﻿# 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

shoju_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 = {
	}

	can_recruit = {
		smu_valid_for_maa_innovation_trigger = { PARAMETER = innovation_culture_era_pre_tribal_clubs_1 }
		current_year <= 1300
	}
	
	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 = 100
	ai_quality = {
		value = @[cultural_maa_extra_ai_score]
		add = culture_ai_weight_skirmishers
	}
	icon = skirmishers_maces_shoju
}

shoju_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 = {
		light_cavalry = 1
	}

	can_recruit = {
		smu_valid_for_maa_innovation_trigger = { PARAMETER = innovation_culture_era_tribal_spears_1 }
		current_year <= 1300
	}
	
	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 = 100
	ai_quality = {
		value = @[cultural_maa_extra_ai_score]
		add = culture_ai_weight_skirmishers
	}
	icon = skirmishers_shoju
}

shoju_archers_1 = {
	type = archers

	damage = 25
	toughness = 10
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}
	
	counters = {
	}

	can_recruit = {
		smu_valid_for_maa_innovation_trigger = { PARAMETER = innovation_culture_era_pre_tribal_bows_1 }
		current_year <= 1300
	}
	
	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 = 100
	ai_quality = {
		value = @[cultural_maa_extra_ai_score]
		add = counter_synergy_ai_weight_archers
	}
	icon = bowmen_shoju
}

shoju_archers_2 = {
	type = archers

	damage = 25
	toughness = 10
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
	}
	
	counters = {
		archer_cavalry = 1
	}

	can_recruit = {
		smu_valid_for_maa_innovation_trigger = { PARAMETER = innovation_culture_era_tribal_long_bows_1 }
		current_year <= 1300
	}
	
	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 = 100
	ai_quality = {
		value = @[cultural_maa_extra_ai_score]
		add = counter_synergy_ai_weight_archers
	}
	icon = bowmen_long_bows_shoju
}

shoju_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 = {
		smu_valid_for_maa_innovation_trigger = { PARAMETER = innovation_culture_era_pre_tribal_clubs_2 }
		current_year <= 1300
	}
	
	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 = 100
	ai_quality = {
		value = @[cultural_maa_extra_ai_score]
		add = counter_synergy_ai_weight_pikemen
	}
	icon = heavy_infantry_long_swords_shoju
}

shoju_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
	}

	can_recruit = {
		smu_valid_for_maa_innovation_trigger = { PARAMETER = innovation_culture_era_tribal_long_spears_1 }
		current_year <= 1300
	}
	
	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 = 100
	ai_quality = {
		value = @[cultural_maa_extra_ai_score]
		add = counter_synergy_ai_weight_pikemen
	}
	icon = heavy_infantry_long_swords_shoju
}

shoju_heavy_infantry_1 = {
	type = heavy_infantry
	
	damage = 32
	toughness = 22
	pursuit = 0
	screen = 0
	
	counters = {
		skirmishers = 1
	}

	can_recruit = {
		smu_valid_for_maa_innovation_trigger = { PARAMETER = innovation_culture_era_pre_tribal_swords_1 }
		current_year <= 1300
	}
	
	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 = 100
	ai_quality = {
		value = @[cultural_maa_extra_ai_score]
		add = counter_synergy_ai_weight_heavy_infantry
	}
	icon = heavy_infantry_shoju
}

shoju_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 = {
		smu_valid_for_maa_innovation_trigger = { PARAMETER = innovation_culture_era_pre_tribal_swords_1 }
		current_year <= 1300
	}
	
	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 = 100
	ai_quality = {
		value = @[cultural_maa_extra_ai_score]
		add = counter_synergy_ai_weight_light_cavalry
	}
	icon = light_cavalry_shoju
}

shoju_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 = {
		pikemen = 1
	}

	can_recruit = {
		smu_valid_for_maa_innovation_trigger = { PARAMETER = innovation_culture_era_tribal_spears_1 }
		current_year <= 1300
	}
	
	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 = 50
	ai_quality = {
		value = @[cultural_maa_extra_ai_score]
		add = counter_synergy_ai_weight_heavy_cavalry
	}
	icon = heavy_cavalry_shoju
}