﻿# 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

japan_onager_1 = {
	type = siege_weapon
	fights_in_main_phase = no
	
	damage = 0
	toughness = 12
	
	siege_tier = 1
	siege_value = 0.3
	
	can_recruit = {
		current_year <= 1400
		smu_valid_for_maa_innovation_trigger = { PARAMETER = innovation_culture_era_pre_tribal_siege_2 }
	}
	
	buy_cost = { gold = onager_recruitment_cost }
	low_maintenance_cost = { gold = onager_low_maint_cost }
	high_maintenance_cost = { gold = onager_high_maint_cost }
	provision_cost = @provisions_cost_special_cheap
	
	stack = 10
	ai_quality = { value = @[cultural_maa_extra_ai_score + 200] }
	allowed_in_hired_troops = no
	icon = ballistrai
}

japan_onager_2 = {
	type = siege_weapon
	fights_in_main_phase = no
	
	damage = 0
	toughness = 12
	
	siege_tier = 1
	siege_value = 0.4
	
	can_recruit = {
		smu_valid_for_maa_innovation_trigger = { PARAMETER = innovation_culture_era_pre_tribal_siege_2 }
	}
	
	buy_cost = { gold = onager_recruitment_cost }
	low_maintenance_cost = { gold = onager_low_maint_cost }
	high_maintenance_cost = { gold = onager_high_maint_cost }
	provision_cost = @provisions_cost_special_cheap
	
	stack = 10
	ai_quality = { value = @[cultural_maa_extra_ai_score + 200] }
	allowed_in_hired_troops = no
	icon = mangonel
}

japan_bombard_1 = {
	type = siege_weapon
	fights_in_main_phase = no
	
	damage = 0
	toughness = 12
	
	siege_tier = 4
	siege_value = 0.5
	
	can_recruit = {
		current_year <= 1600
		smu_valid_for_maa_innovation_trigger = { PARAMETER = innovation_culture_era_early_medieval_siege_1 }
	}
	
	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_bankrupting
	
	stack = 10
	ai_quality = { value = @[cultural_maa_extra_ai_score + 200] }
	allowed_in_hired_troops = no
	icon = bombard
}

japan_bombard_2 = {
	type = siege_weapon
	fights_in_main_phase = no
	
	damage = 0
	toughness = 12
	
	siege_tier = 5
	siege_value = 0.6
	
	can_recruit = {
		current_year <= 1600
		smu_valid_for_maa_innovation_trigger = { PARAMETER = innovation_culture_era_high_medieval_siege_1 }
	}
	
	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_bankrupting
	
	stack = 10
	ai_quality = { value = @[cultural_maa_extra_ai_score + 200] }
	allowed_in_hired_troops = no
	icon = bombard
}

japan_bombard_3 = {
	type = siege_weapon
	fights_in_main_phase = no
	
	damage = 0
	toughness = 12
	
	siege_tier = 6
	siege_value = 0.7
	
	can_recruit = {
		smu_valid_for_maa_innovation_trigger = { PARAMETER = innovation_culture_era_late_medieval_siege_1 }
	}
	
	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_bankrupting
	
	stack = 10
	ai_quality = { value = @[cultural_maa_extra_ai_score + 200] }
	allowed_in_hired_troops = no
	icon = bombard
}

japan_bombard_4 = {
	type = siege_weapon
	fights_in_main_phase = no
	
	damage = 0
	toughness = 12
	
	siege_tier = 7
	siege_value = 0.8
		
	can_recruit = {
		smu_valid_for_maa_innovation_trigger = { PARAMETER = innovation_culture_era_late_medieval_siege_1 }
	}
	
	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_bankrupting
	
	stack = 10
	ai_quality = { value = @[cultural_maa_extra_ai_score + 200] }
	allowed_in_hired_troops = no
	icon = bombard
}