﻿# 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

ronin_skirmishers_1 = {
	type = skirmishers
	
	damage = 10
	toughness = 16
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_cavalry = 1
		light_cavalry = 1
	}

	can_recruit = {
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_light_infantry_captain_officer }
		}
		current_year <= 1400
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_pre_tribal_ronin_1 }
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap

	stack = 50
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_skirmishers
	}
	icon = skirmishers_jizamurai
	max_sub_regiments = 1
}

ronin_skirmishers_2 = {
	type = skirmishers
	
	damage = 10
	toughness = 16
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_light_infantry_captain_officer }
		}
		current_year <= 1500
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_early_medieval_ronin_1 }
	}
	
	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap

	stack = 50
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_skirmishers
	}
	icon = skirmishers_jizamurai
	max_sub_regiments = 1
}

ronin_skirmishers_3 = {
	type = skirmishers
	
	damage = 10
	toughness = 16
	pursuit = 10
	screen = 16
	
	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		jungle = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
		light_cavalry = 1
	}
	
	can_recruit = {
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_light_infantry_captain_officer }
		}
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_high_medieval_ronin_1 }
	}
	
	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap

	stack = 50
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_skirmishers
	}
	icon = skirmishers_jizamurai
	max_sub_regiments = 1
}

ronin_archers_1 = {
	type = archers
	
	damage = 25
	toughness = 10
	pursuit = 0
	screen = 4
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}

	counters = {
		skirmishers = 1
		archers = 1
	}
	
	can_recruit = {
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_archer_captain_officer }
		}
		current_year <= 1600
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_pre_tribal_ronin_1 }
	}
	
	buy_cost = { gold = bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	stack = 50
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_archers
	}
	icon = bowmen_jizamurai
	max_sub_regiments = 1
}

ronin_archers_2 = {
	type = archers

	damage = 42
	toughness = 18
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 }
		plains = { toughness = -8 }
		drylands = { toughness = -8 }
		desert = { toughness = -8 }
	}

	counters = {
		skirmishers = 1
		archers = 1
		archer_cavalry = 1
	}
	
	can_recruit = {
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_archer_captain_officer }
		}
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_tribal_ronin_1 }
	}
	
	buy_cost = { gold = crossbowmen_recruitment_cost }
	low_maintenance_cost = { gold = crossbowmen_low_maint_cost }
	high_maintenance_cost = { gold = crossbowmen_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	stack = 50
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_archers
	}
	icon = bowmen_long_bows_jizamurai
	max_sub_regiments = 1
}

ronin_archers_3 = {
	type = archers

	damage = 42
	toughness = 18
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 }
		plains = { toughness = -8 }
		drylands = { toughness = -8 }
		desert = { toughness = -8 }
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
		heavy_cavalry = 1
	}

	can_recruit = {
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_archer_captain_officer }
		}
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_high_medieval_ronin_1 }
	}
	
	buy_cost = { gold = crossbowmen_recruitment_cost }
	low_maintenance_cost = { gold = crossbowmen_low_maint_cost }
	high_maintenance_cost = { gold = crossbowmen_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	stack = 50
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_archers
	}
	icon = crossbowmen_jizamurai
	max_sub_regiments = 1
}

ronin_archers_4 = {
	type = archers

	damage = 42
	toughness = 18
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 }
		plains = { toughness = -8 }
		drylands = { toughness = -8 }
		desert = { toughness = -8 }
	}

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

	can_recruit = {
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_archer_captain_officer }
		}
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_late_medieval_ronin_1 }
	}
	
	buy_cost = { gold = crossbowmen_recruitment_cost }
	low_maintenance_cost = { gold = crossbowmen_low_maint_cost }
	high_maintenance_cost = { gold = crossbowmen_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	stack = 50
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_archers
	}
	icon = crossbowmen_jizamurai
	max_sub_regiments = 1
}

ronin_pikemen_1 = {
	type = pikemen

	damage = 22
	toughness = 24
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_pike_captain_officer }
		}
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_pre_tribal_ronin_1 }
	}
	
	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	provision_cost = @provisions_cost_infantry_expensive

	stack = 50
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_pikemen
	}
	icon = heavy_infantry_long_swords_jizamurai
	max_sub_regiments = 1
}

ronin_pikemen_2 = {
	type = pikemen

	damage = 22
	toughness = 24
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
	}

	counters = {
		skirmishers = 1
		light_cavalry = 1
	}

	can_recruit = {
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_pike_captain_officer }
		}
		current_year <= 1600
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_pre_medieval_ronin_1 }
	}
	
	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	provision_cost = @provisions_cost_infantry_expensive

	stack = 50
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_pikemen
	}
	icon = skirmishers_jizamurai
	max_sub_regiments = 1
}

ronin_pikemen_3 = {
	type = pikemen

	damage = 22
	toughness = 24
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
	}

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

	can_recruit = {
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_pike_captain_officer }
		}
		current_year <= 1700
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_high_medieval_ronin_1 }
	}
	
	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	provision_cost = @provisions_cost_infantry_expensive

	stack = 50
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_pikemen
	}
	icon = pikemen_jizamurai
	max_sub_regiments = 1
}

ronin_pikemen_4 = {
	type = pikemen

	damage = 22
	toughness = 24
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
	}

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

	can_recruit = {
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_pike_captain_officer }
		}
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_late_medieval_ronin_1 }
	}
	
	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	provision_cost = @provisions_cost_infantry_expensive

	stack = 50
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_pikemen
	}
	icon = heavy_infantry_long_swords_jizamurai
	max_sub_regiments = 1
}

ronin_heavy_infantry_1 = {
	type = heavy_infantry
	
	damage = 32
	toughness = 22
	pursuit = 0
	screen = 0
	
	counters = {
		pikemen = 1
		heavy_infantry = 1
	}

	can_recruit = {
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_heavy_infantry_captain_officer }
		}
		current_year <= 1300
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_pre_tribal_ronin_1 }
	}
	
	buy_cost = { gold = heavy_infantry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	stack = 50
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_heavy_infantry
	}
	icon = heavy_infantry_jizamurai
	max_sub_regiments = 1
}

ronin_heavy_infantry_2 = {
	type = heavy_infantry
	
	damage = 32
	toughness = 22
	pursuit = 0
	screen = 0
	
	counters = {
		pikemen = 1
		heavy_infantry = 1
	}

	can_recruit = {
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_heavy_infantry_captain_officer }
		}
		current_year <= 1600
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_tribal_ronin_1 }
	}
	
	buy_cost = { gold = heavy_infantry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	stack = 50
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_heavy_infantry
	}
	icon = heavy_infantry_jizamurai
	max_sub_regiments = 1
}

ronin_heavy_infantry_3 = {
	type = heavy_infantry
	
	damage = 32
	toughness = 22
	pursuit = 0
	screen = 0
	
	counters = {
		skirmishers = 1
	}

	can_recruit = {
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_heavy_infantry_captain_officer }
		}
		current_year <= 1400
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_early_medieval_ronin_1 }
	}
	
	buy_cost = { gold = heavy_infantry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	stack = 50
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_heavy_infantry
	}
	icon = heavy_infantry_jizamurai
	max_sub_regiments = 1
}

ronin_heavy_infantry_4 = {
	type = heavy_infantry
	
	damage = 32
	toughness = 22
	pursuit = 0
	screen = 0
	
	counters = {
		pikemen = 1
		heavy_infantry = 1
	}

	can_recruit = {
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_heavy_infantry_captain_officer }
		}
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_tribal_ronin_1 }
	}
	
	buy_cost = { gold = heavy_infantry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	stack = 50
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_heavy_infantry
	}
	icon = heavy_infantry_jizamurai
	max_sub_regiments = 1
}

ronin_heavy_infantry_5 = {
	type = heavy_infantry
	
	damage = 32
	toughness = 22
	pursuit = 0
	screen = 0
	
	counters = {
		pikemen = 1
		heavy_infantry = 1
	}

	can_recruit = {
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_heavy_infantry_captain_officer }
		}
		current_year <= 1700
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_early_medieval_ronin_1 }
	}
	
	buy_cost = { gold = heavy_infantry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	stack = 50
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_heavy_infantry
	}
	icon = heavy_infantry_long_swords_jizamurai
	max_sub_regiments = 1
}

ronin_heavy_infantry_6 = {
	type = heavy_infantry
	
	damage = 32
	toughness = 22
	pursuit = 0
	screen = 0
	
	counters = {
		archers = 1
		pikemen = 1
		heavy_infantry = 1
	}

	can_recruit = {
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_heavy_infantry_captain_officer }
		}
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_late_medieval_ronin_1 }
	}
	
	buy_cost = { gold = heavy_infantry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	stack = 50
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_heavy_infantry
	}
	icon = heavy_infantry_long_swords_jizamurai
	max_sub_regiments = 1
}

ronin_light_cavalry_1 = {
	type = light_cavalry

	damage = 22
	toughness = 15
	pursuit = 30
	screen = 30
	
	terrain_bonus = {
		plains = { damage = 15 }
		drylands = { damage = 15 }
		hills = { damage = -5 }
		mountains = { damage = -10 pursuit = -20 }
		desert_mountains = { damage = -15 pursuit = -20 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}
	
	counters = {
		archers = 1
	}

	can_recruit = {
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_light_cavalry_captain_officer }
		}
		current_year <= 1300
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_pre_tribal_ronin_1 }
	}
	
	winter_bonus = {
		harsh_winter = { damage = -5 toughness = -2 }
	}

	buy_cost = { gold = light_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap

	stack = 25
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_light_cavalry
	}
	icon = light_cavalry_jizamurai
	max_sub_regiments = 1
}

ronin_light_cavalry_2 = {
	type = light_cavalry

	damage = 22
	toughness = 15
	pursuit = 30
	screen = 30
	
	terrain_bonus = {
		plains = { damage = 15 }
		drylands = { damage = 15 }
		hills = { damage = -5 }
		mountains = { damage = -10 pursuit = -20 }
		desert_mountains = { damage = -15 pursuit = -20 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}
	
	counters = {
		archers = 1
		light_cavalry = 1
	}

	can_recruit = {
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_light_cavalry_captain_officer }
		}
		current_year <= 1600
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_tribal_ronin_1 }
	}
	
	winter_bonus = {
		harsh_winter = { damage = -5 toughness = -2 }
	}

	buy_cost = { gold = light_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap

	stack = 25
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_light_cavalry
	}
	icon = light_cavalry_jizamurai
	max_sub_regiments = 1
}

ronin_light_cavalry_3 = {
	type = light_cavalry

	damage = 22
	toughness = 15
	pursuit = 30
	screen = 30
	
	terrain_bonus = {
		plains = { damage = 15 }
		drylands = { damage = 15 }
		hills = { damage = -5 }
		mountains = { damage = -10 pursuit = -20 }
		desert_mountains = { damage = -15 pursuit = -20 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}
	
	counters = {
		archers = 1
	}

	can_recruit = {
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_light_cavalry_captain_officer }
		}
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_early_medieval_ronin_1 }
	}
	
	winter_bonus = {
		harsh_winter = { damage = -5 toughness = -2 }
	}

	buy_cost = { gold = light_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap

	stack = 25
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_light_cavalry
	}
	icon = light_cavalry_jizamurai
	max_sub_regiments = 1
}

ronin_light_cavalry_4 = {
	type = light_cavalry

	damage = 22
	toughness = 15
	pursuit = 30
	screen = 30
	
	terrain_bonus = {
		plains = { damage = 15 }
		drylands = { damage = 15 }
		hills = { damage = -5 }
		mountains = { damage = -10 pursuit = -20 }
		desert_mountains = { damage = -15 pursuit = -20 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}
	
	counters = {
		skirmishers = 1
		light_cavalry = 1
	}

	can_recruit = {
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_light_cavalry_captain_officer }
		}
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_late_medieval_ronin_1 }
	}
	
	winter_bonus = {
		harsh_winter = { damage = -5 toughness = -2 }
	}

	buy_cost = { gold = light_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap

	stack = 25
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_light_cavalry
	}
	icon = light_cavalry_pistols
	max_sub_regiments = 1
}

ronin_heavy_cavalry_1 = {
	type = heavy_cavalry
	
	damage = 100
	toughness = 35
	pursuit = 20
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
#		hills = { damage = -20 }
#		mountains = { damage = -75 }
#		desert_mountains = { damage = -75 }
#		wetlands = { damage = -75 toughness = -10 pursuit = -10 }
	}

	counters = {
		skirmishers = 1
		archers = 1
	}

	can_recruit = {
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_heavy_cavalry_captain_officer }
		}
		current_year <= 1400
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_tribal_ronin_1 }
	}
	
	winter_bonus = {
		normal_winter = { damage = -10 toughness = -5 }
		harsh_winter = { damage = -20 toughness = -10 }
	}

	buy_cost = { gold = heavy_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_expensive
	
	stack = 25
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_heavy_cavalry
	}
	icon = heavy_cavalry_jizamurai
	max_sub_regiments = 1
}

ronin_heavy_cavalry_2 = {
	type = heavy_cavalry
	
	damage = 100
	toughness = 35
	pursuit = 20
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
#		hills = { damage = -20 }
#		mountains = { damage = -75 }
#		desert_mountains = { damage = -75 }
#		wetlands = { damage = -75 toughness = -10 pursuit = -10 }
	}

	counters = {
		skirmishers = 1
		archers = 1
	}

	can_recruit = {
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_heavy_cavalry_captain_officer }
		}
		current_year <= 1600
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_pre_medieval_ronin_1 }
	}
	
	winter_bonus = {
		normal_winter = { damage = -10 toughness = -5 }
		harsh_winter = { damage = -20 toughness = -10 }
	}

	buy_cost = { gold = heavy_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_expensive
	
	stack = 25
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_heavy_cavalry
	}
	icon = heavy_cavalry_jizamurai
	max_sub_regiments = 1
}

ronin_heavy_cavalry_3 = {
	type = heavy_cavalry
	
	damage = 100
	toughness = 35
	pursuit = 20
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
#		hills = { damage = -20 }
#		mountains = { damage = -75 }
#		desert_mountains = { damage = -75 }
#		wetlands = { damage = -75 toughness = -10 pursuit = -10 }
	}

	counters = {
		archers = 1
		light_cavalry = 1
	}

	can_recruit = {
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_heavy_cavalry_captain_officer }
		}
		current_year <= 1700
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_early_medieval_ronin_1 }
	}
	
	winter_bonus = {
		normal_winter = { damage = -10 toughness = -5 }
		harsh_winter = { damage = -20 toughness = -10 }
	}

	buy_cost = { gold = heavy_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_expensive
	
	stack = 25
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_heavy_cavalry
	}
	icon = heavy_cavalry_jizamurai
	max_sub_regiments = 1
}

ronin_heavy_cavalry_4 = {
	type = heavy_cavalry
	
	damage = 100
	toughness = 35
	pursuit = 20
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
#		hills = { damage = -20 }
#		mountains = { damage = -75 }
#		desert_mountains = { damage = -75 }
#		wetlands = { damage = -75 toughness = -10 pursuit = -10 }
	}

	counters = {
		archers = 1
		light_cavalry = 1
		heavy_cavalry = 1
	}

	can_recruit = {
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_heavy_cavalry_captain_officer }
		}
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_late_medieval_ronin_1 }
	}
	
	winter_bonus = {
		normal_winter = { damage = -10 toughness = -5 }
		harsh_winter = { damage = -20 toughness = -10 }
	}

	buy_cost = { gold = heavy_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_expensive
	
	stack = 25
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_heavy_cavalry
	}
	icon = heavy_cavalry_jizamurai
	max_sub_regiments = 1
}

ronin_archer_cavalry_1 = {
	type = archer_cavalry
	
	damage = 45
	toughness = 20
	pursuit = 40
	screen = 30
	
	terrain_bonus = {
		steppe = { damage = 45 }
		plains = { damage = 20 }
		drylands = { damage = 20 }
		jungle = { damage = -20 pursuit = -20 }
		wetlands = { damage = -30 pursuit = -30 }
		mountains = { damage = -30 pursuit = -30 }
		desert_mountains = { damage = -30 pursuit = -30 }
	}

	counters = {
		heavy_infantry = 1
		heavy_cavalry = 1
	}

	can_recruit = {
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_horse_archer_captain_officer }
		}
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_early_medieval_ronin_1 }
	}
	
	buy_cost = { gold = horse_archers_recruitment_cost }
	low_maintenance_cost = { gold = horse_archers_low_maint_cost }
	high_maintenance_cost = { gold = horse_archers_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap
	
	stack = 25
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_archer_cavalry
	}
	icon = horse_archers_jizamurai
	max_sub_regiments = 1
}

ronin_archer_cavalry_2 = {
	type = archer_cavalry
	
	damage = 45
	toughness = 20
	pursuit = 40
	screen = 30
	
	terrain_bonus = {
		steppe = { damage = 45 }
		plains = { damage = 20 }
		drylands = { damage = 20 }
		jungle = { damage = -20 pursuit = -20 }
		wetlands = { damage = -30 pursuit = -30 }
		mountains = { damage = -30 pursuit = -30 }
		desert_mountains = { damage = -30 pursuit = -30 }
	}

	counters = {
		heavy_infantry = 1
		heavy_cavalry = 1
		archer_cavalry = 1
	}

	can_recruit = {
		OR = {
			is_landless_administrative = yes
			domicile ?= { has_domicile_parameter = camp_unlocks_horse_archer_captain_officer }
		}
		smu_valid_for_maa_mercenary_trigger = { PARAMETER = innovation_culture_era_late_medieval_ronin_1 }
	}
	
	buy_cost = { gold = horse_archers_recruitment_cost }
	low_maintenance_cost = { gold = horse_archers_low_maint_cost }
	high_maintenance_cost = { gold = horse_archers_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap
	
	stack = 25
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 50]
		add = counter_synergy_ai_weight_archer_cavalry
	}
	icon = horse_archers_rifles
	max_sub_regiments = 1
}