﻿# 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_ballistrai_1 = {
	type = archers

	damage = 35
	toughness = 12
	pursuit = 0
	screen = 0

	siege_value = 0.1

	terrain_bonus = {
		farmlands = { damage = 8 toughness = 6 }
		plains = { damage = 8 }
		hills = { damage = 8 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		smu_valid_for_maa_innovation_trigger = { PARAMETER = innovation_culture_era_pre_tribal_siege_1 }
	}

	buy_cost = { gold = ballistrai_recruitment_cost }
	low_maintenance_cost = { gold = ballistrai_low_maint_cost }
	high_maintenance_cost = { gold = ballistrai_high_maint_cost }
	provision_cost = @provisions_cost_special_moderate

	stack = 50
	ai_quality = { value = @[cultural_maa_extra_ai_score + 200] }
	icon = ballistrai
	max_sub_regiments = 1
}

japan_ballistrai_2 = {
	type = archers

	damage = 35
	toughness = 12
	pursuit = 0
	screen = 0

	siege_value = 0.05

	terrain_bonus = {
		farmlands = { damage = 8 toughness = 6 }
		plains = { damage = 8 }
		hills = { damage = 8 }
	}

	counters = {
		skirmishers = 0.5
		pikemen = 0.5
	}

	can_recruit = {
		smu_valid_for_maa_innovation_trigger = { PARAMETER = innovation_culture_era_pre_tribal_siege_1 }
		current_year <= 1300
	}

	buy_cost = { gold = ballistrai_recruitment_cost }
	low_maintenance_cost = { gold = ballistrai_low_maint_cost }
	high_maintenance_cost = { gold = ballistrai_high_maint_cost }
	provision_cost = @provisions_cost_special_moderate

	stack = 50
	ai_quality = { value = @[cultural_maa_extra_ai_score + 200] }
	icon = ballistrai
	max_sub_regiments = 1
}

japan_ballistrai_3 = {
	type = archers

	damage = 35
	toughness = 12
	pursuit = 0
	screen = 0

	siege_value = 0.1

	terrain_bonus = {
		farmlands = { damage = 8 toughness = 6 }
		plains = { damage = 8 }
		hills = { damage = 8 }
	}

	counters = {
		skirmishers = 0.5
		pikemen = 0.5
		heavy_infantry = 0.5
	}

	can_recruit = {
		smu_valid_for_maa_innovation_trigger = { PARAMETER = innovation_culture_era_tribal_siege_1 }
		current_year <= 1560
	}

	buy_cost = { gold = ballistrai_recruitment_cost }
	low_maintenance_cost = { gold = ballistrai_low_maint_cost }
	high_maintenance_cost = { gold = ballistrai_high_maint_cost }
	provision_cost = @provisions_cost_special_moderate

	stack = 50
	ai_quality = { value = @[cultural_maa_extra_ai_score + 200] }
	icon = ballistrai
	max_sub_regiments = 1
}

japan_ballistrai_4 = {
	type = archers

	damage = 35
	toughness = 12
	pursuit = 0
	screen = 0

	siege_value = 0.15

	terrain_bonus = {
		farmlands = { damage = 8 toughness = 6 }
		plains = { damage = 8 }
		hills = { damage = 8 }
	}

	counters = {
		skirmishers = 0.5
		archers = 0.5
		pikemen = 0.5
		heavy_infantry = 0.5
	}

	can_recruit = {
		smu_valid_for_maa_innovation_trigger = { PARAMETER = innovation_culture_era_early_medieval_siege_1 }
		current_year <= 1600
	}

	buy_cost = { gold = ballistrai_recruitment_cost }
	low_maintenance_cost = { gold = ballistrai_low_maint_cost }
	high_maintenance_cost = { gold = ballistrai_high_maint_cost }
	provision_cost = @provisions_cost_special_moderate

	stack = 50
	ai_quality = { value = @[cultural_maa_extra_ai_score + 200] }
	icon = ballistrai
	max_sub_regiments = 1
}

japan_ballistrai_5 = {
	type = archers

	damage = 35
	toughness = 12
	pursuit = 0
	screen = 0

	siege_value = 0.2

	terrain_bonus = {
		farmlands = { damage = 8 toughness = 6 }
		plains = { damage = 8 }
		hills = { damage = 8 }
	}

	counters = {
		skirmishers = 0.5
		archers = 0.5
		pikemen = 0.5
		heavy_infantry = 0.5
		heavy_cavalry = 0.5
		archer_cavalry = 0.5
	}

	can_recruit = {
		smu_valid_for_maa_innovation_trigger = { PARAMETER = innovation_culture_era_high_medieval_siege_1 }
	}

	buy_cost = { gold = ballistrai_recruitment_cost }
	low_maintenance_cost = { gold = ballistrai_low_maint_cost }
	high_maintenance_cost = { gold = ballistrai_high_maint_cost }
	provision_cost = @provisions_cost_special_moderate

	stack = 50
	ai_quality = { value = @[cultural_maa_extra_ai_score + 200] }
	icon = ballistrai
	max_sub_regiments = 1
}
