﻿# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
@cultural_maa_extra_ai_score = 60 # Equivalent to having 6 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

asawira = { #Iranian knights in early caliphal armies. Can be restored as a military unit with Khvarenah 4 dynasty legacy perk. 
	type = archer_cavalry
	
	damage = 120
	toughness = 45
	pursuit = 35
	screen = 10
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		desert_mountains = { damage = 10 pursuit = 10 }
		hills = { damage = 10 }
		mountains = { damage = 10 pursuit = 10 }
		wetlands = { damage = -50 toughness = -15 pursuit = -20 }
	}

	counters = {
		skirmishers = 2
		heavy_infantry = 2
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = -15 toughness = -5 }
		harsh_winter = { damage = -30 toughness = -10 }
	}
	
	can_recruit = {
		OR = {
			AND = {
				dynasty ?= {
					has_dynasty_perk = fp3_khvarenah_legacy_4
				}	
			}
			root = {
				has_title = title:e_persia
			}
		}
	}

	buy_cost = { gold = asawira_recruitment_cost }
	low_maintenance_cost = { gold = asawira_low_maint_cost }
	high_maintenance_cost = { gold = asawira_high_maint_cost }
	provision_cost = @provisions_cost_infantry_expensive
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 30] }
	icon = asawira
}

tarkhan = {
	type = heavy_cavalry
	
	damage = 110
	toughness = 30
	pursuit = 30
	screen = 10
	
	terrain_bonus = {
		oasis = { damage = 30 }
		drylands = { damage = 25 }
		desert = { damage = 10 pursuit = 10 }
		mountains = { damage = -30 }
		wetlands = { damage = -80 toughness = -15 pursuit = -20 }
	}

	counters = {
		heavy_infantry = 1
		heavy_cavalry = 0.5
	}

	winter_bonus = {
		normal_winter = { damage = -10 toughness = -5 }
		harsh_winter = { damage = -20 toughness = -5 }
	}
	
	can_recruit = {
		OR = {
			AND = {
				has_government = landless_adventurer_government
				has_perk = planned_cultivation_perk
				location.culture ?= { has_cultural_parameter = unlock_maa_tarkhan }
			}
			culture = { has_cultural_parameter = unlock_maa_tarkhan }
		}
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	buy_cost = { gold = cataphract_recruitment_cost }
	low_maintenance_cost = { gold = cataphract_low_maint_cost }
	high_maintenance_cost = { gold = cataphract_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_expensive
	
	stack = 50
	ai_quality = { value = @[cultural_maa_extra_ai_score + 60] }
	icon = tarkhan

}

zupin_warrior = {
	type = pikemen
	
	damage = 16
	toughness = 16
	pursuit = 0
	screen = 10
	
	can_recruit = {
		OR = {
			root = {
				has_title = title:d_daylam
			}
			root = {
				has_title = title:k_daylam
			}
			root = {
				has_title = title:e_persia
			}
			AND = {
				has_government = landless_adventurer_government
				has_perk = planned_cultivation_perk
				location.culture ?= { has_cultural_parameter = unlock_maa_zupin_warrior }
			}
			culture = { has_cultural_parameter = unlock_maa_zupin_warrior }
		}
	}
	
	terrain_bonus = {
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { damage = 4 toughness = 8 }
		forest = { damage = 4 toughness = 8 pursuit = 4 }
	}

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

	winter_bonus = {
		normal_winter = { damage = 4 pursuit = 5 }
	}

	buy_cost = { gold = bondi_recruitment_cost }
	low_maintenance_cost = { gold = bondi_low_maint_cost }
	high_maintenance_cost = { gold = bondi_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 20] }
	icon = zupin_spearmen
}

tawashi = {
	type = light_cavalry
	
	damage = 25
	toughness = 15
	pursuit = 30
	screen = 30
	
	terrain_bonus = {
		plains = { damage = 10 }
		drylands = { damage = 10 }
		hills = { damage = 10 }
		mountains = { damage = 10 pursuit = 10 }
		desert_mountains = { damage = 10 pursuit = 10 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}

	counters = {
		archers = 1
		heavy_infantry = 1
	}

	can_recruit = {
		OR = {
			any_parent_culture_or_above = {
				this = culture:eranian
			}
			has_cultural_pillar = heritage_iranian
			AND = {
				has_government = landless_adventurer_government
				has_perk = planned_cultivation_perk
				location.culture ?= { has_cultural_parameter = unlock_maa_tawashi }
			}
			AND = {
				culture = culture:eranian
				root = {
					has_title = title:d_kurdistan
				}
			}
			AND = {
				culture = culture:eranian
				root = {
					has_title = title:d_kermanshah
				}
			}
			AND = {
				culture = culture:eranian
				root = {
					has_title = title:d_azerbaijan
				}
			}
			AND = {
				culture = culture:eranian
				root = {
					has_title = title:e_persia
				}
			}
			culture = { has_cultural_parameter = unlock_maa_tawashi }
		}
	}

	winter_bonus = {
		harsh_winter = { damage = -5 toughness = -3 }
	}

	buy_cost = { gold = tawashi_recruitment_cost }
	low_maintenance_cost = { gold = tawashi_low_maint_cost }
	high_maintenance_cost = { gold = tawashi_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_moderate

	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 40] }
	icon = tawashi
}
