = -25 pursuit = -10 screen = -10 }
		wetlands = { damage = -50 toughness = -50 pursuit = -20 screen = -20 }
	}
    winter_bonus = {
        normal_winter = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
        harsh_winter = { damage = -8 toughness = -5 pursuit = -5 screen = -5 }
    }
	counters = {
        light_cavalry = 1
		skirmishers = 2
        peasant_militia = 2
		heavy_infantry = 1.5
		archers = 2
        gunpowder = 2
        nomadic_horde = 1
	}

	buy_cost = { gold = 250 }
	low_maintenance_cost = { gold = 1 }
	high_maintenance_cost = { gold = 3 }
    provision_cost = @provisions_cost_infantry_bankrupting

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ary_eknights01
	allowed_in_hired_troops = no
}
# Empire Siege Weapons
ary_etrebuchets = {
	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_etrebuchets }
	}
	type = siege_weapon
	fights_in_main_phase = no

	damage = 0
	toughness = 14

	siege_tier = 3
	siege_value = 0.6

	buy_cost = { gold = 100 }
	low_maintenance_cost = { gold = 0.4 }
	high_maintenance_cost = { gold = 1.2 }
    provision_cost = @provisions_cost_special_bankrupting

	stack = 10
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = trebuchet
	allowed_in_hired_troops = no
}
# Horse Archers Huntsmen
ary_hc1 = {
    type = archer_cavalry
    damage = 45
    toughness = 35
    pursuit = 45
    screen = 35

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_ary_hc1 }
    }
    terrain_bonus = {
        steppe = { damage = 50 pursuit = 50 }
        plains = { damage = 25 pursuit = 20 }
        drylands = { damage = 25 pursuit = 20 }
        farmlands = { damage = 25 pursuit = 20 }
        mountains = { damage = -30 toughness = -20 pursuit = -40 screen = -20 }
        desert_mountains = { damage = -30 toughness = -20 pursuit = -40 screen = -20 }
        jungle = { damage = -32 toughness = -22 pursuit = -42 screen = -32 }
        wetlands = { damage = -45 toughness = -35 pursuit = -45 screen = -35 }
    }
    counters = {
        skirmishers = 1
        peasant_militia = 1
        heavy_infantry = 1
        pikemen = 1
    }

    buy_cost = { gold = 155 }
    low_maintenance_cost = { gold = 0.45 }
    high_maintenance_cost = { gold = 1.3 }
    provision_cost = @provisions_cost_cavalry_moderate

    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = mangudai
    allowed_in_hired_troops = no
}
# Horse Archers Champions
ary_hc2 = {
    type = archer_cavalry
    damage = 58
    toughness = 45
    pursuit = 67
    screen = 45

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_ary_hc2 }
    }
    terrain_bonus = {
        steppe = { damage = 50 pursuit = 50 }
        plains = { damage = 25 pursuit = 20 }
        drylands = { damage = 25 pursuit = 20 }
        farmlands = { damage = 25 pursuit = 20 }
        mountains = { damage = -30 toughness = -20 pursuit = -40 screen = -20 }
        desert_mountains = { damage = -30 toughness = -20 pursuit = -40 screen = -20 }
        jungle = { damage = -32 toughness = -22 pursuit = -42 screen = -32 }
        wetlands = { damage = -50 toughness = -50 pursuit = -50 screen = -50 }
    }
    counters = {
        skirmishers = 1.5
        peasant_militia = 1.5
        heavy_infantry = 1
        pikemen = 1
        light_cavalry = 0.5
        heavy_cavalry = 0.5
        nomadic_horde = 0.5
    }

    buy_cost = { gold = 200 }
    low_maintenance_cost = { gold = 0.7 }
    high_maintenance_cost = { gold = 2.1 }
    provision_cost = @provisions_cost_cavalry_expensive

    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = horse_archers
    allowed_in_hired_troops = no
}
# Horse Archers Royal Guard
ary_hc3 = {
    type = archer_cavalry
    damage = 85
    toughness = 65
    pursuit = 90
    screen = 65

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_ary_hc3 }
    }
    terrain_bonus = {
        steppe = { damage = 50 pursuit = 50 }
        plains = { damage = 25 pursuit = 20 }
        drylands = { damage = 25 pursuit = 20 }
        farmlands = { damage = 25 pursuit = 20 }
        mountains = { damage = -30 toughness = -20 pursuit = -40 screen = -20 }
        desert_mountains = { damage = -30 toughness = -20 pursuit = -40 screen = -20 }
        jungle = { damage = -32 toughness = -22 pursuit = -42 screen = -32 }
        wetlands = { damage = -50 toughness = -50 pursuit = -50 screen = -50 }
    }
    counters = {
        skirmishers = 2
        peasant_militia = 2
        archers = 1
        gunpowder = 1
        heavy_infantry = 1
        pikemen = 1
        light_cavalry = 1
        heavy_cavalry = 1
        archer_cavalry = 1
        nomadic_horde = 1
    }

    buy_cost = { gold = 400 }
    low_maintenance_cost = { gold = 1.1 }
    high_maintenance_cost = { gold = 3.3 }
    provision_cost = @provisions_cost_cavalry_bankrupting

    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = heavy_horse_archers
    allowed_in_hired_troops = no
}
# Son of Thunder God
ary_hc4 = {
    type = archer_cavalry
    damage = 270
    toughness = 150
    pursuit = 100
    screen = 80

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_ary_hc4 }
    }
    terrain_bonus = {
        steppe = { damage = 50 pursuit = 50 }
        plains = { damage = 25 pursuit = 20 }
        drylands = { damage = 25 pursuit = 20 }
        farmlands = { damage = 25 pursuit = 20 }
        mountains = { damage = -30 toughness = -20 pursuit = -40 screen = -20 }
        desert_mountains = { damage = -30 toughness = -20 pursuit = -40 screen = -20 }
        jungle = { damage = -32 toughness = -22 pursuit = -42 screen = -32 }
        wetlands = { damage = -50 toughness = -50 pursuit = -50 screen = -50 }
    }
    counters = {
        skirmishers = 2
        peasant_militia = 2
        heavy_infantry = 2
        pikemen = 2
        light_cavalry = 1
        heavy_cavalry = 2
        camel_cavalry = 1
        elephant_cavalry = 1
        nomadic_horde = 1
    }

    buy_cost = { gold = 450 }
    low_maintenance_cost = { gold = 1.2 }
    high_maintenance_cost = { gold = 3.6 }
    provision_cost = @provisions_cost_cavalry_bankrupting

    stack = 50
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = cataphract_archers
    allowed_in_hired_troops = no
}
# Highland Spearmen
ary_exspear = {
	type = pikemen
	damage = 50
	toughness = 85
	pursuit = 15
	screen = 50

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_exspear }
	}
    terrain_bonus = {
        hills = { damage = 25 toughness = 20 screen = 20 }
        terraced_hills = { damage = 25 toughness = 20 screen = 20 }
        mountains = { damage = 30 toughness = 25 screen = 25 }
        desert_mountains = { damage = 30 toughness = 25 screen = 25 }
    }
	counters = {
        elephant_cavalry = 2
        camel_cavalry = 2
        light_cavalry = 2
		heavy_cavalry = 2
        nomadic_horde = 2
	}

	buy_cost = { gold = 230 }
	low_maintenance_cost = { gold = 0.6 }
	high_maintenance_cost = { gold = 1.8 }
    provision_cost = @provisions_cost_infantry_bankrupting

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ary_exspear01
	allowed_in_hired_troops = no
}
# Highland Greatswords
ary_exsword = {
	type = heavy_infantry
	damage = 77
	toughness = 50
	pursuit = 45
	screen = 28

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_exsword }
	}
    terrain_bonus = {
        hills = { damage = 25 toughness = 20 screen = 20 }
        terraced_hills = { damage = 25 toughness = 20 screen = 20 }
        mountains = { damage = 30 toughness = 25 screen = 25 }
        desert_mountains = { damage = 30 toughness = 25 screen = 25 }
    }
	counters = {
        heavy_infantry = 1.5
        pikemen = 2
        skirmishers = 2
        peasant_militia = 2
        light_cavalry = 1
        heavy_cavalry = 1
        nomadic_horde = 1
	}

	buy_cost = { gold = 250 }
	low_maintenance_cost = { gold = 0.7 }
	high_maintenance_cost = { gold = 2.1 }
    provision_cost = @provisions_cost_infantry_bankrupting

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ary_exsword01
	allowed_in_hired_troops = no
}
# Mercenary
ary_nms = {
    type = heavy_infantry
    damage = 45
    toughness = 35
    pursuit = 5
    screen = 5

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_ary_nms }
    }
    counters = {
        skirmishers = 1
        peasant_militia = 1
        pikemen = 1
    }
    winter_bonus = {
        normal_winter = { damage = -3 toughness = -3 pursuit = -3 screen = -3 }
        harsh_winter = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
    }

    buy_cost = { gold = 130 }
    low_maintenance_cost = { gold = 0.5 }
    high_maintenance_cost = { gold = 1.5 }
    provision_cost = @provisions_cost_infantry_moderate

    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ayyar
    allowed_in_hired_troops = no
}
# Mercenary Archers
ary_nmb = {
    type = archers
    damage = 54
    toughness = 26
    pursuit = 0
    screen = 5

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_ary_nmb }
    }
    counters = {
        skirmishers = 1
        peasant_militia = 1
        light_cavalry = 1
        heavy_infantry = 1
        archer_cavalry = 1
        nomadic_horde = 1
    }
    winter_bonus = {
        normal_winter = { damage = -3 toughness = -3 pursuit = -3 screen = -3 }
        harsh_winter = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
    }

    buy_cost = { gold = 130}
    low_maintenance_cost = { gold = 0.6 }
    high_maintenance_cost = { gold = 1.8 }
    provision_cost = @provisions_cost_infantry_moderate

    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = bowmen
    allowed_in_hired_troops = no
}
# Mercenary Cavalry
ary_nmc = {
    type = light_cavalry
    damage = 45
    toughness = 45
    pursuit = 40
    screen = 40

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_ary_nmc }
    }
    counters = {
        skirmishers = 1.5
        peasant_militia = 1.5
        archers = 1.5
        gunpowder = 1.5
        light_cavalry = 1
        nomadic_horde = 1
    }
    winter_bonus = {
        normal_winter = { damage = -5 toughness = -5 pursuit = -4 screen = -4 }
        harsh_winter = { damage = -8 toughness = -8 pursuit = -7 screen = -7 }
    }

    buy_cost = { gold = 130 }
    low_maintenance_cost = { gold = 0.5 }
    high_maintenance_cost = { gold = 1.5 }
    provision_cost = @provisions_cost_cavalry_moderate

    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = conrois
    allowed_in_hired_troops = no
}
# Kraken Guards
ary_kg = {
    type = heavy_infantry
    damage = 85
    toughness = 30
    pursuit = 70
    screen = 15

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_ary_kg }
    }
    terrain_bonus = {
        floodplains = { damage = 30 toughness = 15 pursuit = 30 screen = 10 }
        wetlands = { damage = 30 toughness = 15 pursuit = 30 screen = 10 }
        farmlands = { damage = 20 toughness = 10 pursuit = 25 screen = 10 }
        jungle = { damage = 20 toughness = 10 pursuit = 25 screen = 10 }
        hills = { damage = -20 pursuit = -20 }
        terraced_hills = { damage = -20 pursuit = -20 }
        mountains = { damage = -30 pursuit = -25 }
        desert_mountains = { damage = -30 pursuit = -25 }
    }
    counters = {
        skirmishers = 2
        peasant_militia = 2
        archers = 1
        gunpowder = 1
        heavy_infantry = 1.5
        pikemen = 2
    }

    buy_cost = { gold = 250 }
    low_maintenance_cost = { gold = 0.7 }
    high_maintenance_cost = { gold = 2.1 }
    provision_cost = @provisions_cost_infantry_bankrupting

    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_kg01
    allowed_in_hired_troops = no
}
# Catapults
ary_ctp = {
    type = siege_weapon

	damage = 100
	toughness = 30
	pursuit = 0
	screen = 5

    siege_tier = 2
	siege_value = 0.3

	terrain_bonus = {
        plains = { damage = 30 }
        farmlands = { damage = 30 }
        drylands = { damage = 30 }
        desert = { damage = 30 }
        steppe = { damage = 30 }
        taiga = { damage = -20 }
        forest = { damage = -20 }
        jungle = { damage = -50 }
        wetlands = { damage = -50 }
	}

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

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_ctp }
	}

	buy_cost = { gold = 150 }
	low_maintenance_cost = { gold = 0.7 }
	high_maintenance_cost = { gold = 2.1 }
	provision_cost = @provisions_cost_special_moderate

	stack = 25
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = onager
    allowed_in_hired_troops = no
}
# Multishot-Ballista
ary_msb = {
    type = siege_weapon

	damage = 300
	toughness = 80
	pursuit = 0
	screen = 50

    siege_tier = 1
	siege_value = 0.2

	terrain_bonus = {
        plains = { damage = 50 }
        farmlands = { damage = 50 }
        drylands = { damage = 50 }
        desert = { damage = 50 }
        steppe = { damage = 50 }
        hills = { damage = 50 toughness = 10 }
        terraced_hills = { damage = 50 toughness = 10 }
        mountains = { damage = 50 toughness = 10 }
        desert_mountains = { damage = 50 toughness = 10 }
        taiga = { damage = -50 }
        forest = { damage = -50 }
        wetlands = { damage = -75 }
        jungle = { damage = -100 }
	}

	counters = {
		pikemen = 1
		heavy_infantry = 2
        skirmishers = 1
        peasant_militia = 1
        heavy_cavalry = 2
        light_cavalry = 2
        elephant_cavalry = 2
        archer_cavalry = 2
        nomadic_horde = 2
	}

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_msb }
	}

	buy_cost = { gold = 300 }
	low_maintenance_cost = { gold = 1 }
	high_maintenance_cost = { gold = 3 }
	provision_cost = @provisions_cost_special_bankrupting

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ballistrai
    allowed_in_hired_troops = no
}
# War Trebuchet
ary_wtb = {
    type = siege_weapon

	damage = 300
	toughness = 60
	pursuit = 0
	screen = 10

    siege_tier = 3
	siege_value = 0.6

	terrain_bonus = {
        plains = { damage = 75 }
        farmlands = { damage = 75 }
        drylands = { damage = 75 }
        desert = { damage = 75 }
        steppe = { damage = 75 }
        taiga = { damage = -75 }
        forest = { damage = -75 }
        jungle = { damage = -125 }
        wetlands = { damage = -125 }
	}

	counters = {
		pikemen = 1
		heavy_infantry = 1
        skirmishers = 1
        peasant_militia = 1
        archers = 1
        gunpowder = 1
	}

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_wtb }
	}

	buy_cost = { gold = 200 }
	low_maintenance_cost = { gold = 0.9 }
	high_maintenance_cost = { gold = 2.7 }
	provision_cost = @provisions_cost_special_expensive

	stack = 25
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = trebuchet
    allowed_in_hired_troops = no
}
# Early Cannon
ary_cann = {
    type = siege_weapon

	damage = 550
	toughness = 90
	pursuit = 0
	screen = 15

    siege_tier = 4
	siege_value = 1.5

	terrain_bonus = {
        plains = { damage = 100 }
        farmlands = { damage = 100 }
        drylands = { damage = 100 }
        desert = { damage = 100 }
        steppe = { damage = 100 }
        taiga = { damage = -100 }
        forest = { damage = -100 }
        jungle = { damage = -200 }
        wetlands = { damage = -200 }
	}

	counters = {
		pikemen = 1.5
		heavy_infantry = 1.5
        archers = 1.5
        gunpowder = 1.5
        elephant_cavalry = 1
	}

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_cann }
	}

	buy_cost = { gold = 300 }
	low_maintenance_cost = { gold = 1.1 }
	high_maintenance_cost = { gold = 3.3 }
	provision_cost = @provisions_cost_special_bankrupting

	stack = 25
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ary_cann01
    allowed_in_hired_troops = no
}
# Knights of the Order
ary_tk01 = {
    type = heavy_infantry

	damage = 200
	toughness = 160
	pursuit = 20
	screen = 20

    terrain_bonus = {
        jungle = { damage = -60 toughness = -30 }
        wetlands = { damage = -80 toughness = -50 }
    }

	counters = {
		pikemen = 2
		heavy_infantry = 1
        skirmishers = 2
        peasant_militia = 2
        light_cavalry = 1
        heavy_cavalry = 1
        nomadic_horde = 1
	}
    winter_bonus = {
        normal_winter = { damage = -9 toughness = -9 pursuit = -6 screen = -6 }
        harsh_winter = { damage = -15 toughness = -15 pursuit = -9 screen = -9 }
    }

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_tk01 }
	}
    buy_cost = {
        gold = 150
        prestige = 350
    }
    low_maintenance_cost = {
        gold = 0.7
        prestige = 0.5
    }
    high_maintenance_cost = {
        gold = 2.1
        prestige = 1
    }
	provision_cost = @provisions_cost_infantry_bankrupting

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ary_tk01
    allowed_in_hired_troops = no
}
# Knights of the Realm
ary_kotr = {
    type = heavy_cavalry

	damage = 285
	toughness = 200
	pursuit = 75
	screen = 40

    terrain_bonus = {
        plains = { damage = 80 }
        farmlands = { damage = 80 }
        steppe = { damage = 50 }
        drylands = { damage = 50 }
        forest = { damage = 25 }
        taiga = { damage = 25 }
        mountains = { damage = -50 }
        desert_mountains = { damage = -50 }
        jungle = { damage = -85 toughness = -50 }
        wetlands = { damage = -125 toughness = -70 }
    }

	counters = {
		heavy_infantry = 1
        skirmishers = 1
        peasant_militia = 1
        archers = 1
        gunpowder = 1
        heavy_cavalry = 2
        light_cavalry = 2
        nomadic_horde = 2
	}
    winter_bonus = {
        normal_winter = { damage = -15 toughness = -15 pursuit = -9 screen = -9 }
        harsh_winter = { damage = -30 toughness = -30 pursuit = -15 screen = -15 }
    }

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_kotr }
	}
    buy_cost = {
        gold = 200
        prestige = 500
    }
    low_maintenance_cost = {
        gold = 1.2
        prestige = 0.6
    }
    high_maintenance_cost = {
        gold = 3.6
        prestige = 1.2
    }
	provision_cost = @provisions_cost_cavalry_bankrupting

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ary_kotr01
    allowed_in_hired_troops = no
}
# Warriors of Faith
ary_wof01 = {
    type = heavy_infantry
    damage = 15
    toughness = 13
    pursuit = 4
    screen = 0

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_ary_wof01 }
    }

    counters = {
        pikemen = 1
		heavy_infantry = 1
        skirmishers = 1
        peasant_militia = 1
    }
    winter_bonus = {
        normal_winter = { damage = -2 toughness = -2 pursuit = -2 screen = -2 }
        harsh_winter = { damage = -4 toughness = -4 pursuit = -4 screen = -4 }
    }

    buy_cost = { piety = 100 }
    low_maintenance_cost = { piety = 0.4 }
    high_maintenance_cost = { piety = 0.8 }
    provision_cost = @provisions_cost_infantry_cheap

    stack = 200
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_wof01
    allowed_in_hired_troops = no
}
# Supreme Champions
ary_supremechampions01 = {
    type = heavy_infantry
    damage = 1500
    toughness = 1500
    pursuit = 100
    screen = 100

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_ary_supremechampions01 }
    }

    counters = {
        skirmishers = 2
        peasant_militia = 2
        pikemen = 2
		heavy_infantry = 2
        archers = 1
        gunpowder = 1
        heavy_cavalry = 1
        light_cavalry = 1
        camel_cavalry = 1
        elephant_cavalry = 1
        archer_cavalry = 1
        nomadic_horde = 1
    }

    buy_cost = { gold = 1000 }
    low_maintenance_cost = { gold = 1 }
    high_maintenance_cost = { gold = 3 }
    provision_cost = @provisions_cost_infantry_bankrupting

    stack = 10
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_supreme01
    allowed_in_hired_troops = no
}
# Hastati
ary_hastati01 = {
    type = heavy_infantry
    damage = 30
    toughness = 35
    pursuit = 10
    screen = 10

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_ary_hastati01 }
    }

    counters = {
        skirmishers = 2
        peasant_militia = 2
        pikemen = 1
    }

    buy_cost = { gold = 75 }
    low_maintenance_cost = { gold = 0.3 }
    high_maintenance_cost = { gold = 0.9 }
    provision_cost = @provisions_cost_infantry_cheap

    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_roman01
    allowed_in_hired_troops = no
}
# Legionaries
ary_legionaries01 = {
    type = heavy_infantry
    damage = 60
    toughness = 60
    pursuit = 10
    screen = 30

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_ary_legionaries01 }
    }

    counters = {
        skirmishers = 2
        peasant_militia = 2
        pikemen = 2
		heavy_infantry = 1
        archers = 1
        gunpowder = 1
        light_cavalry = 0.5
        nomadic_horde = 0.5
    }

    buy_cost = { gold = 160 }
    low_maintenance_cost = { gold = 0.5 }
    high_maintenance_cost = { gold = 1.5 }
    provision_cost = @provisions_cost_infantry_moderate

    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_roman02
    allowed_in_hired_troops = no
}
# Praetorian Guards
ary_praetorian01 = {
    type = heavy_infantry
    damage = 150
    toughness = 200
    pursuit = 30
    screen = 60

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_ary_praetorian01 }
    }

    counters = {
        skirmishers = 2
        peasant_militia = 2
        pikemen = 2
		heavy_infantry = 2
        archers = 1
        gunpowder = 1
        heavy_cavalry = 1
        light_cavalry = 1
        nomadic_horde = 1
    }

    buy_cost = { gold = 300 }
    low_maintenance_cost = { gold = 0.7 }
    high_maintenance_cost = { gold = 2.1 }
    provision_cost = @provisions_cost_infantry_bankrupting

    stack = 50
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_roman03
    allowed_in_hired_troops = no
}
# Empire Blunderbuss
ary_eblunderbuss = {
	type = gunpowder
	damage = 147
	toughness = 17
	pursuit = 0
	screen = 8

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_eblunderbuss }
	}

    terrain_bonus = {
        plains = { damage = 80 }
        farmlands = { damage = 80 }
        drylands = { damage = 80 }
        desert = { damage = 80 }
        steppe = { damage = 80 }
        hills = { damage = 25 toughness = 15 }
        terraced_hills = { damage = 25 toughness = 15 }
        mountains = { damage = 25 toughness = 15 }
        desert_mountains = { damage = 25 toughness = 15 }
        taiga = { damage = -50 }
        forest = { damage = -50 }
        jungle = { damage = -75 toughness = -25 screen = -15 }
        wetlands = { damage = -75 toughness = -25 screen = -15 }
	}

	counters = {
        pikemen = 2
		heavy_infantry = 2
        skirmishers = 2
        peasant_militia = 2
	}

	buy_cost = { gold = 300 }
	low_maintenance_cost = { gold = 1 }
	high_maintenance_cost = { gold = 3 }
    provision_cost = @provisions_cost_infantry_expensive

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ary_eblunderbuss01
	allowed_in_hired_troops = no
}
# Early Mortars
ary_elymortars = {
    type = gunpowder

	damage = 520
	toughness = 100
	pursuit = 0
	screen = 30

    siege_tier = 4
	siege_value = 0.8

	terrain_bonus = {
        hills = { damage = 150 toughness = 50 screen = 15 }
        terraced_hills = { damage = 150 toughness = 50 screen = 15 }
        mountains = { damage = 150 toughness = 50 screen = 15 }
        desert_mountains = { damage = 150 toughness = 50 screen = 15 }
        plains = { damage = 75 }
        farmlands = { damage = 75 }
        drylands = { damage = 75 }
        desert = { damage = 75 }
        steppe = { damage = 75 }
        taiga = { damage = -75 }
        forest = { damage = -75 }
        jungle = { damage = -100 }
        wetlands = { damage = -150 }
	}

	counters = {
		pikemen = 2
		heavy_infantry = 2
        skirmishers = 2
        peasant_militia = 2
        archers = 1
        gunpowder = 1
	}

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_elymortars }
	}

	buy_cost = { gold = 300 }
	low_maintenance_cost = { gold = 1.1 }
	high_maintenance_cost = { gold = 3.3 }
	provision_cost = @provisions_cost_special_bankrupting

	stack = 25
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ary_elymortars01
    allowed_in_hired_troops = no
}
# Early Rifles
ary_elyrifles = {
	type = gunpowder
	damage = 127
	toughness = 40
	pursuit = 0
	screen = 25

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_elyrifles }
	}

    terrain_bonus = {
        hills = { damage = 75 toughness = 25 screen = 15 }
        terraced_hills = { damage = 75 toughness = 25 screen = 15 }
        mountains = { damage = 75 toughness = 25 screen = 15 }
        desert_mountains = { damage = 75 toughness = 25 screen = 15 }
        plains = { damage = 25 }
        farmlands = { damage = 25 }
        drylands = { damage = 25 }
        desert = { damage = 25 }
        steppe = { damage = 25 }
        taiga = { damage = -25 }
        forest = { damage = -50 }
        jungle = { damage = -75 toughness = -25 screen = -15 }
        wetlands = { damage = -75 toughness = -25 screen = -15 }
	}

	counters = {
		heavy_infantry = 2
        heavy_cavalry = 2
        light_cavalry = 1
        camel_cavalry = 1
        elephant_cavalry = 1
        archer_cavalry = 2
        nomadic_horde = 1
	}

	buy_cost = { gold = 300 }
	low_maintenance_cost = { gold = 1 }
	high_maintenance_cost = { gold = 3 }
    provision_cost = @provisions_cost_infantry_expensive

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ary_elyrifles01
	allowed_in_hired_troops = no
}
# Early Rocket Launchers
ary_elyrl = {
    type = gunpowder

	damage = 375
	toughness = 50
	pursuit = 0
	screen = 10

    siege_tier = 4
	siege_value = 0.4

	terrain_bonus = {
        plains = { damage = 200 }
        farmlands = { damage = 200 }
        drylands = { damage = 150 }
        desert = { damage = 50 }
        steppe = { damage = 50 }
        taiga = { damage = -50 }
        forest = { damage = -75 }
        wetlands = { damage = -100 }
        jungle = { damage = -200 }
	}

	counters = {
		pikemen = 2
		heavy_infantry = 1
        skirmishers = 2
        peasant_militia = 2
        archer_cavalry = 1
	}

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_elyrl }
	}

	buy_cost = { gold = 300 }
	low_maintenance_cost = { gold = 1 }
	high_maintenance_cost = { gold = 3 }
	provision_cost = @provisions_cost_special_bankrupting

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ary_elyrl01
    allowed_in_hired_troops = no
}
# Hashashin
ary_hashashin = {
    type = skirmishers
    damage = 75
    toughness = 60
    pursuit = 90
    screen = 75

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_ary_hashashin }
    }
    terrain_bonus = {
        desert = { damage = 30 toughness = 30 pursuit = 20 screen = 10 }
        drylands = { damage = 30 toughness = 30 pursuit = 20 screen = 10 }
        desert_mountains = { damage = 30 toughness = 30 pursuit = 20 screen = 10 }
        oasis = { damage = 30 toughness = 30 pursuit = 20 screen = 10 }
        farmlands = { damage = 20 toughness = 15 pursuit = 10 screen = 10 }
        forest = { damage = 20 toughness = 15 pursuit = 10 screen = 10 }
        jungle = { damage = 20 toughness = 15 pursuit = 10 screen = 10 }
        floodplains = { damage = 20 toughness = 15 pursuit = 10 screen = 10 }
    }
    counters = {
        archer_cavalry = 2
        nomadic_horde = 2
        pikemen = 1
        skirmishers = 2
        peasant_militia = 2
        heavy_infantry = 1
        archers = 1
        gunpowder = 1
    }

    buy_cost = { gold = 150 }
    low_maintenance_cost = { gold = 0.6 }
    high_maintenance_cost = { gold = 1.8 }
    provision_cost = @provisions_cost_infantry_expensive

    stack = 50
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_hashashin02
    allowed_in_hired_troops = no
}
# Master Hashashin
ary_mhashashin = {
    type = skirmishers
    damage = 1930
    toughness = 870
    pursuit = 100
    screen = 100

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_ary_mhashashin }
    }
    terrain_bonus = {
        desert = { damage = 700 toughness = 400 }
        drylands = { damage = 700 toughness = 400 }
        desert_mountains = { damage = 700 toughness = 400 }
        oasis = { damage = 700 toughness = 400 }
        farmlands = { damage = 500 toughness = 350 }
        forest = { damage = 500 toughness = 350 }
        jungle = { damage = 500 toughness = 350 }
        floodplains = { damage = 500 toughness = 350 }
    }
    counters = {
        archer_cavalry = 1
        nomadic_horde = 1
        pikemen = 2
        skirmishers = 2
        peasant_militia = 2
        heavy_infantry = 2
        heavy_cavalry = 1
        light_cavalry = 1
        archers = 2
        gunpowder = 1
    }

    buy_cost = { gold = 1000 }
    low_maintenance_cost = { gold = 1 }
    high_maintenance_cost = { gold = 3 }
    provision_cost = @provisions_cost_infantry_bankrupting

    stack = 10
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_hashashin01
    allowed_in_hired_troops = no
}
# Ronin The Exiled
ary_exiledronin = {
    type = heavy_infantry
    damage = 180
    toughness = 120
    pursuit = 70
    screen = 70

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_ary_exiledronin }
    }

    terrain_bonus = {
        hills = { damage = 100 toughness = 75 }
        terraced_hills = { damage = 100 toughness = 75 }
        mountains = { damage = 75 toughness = 45 }
        forest = { damage = 75 toughness = 45 }
    }

    counters = {
        skirmishers = 2
        peasant_militia = 2
        pikemen = 2
		heavy_infantry = 1
        light_cavalry = 1
        nomadic_horde = 1
    }

    buy_cost = { gold = 300 }
    low_maintenance_cost = { gold = 0.7 }
    high_maintenance_cost = { gold = 2.1 }
    provision_cost = @provisions_cost_infantry_bankrupting

    stack = 50
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_exiledronin01
    allowed_in_hired_troops = no
}
# Knights of the Order:Spearmen
ary_tk02 = {
    type = pikemen

	damage = 150
	toughness = 200
	pursuit = 10
	screen = 50

    terrain_bonus = {
        jungle = { damage = -60 toughness = -30 }
        wetlands = { damage = -80 toughness = -50 }
    }

	counters = {
		pikemen = 1
        light_cavalry = 2
        heavy_cavalry = 2
        camel_cavalry = 2
        nomadic_horde = 2
        elephant_cavalry = 2
	}
    winter_bonus = {
        normal_winter = { damage = -9 toughness = -9 pursuit = -6 screen = -6 }
        harsh_winter = { damage = -15 toughness = -15 pursuit = -9 screen = -9 }
    }

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_tk02 }
	}
    buy_cost = {
        gold = 130
        prestige = 300
    }
    low_maintenance_cost = {
        gold = 0.6
        prestige = 0.4
    }
    high_maintenance_cost = {
        gold = 1.8
        prestige = 0.8
    }
	provision_cost = @provisions_cost_infantry_bankrupting

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ary_tk02
    allowed_in_hired_troops = no
}
# Dread Mammoths
mammonth3 = {
    type = elephant_cavalry
    damage = 1900
    toughness = 4000
    pursuit = 50
    screen = 50

    siege_tier = 4
	siege_value = 1

    terrain_bonus = {
        taiga = { damage = 1000 toughness = 1000 pursuit = 50 screen = 50 }
        hills = { damage = -750 pursuit = -100 screen = -100 }
        terraced_hills = { damage = -750 pursuit = -100 screen = -100 }
        mountains = { damage = -1000 pursuit = -250 screen = -100 }
        desert_mountains = { damage = -1000 pursuit = -250 screen = -100 }
        wetlands = { damage = -2000 toughness = -2000 pursuit = -150 screen = -150 }
    }
    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_mammonth3 }
    }
    counters = {
        pikemen = 1
        skirmishers = 2
        peasant_militia = 2
        heavy_infantry = 2
        elephant_cavalry = 1
        light_cavalry = 1
        nomadic_horde = 1
        archers = 1
    }
    winter_bonus = {
        normal_winter = { damage = 750 toughness = 750 pursuit = 50 screen = 50 }
        harsh_winter = { damage = 1000 toughness = 1000 pursuit = 100 screen = 100 }
    }

    buy_cost = { gold = 1500 }
    low_maintenance_cost = { gold = 2.5 }
    high_maintenance_cost = { gold = 7.5 }
    provision_cost = @provisions_cost_cavalry_bankrupting

    stack = 5
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_mammonth03
    allowed_in_hired_troops = no
}
# Black Knights
ary_black_knights = {
    type = heavy_cavalry

	damage = 1500
	toughness = 1500
	pursuit = 100
	screen = 100

    terrain_bonus = {
        plains = { damage = 1000 toughness = 1000 pursuit = 100 screen = 100 }
        farmlands = { damage = 1000 toughness = 1000 pursuit = 100 screen = 100 }
        steppe = { damage = 700 toughness = 500 pursuit = 50 screen = 50 }
        drylands = { damage = 700 toughness = 500 pursuit = 50 screen = 50 }
        forest = { damage = 400 toughness = 250 pursuit = 30 screen = 30 }
        taiga = { damage = 400 toughness = 250 pursuit = 30 screen = 30 }
        mountains = { damage = -700 pursuit = -80 screen = -80 }
        desert_mountains = { damage = -700 pursuit = -80 screen = -80 }
        jungle = { damage = -1000 toughness = -700 pursuit = -100 screen = -100 }
        wetlands = { damage = -1200 toughness = -900 pursuit = -100 screen = -100 }
    }

	counters = {
		heavy_infantry = 2
        skirmishers = 2
        peasant_militia = 2
        archers = 2
        gunpowder = 1
        heavy_cavalry = 1
        light_cavalry = 1
        nomadic_horde = 1
	}

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_black_knights }
	}
    buy_cost = {
        gold = 650
        prestige = 1500
    }
    low_maintenance_cost = {
        gold = 2
        prestige = 1.2
    }
    high_maintenance_cost = {
        gold = 6
        prestige = 2.4
    }
	provision_cost = @provisions_cost_cavalry_bankrupting

	stack = 10
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ary_black_knights01
    allowed_in_hired_troops = no
}
# Valkyrie Riders
ary_valkyrie = {
    type = archer_cavalry

	damage = 2500
	toughness = 2500
	pursuit = 500
	screen = 500

	counters = {
        pikemen = 2
		heavy_infantry = 2
        skirmishers = 2
        peasant_militia = 2
        heavy_cavalry = 2
        light_cavalry = 2
        elephant_cavalry = 2
        archer_cavalry = 2
        nomadic_horde = 2
	}

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_valkyrie }
	}
    buy_cost = {
        gold = 1500
    }
    low_maintenance_cost = {
        gold = 2
    }
    high_maintenance_cost = {
        gold = 6
    }
	provision_cost = @provisions_cost_cavalry_bankrupting

	stack = 5
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ary_valkyrie01
    allowed_in_hired_troops = no
}
# Knights of The Horizon
knights_horizon = {
    type = heavy_cavalry
    damage = 185
    toughness = 85
    pursuit = 85
    screen = 35

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_knights_horizon }
    }
    terrain_bonus = {
        plains = { damage = 150 pursuit = 50 }
        farmlands = { damage = 150 pursuit = 50 }
        steppe = { damage = 150 pursuit = 50 }
        drylands = { damage = 50 pursuit = 50 }
        mountains = { damage = -25 toughness = -15 pursuit = -25 }
        desert_mountains = { damage = -25 toughness = -15 pursuit = -25 }
        jungle = { damage = -30 toughness = -20 pursuit = -20 screen = -10 }
        wetlands = { damage = -50 toughness = -30 pursuit = -30 screen = -15 }
    }
    counters = {
        archers = 2
        gunpowder = 2
        heavy_infantry = 2
        skirmishers = 2
        peasant_militia = 2
        light_cavalry = 1
        heavy_cavalry = 1
        elephant_cavalry = 1
        nomadic_horde = 1
    }

    buy_cost = { gold = 550 }
    low_maintenance_cost = { gold = 1 }
    high_maintenance_cost = { gold = 3 }
    provision_cost = @provisions_cost_cavalry_bankrupting

    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_knights_plains01
    allowed_in_hired_troops = no
}
# Riders of The Horizon
riders_horizon = {
    type = light_cavalry
    damage = 45
    toughness = 30
    pursuit = 80
    screen = 65

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_riders_horizon }
    }
    terrain_bonus = {
        plains = { damage = 35 pursuit = 50 }
        farmlands = { damage = 35 pursuit = 50 }
        steppe = { damage = 35 pursuit = 50 }
        drylands = { damage = 25 pursuit = 35 }
    }
    counters = {
        archers = 2
        gunpowder = 2
        skirmishers = 1
        camel_cavalry = 2
        light_cavalry = 2
        peasant_militia = 1
        nomadic_horde = 2
    }

    buy_cost = { gold = 450 }
    low_maintenance_cost = { gold = 0.5 }
    high_maintenance_cost = { gold = 1.5 }
    provision_cost = @provisions_cost_cavalry_expensive

    stack = 200
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_riders_plains01
    allowed_in_hired_troops = no
}
# Horse Archers of plains
h_archers_p = {
    type = archer_cavalry
    damage = 50
    toughness = 30
    pursuit = 50
    screen = 70

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_h_archers_p }
    }
    terrain_bonus = {
        plains = { damage = 35 pursuit = 50 }
        farmlands = { damage = 35 pursuit = 50 }
        steppe = { damage = 35 pursuit = 50 }
        drylands = { damage = 25 pursuit = 35 }
    }
    counters = {
        pikemen = 1
        skirmishers = 2
        archers = 1
        elephant_cavalry = 1
    }

    buy_cost = { gold = 200 }
    low_maintenance_cost = { gold = 0.5 }
    high_maintenance_cost = { gold = 1.5 }
    provision_cost = @provisions_cost_cavalry_expensive

    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = horse_archers
    allowed_in_hired_troops = no
}
# Horse Archers of the Horizon
h_archers_h = {
    type = archer_cavalry
    damage = 55
    toughness = 35
    pursuit = 55
    screen = 75

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_h_archers_h }
    }
    terrain_bonus = {
        plains = { damage = 35 pursuit = 50 }
        farmlands = { damage = 35 pursuit = 50 }
        steppe = { damage = 35 pursuit = 50 }
        drylands = { damage = 25 pursuit = 35 }
    }
    counters = {
        pikemen = 2
        skirmishers = 2
        archers = 2
        light_cavalry = 2
        heavy_cavalry = 2
        camel_cavalry = 2
        elephant_cavalry = 2
    }

    buy_cost = { gold = 450 }
    low_maintenance_cost = { gold = 0.5 }
    high_maintenance_cost = { gold = 1.5 }
    provision_cost = @provisions_cost_cavalry_expensive

    stack = 200
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = heavy_horse_archers
    allowed_in_hired_troops = no
}
# Sky-Peaks Spearmen
ary_exspear2 = {
	type = pikemen
	damage = 55
	toughness = 140
	pursuit = 20
	screen = 85

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_exspear2 }
	}
    terrain_bonus = {
        hills = { damage = 100 toughness = 100 screen = 100 }
        terraced_hills = { damage = 100 toughness = 100 screen = 100 }
        mountains = { damage = 100 toughness = 100 screen = 100 }
        desert_mountains = { damage = 100 toughness = 100 screen = 100 }
    }
	counters = {
        pikemen = 1
        heavy_infantry = 1
        elephant_cavalry = 2
        camel_cavalry = 2
        light_cavalry = 2
		heavy_cavalry = 2
        nomadic_horde = 2
	}

	buy_cost = { gold = 500 }
	low_maintenance_cost = { gold = 0.6 }
	high_maintenance_cost = { gold = 1.8 }
    provision_cost = @provisions_cost_infantry_bankrupting

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ary_exspear01
	allowed_in_hired_troops = no
}
# Sky-Peaks Greatswords
ary_exsword2 = {
	type = heavy_infantry
	damage = 130
	toughness = 70
	pursuit = 65
	screen = 35

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_exsword2 }
	}
    terrain_bonus = {
        hills = { damage = 100 toughness = 100 screen = 100 }
        terraced_hills = { damage = 100 toughness = 100 screen = 100 }
        mountains = { damage = 100 toughness = 100 screen = 100 }
        desert_mountains = { damage = 100 toughness = 100 screen = 100 }
    }
	counters = {
        heavy_infantry = 2
        pikemen = 2
        skirmishers = 2
        peasant_militia = 2
        archers = 1
        light_cavalry = 1
        heavy_cavalry = 1
        nomadic_horde = 2
	}

	buy_cost = { gold = 550 }
	low_maintenance_cost = { gold = 0.7 }
	high_maintenance_cost = { gold = 2.1 }
    provision_cost = @provisions_cost_infantry_bankrupting

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ary_exsword01
	allowed_in_hired_troops = no
}
# Rangers of The Primeval Forest
rangers_forest2 = {
    type = archers
    damage = 120
    toughness = 70
    pursuit = 60
    screen = 50

    can_recruit = {
        culture = { has_cultural_parameter = unlock_maa_rangers_forest2 }
    }
    terrain_bonus = {
        jungle = { damage = 170 toughness = 100 screen = 100 }
        forest = { damage = 170 toughness = 100 screen = 100 }
        taiga = { damage = 170 toughness = 100 screen = 100 }
        hills = { damage = 30 toughness = 25 screen = 15 }
        terraced_hills = { damage = 30 toughness = 25 screen = 15 }
        mountains = { damage = 35 toughness = 30 screen = 20 }
        desert_mountains = { damage = 35 toughness = 30 screen = 20 }
    }
    counters = {
        heavy_infantry = 2
        heavy_cavalry = 1
        light_cavalry = 1
        pikemen = 2
        skirmishers = 2
        peasant_militia = 2
        elephant_cavalry = 1
        archer_cavalry = 1
        nomadic_horde = 1
    }

    buy_cost = { gold = 550 }
    low_maintenance_cost = { gold = 0.7 }
    high_maintenance_cost = { gold = 2.1 }
    provision_cost = @provisions_cost_infantry_bankrupting

    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score }
    icon = ary_rangers_forest01
    allowed_in_hired_troops = no
}
# Sylvan Rangers
ary_elight_footmen2 = {
	type = skirmishers
	damage = 40
	toughness = 25
	pursuit = 30
	screen = 25

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_ary_elight_footmen2 }
	}
	terrain_bonus = {
        jungle = { damage = 100 toughness = 50 screen = 50 }
        forest = { damage = 100 toughness = 50 screen = 50 }
        taiga = { damage = 100 toughness = 50 screen = 50 }
		hills = { damage = 15 toughness = 15 screen = 15 }
        terraced_hills = { damage = 15 toughness = 15 screen = 15 }
		mountains = { damage = 25 toughness = 25 screen = 25 }
		desert_mountains = { damage = 25 toughness = 25 screen = 25 }
	}
	counters = {
		heavy_infantry = 2
		pikemen = 2
		skirmishers = 2
        peasant_militia = 2
	}

	buy_cost = { gold = 100 }
	low_maintenance_cost = { gold = 0.15 }
	high_maintenance_cost = { gold = 0.45 }
    provision_cost = @provisions_cost_infantry_moderate

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ary_elight_footmen01
	allowed_in_hired_troops = no
}
# Supreme Swordsmen
supreme_maa_pack1 = {
	type = heavy_infantry

	damage = 600
	toughness = 550
	pursuit = 100
	screen = 100

	counters = {
		pikemen = 2
		heavy_infantry = 1
		skirmishers = 2
		peasant_militia = 2
	}

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_supreme_army_pack }
	}

	buy_cost = { gold = 500 }
	low_maintenance_cost = { gold = 0.4 }
	high_maintenance_cost = { gold = 1.2 }
	provision_cost = @provisions_cost_infantry_bankrupting

	stack = 25
	ai_quality = { value = @cultural_maa_extra_ai_score }
	allowed_in_hired_troops = no
	icon = heavy_infantry
}
# Supreme Spearmen
supreme_maa_pack2 = {
	type = pikemen

	damage = 200
	toughness = 850
	pursuit = 0
	screen = 300

	counters = {
		light_cavalry = 2
		heavy_cavalry = 2
		camel_cavalry = 2
		elephant_cavalry = 2
		nomadic_horde = 2
	}

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_supreme_army_pack }
	}

	buy_cost = { gold = 350 }
	low_maintenance_cost = { gold = 0.3 }
	high_maintenance_cost = { gold = 0.9 }
	provision_cost = @provisions_cost_infantry_bankrupting

	stack = 25
	ai_quality = { value = @cultural_maa_extra_ai_score }
	allowed_in_hired_troops = no
	icon = pikemen
}
# Supreme Archers
supreme_maa_pack3 = {
	type = archers

	damage = 850
	toughness = 250
	pursuit = 50
	screen = 200

	counters = {
		pikemen = 2
		skirmishers = 2
		peasant_militia = 2
		heavy_infantry = 1
		archers = 1
		nomadic_horde = 1
	}

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_supreme_army_pack }
	}

	buy_cost = { gold = 500 }
	low_maintenance_cost = { gold = 0.2 }
	high_maintenance_cost = { gold = 0.6 }
	provision_cost = @provisions_cost_infantry_bankrupting

	stack = 25
	ai_quality = { value = @cultural_maa_extra_ai_score }
	allowed_in_hired_troops = no
	icon = bowmen
}
# Supreme Knights
supreme_maa_pack4 = {
	type = heavy_cavalry

	damage = 900
	toughness = 300
	pursuit = 100
	screen = 50

	counters = {
		heavy_infantry = 2
        heavy_cavalry = 2
		skirmishers = 2
		peasant_militia = 2
	}

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_supreme_army_pack }
	}

	buy_cost = { gold = 650 }
	low_maintenance_cost = { gold = 0.7 }
	high_maintenance_cost = { gold = 2.1 }
	provision_cost = @provisions_cost_cavalry_bankrupting

	stack = 25
	ai_quality = { value = @cultural_maa_extra_ai_score }
	allowed_in_hired_troops = no
	icon = heavy_cavalry
}
# Supreme Riders
supreme_maa_pack5 = {
	type = light_cavalry

	damage = 280
	toughness = 250
	pursuit = 480
	screen = 350

	counters = {
		skirmishers = 2
		peasant_militia = 2
        light_cavalry = 2
		archers = 2
		gunpowder = 2
	}

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_supreme_army_pack }
	}

	buy_cost = { gold = 450 }
	low_maintenance_cost = { gold = 0.35 }
	high_maintenance_cost = { gold = 1.05 }
	provision_cost = @provisions_cost_infantry_bankrupting

	stack = 25
	ai_quality = { value = @cultural_maa_extra_ai_score }
	allowed_in_hired_troops = no
	icon = light_cavalry
}
# Elite Bandits
ary_bandits_maa_pack1 = {
    type = skirmishers
	damage = 50
	toughness = 20
	pursuit = 30
	screen = 0

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_bandits_army_pack }
	}
	terrain_bonus = {
        jungle = { damage = 50 toughness = 20 pursuit = 40 screen = 10 }
        forest = { damage = 50 toughness = 20 pursuit = 40 screen = 10 }
        taiga = { damage = 50 toughness = 20 pursuit = 40 screen = 10 }
	}
	counters = {
		pikemen = 1
		skirmishers = 1
        peasant_militia = 1
	}

	buy_cost = { gold = 90 }
	low_maintenance_cost = { gold = 0.15 }
	high_maintenance_cost = { gold = 0.45 }
    provision_cost = @provisions_cost_infantry_moderate

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers
	allowed_in_hired_troops = no
}
# Elite Ambushers
ary_bandits_maa_pack2 = {
    type = archers
	damage = 110
	toughness = 10
	pursuit = 30
	screen = 0

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_bandits_army_pack }
	}
	terrain_bonus = {
        jungle = { damage = 90 toughness = 10 pursuit = 30 screen = 10 }
        forest = { damage = 90 toughness = 10 pursuit = 30 screen = 10 }
        taiga = { damage = 90 toughness = 10 pursuit = 30 screen = 10 }
	}
	counters = {
		heavy_infantry = 1
		skirmishers = 1
        peasant_militia = 1
        archers = 1
	}

	buy_cost = { gold = 165 }
	low_maintenance_cost = { gold = 0.6 }
	high_maintenance_cost = { gold = 1.8 }
    provision_cost = @provisions_cost_infantry_moderate

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bowmen
	allowed_in_hired_troops = no
}
# Elite Raiders
ary_bandits_maa_pack3 = {
    type = light_cavalry
	damage = 75
	toughness = 25
	pursuit = 50
	screen = 0

	can_recruit = {
		culture = { has_cultural_parameter = unlock_maa_bandits_army_pack }
	}
	terrain_bonus = {
        jungle = { damage = 70 toughness = 10 pursuit = 40 screen = 10 }
        forest = { damage = 70 toughness = 10 pursuit = 40 screen = 10 }
        taiga = { damage = 70 toughness = 10 pursuit = 40 screen = 10 }
	}
	counters = {
		skirmishers = 1
        peasant_militia = 1
        archers = 1
        gunpowder = 1
	}

	buy_cost = { gold = 150 }
	low_maintenance_cost = { gold = 0.5 }
	high_maintenance_cost = { gold = 1.5 }
    provision_cost = @provisions_cost_cavalry_moderate

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = konni
	allowed_in_hired_troops = no
}