﻿### EK NOTE: Replaced Vanilla heritage references with our own.
### EK NOTE: Added references to our new Traditions/Tenets via references to the triggers 00_cultural_triggers.txt. New MaA should be automatically accounted for here if added to that file

##################################################
# INDEX
#
# Archer			-	archer_attribute
# Skirmisher		-	skirmisher_attribute
# Pike Captain		-	pike_attribute
# Outrider			-	outrider_attribute
# Vanguard			-	vanguard_attribute
# Lancer			-	lancer_attribute
# Crossbowman		-	crossbowmen_attribute
# Besieger			-	besieger_attribute
# Camelier			-	camelry_attribute
# Elephant Rider	-	elephantry_attribute
# Horse Archer		-	horse_archer_attribute
#

##################################################
# CONTROL VALUES

@has_relevant_maa_weight_up_value = 500
@respected_culture_for_maa_type_value = 100
@disinterested_culture_for_maa_type_value = -100

@number_maa_regiments_increment_1 = 1
@number_maa_regiments_increment_2 = 2
@number_maa_regiments_increment_3 = 4
@number_maa_regiments_increment_4 = 6

@accolade_maa_maint_1 = -0.1
@accolade_maa_maint_2 = -0.15
@accolade_maa_maint_3 = -0.2
@accolade_maa_maint_4 = -0.25
@accolade_maa_maint_5 = -0.3

@accolade_maa_damage_1 = 0.1
@accolade_maa_damage_2 = 0.2
@accolade_maa_damage_3 = 0.3
@accolade_maa_damage_4 = 0.4
@accolade_maa_damage_5 = 0.5
@accolade_maa_damage_6 = 0.6

@accolade_maa_toughness_1 = 0.1
@accolade_maa_toughness_2 = 0.2
@accolade_maa_toughness_3 = 0.3
@accolade_maa_toughness_4 = 0.4
@accolade_maa_toughness_5 = 0.5
@accolade_maa_toughness_6 = 0.6

@accolade_maa_screen_1 = 0.1
@accolade_maa_screen_2 = 0.2
@accolade_maa_screen_3 = 0.3
@accolade_maa_screen_4 = 0.4
@accolade_maa_screen_5 = 0.5
@accolade_maa_screen_6 = 0.6

@accolade_maa_pursuit_1 = 0.1
@accolade_maa_pursuit_2 = 0.2
@accolade_maa_pursuit_3 = 0.3
@accolade_maa_pursuit_4 = 0.4
@accolade_maa_pursuit_5 = 0.5
@accolade_maa_pursuit_6 = 0.6

@archer_attr_archer_maint_1 = -0.2
@archer_attr_archer_maint_2 = -0.4
@archer_attr_archer_maint_3 = -0.6

@skirmisher_attr_winter_movement_speed_1 = 0.1
@skirmisher_attr_winter_movement_speed_2 = 0.15
@skirmisher_attr_winter_movement_speed_3 = 0.20

@skirmisher_attr_skirm_toughness_2 = 6
@skirmisher_attr_skirm_toughness_3 = 15

@skirmisher_attr_skirm_screen_2 = 6
@skirmisher_attr_skirm_screen_3 = 15

@skirmisher_attr_skirm_pursuit_2 = 6
@skirmisher_attr_skirm_pursuit_3 = 15

@pike_attr_toughness_1 = 0.15
@pike_attr_toughness_2 = 0.3
@pike_attr_toughness_3 = 0.5

@pike_attr_damage_1 = 0.05
@pike_attr_damage_2 = 0.1
@pike_attr_damage_3 = 0.15

@pike_attr_max_size_2 = 1
@pike_attr_max_size_3 = 2

@outrider_attr_light_cav_pursuit_1 = 0.1
@outrider_attr_light_cav_pursuit_2 = 0.2
@outrider_attr_light_cav_pursuit_3 = 0.35

@outrider_attr_light_cav_screen_1 = 0.05
@outrider_attr_light_cav_screen_2 = 0.15
@outrider_attr_light_cav_screen_3 = 0.25

@outrider_attr_light_cav_damage_2 = 0.1
@outrider_attr_light_cav_damage_3 = 0.15

@outrider_attr_movement_speed_1 = 0.05
@outrider_attr_movement_speed_2 = 0.10
@outrider_attr_movement_speed_3 = 0.15

@vanguard_attr_heavy_inf_max_size_1 = 1
@vanguard_attr_heavy_inf_max_size_2 = 2
@vanguard_attr_heavy_inf_max_size_3 = 4

@vanguard_attr_heavy_inf_maint_1 = -0.05
@vanguard_attr_heavy_inf_maint_2 = -0.15
@vanguard_attr_heavy_inf_maint_3 = -0.25

@vanguard_attr_heavy_inf_damage_2 = 0.1
@vanguard_attr_heavy_inf_damage_3 = 0.1

@vanguard_attr_heavy_inf_tough_3 = 0.2

@lancer_attr_heavy_cav_tough_1 = 15
@lancer_attr_heavy_cav_tough_2 = 20
@lancer_attr_heavy_cav_tough_3 = 30

@lancer_attr_heavy_cav_damage_1 = 5
@lancer_attr_heavy_cav_damage_2 = 10
@lancer_attr_heavy_cav_damage_3 = 15

@lancer_attr_heavy_cav_tough_negate_1 = @[lancer_attr_heavy_cav_tough_1 * -1]
@lancer_attr_heavy_cav_tough_negate_2 = @[lancer_attr_heavy_cav_tough_2 * -1]
@lancer_attr_heavy_cav_tough_negate_3 = @[lancer_attr_heavy_cav_tough_3 * -1]

@lancer_attr_heavy_cav_damage_negate_1 = @[lancer_attr_heavy_cav_damage_1 * -1]
@lancer_attr_heavy_cav_damage_negate_2 = @[lancer_attr_heavy_cav_damage_2 * -1]
@lancer_attr_heavy_cav_damage_negate_3 = @[lancer_attr_heavy_cav_damage_3 * -1]

@crossbow_attr_army_siege_1 = 0.1
@crossbow_attr_army_siege_2 = 0.25
@crossbow_attr_army_siege_3 = 0.4

@crossbow_attr_siege_phase_time_1 = -0.1
@crossbow_attr_siege_phase_time_2 = -0.25
@crossbow_attr_siege_phase_time_3 = -0.35

@besieger_attr_siege_weapon_max_size_1 = 1
@besieger_attr_siege_weapon_max_size_2 = 2
@besieger_attr_siege_weapon_max_size_3 = 4

@besieger_attr_siege_phase_time_1 = -0.1
@besieger_attr_siege_phase_time_2 = -0.15
@besieger_attr_siege_phase_time_3 = -0.2

@besieger_attr_siege_mortal_loss_1 = 0.1
@besieger_attr_siege_mortal_loss_2 = 0.15
@besieger_attr_siege_mortal_loss_3 = 0.2

@camelry_attr_camelier_desert_screen_1 = 20
@camelry_attr_camelier_desert_screen_2 = 40
@camelry_attr_camelier_desert_screen_3 = 60

@camelry_attr_camelier_desert_pursuit_1 = 20
@camelry_attr_camelier_desert_pursuit_2 = 40
@camelry_attr_camelier_desert_pursuit_3 = 60

@camelry_attr_camelier_drylands_screen_1 = 10
@camelry_attr_camelier_drylands_screen_2 = 20
@camelry_attr_camelier_drylands_screen_3 = 30

@camelry_attr_camelier_drylands_pursuit_1 = 10
@camelry_attr_camelier_drylands_pursuit_2 = 20
@camelry_attr_camelier_drylands_pursuit_3 = 30

@camelry_attr_desert_supply_1 = 0.25
@camelry_attr_desert_supply_2 = 0.35
@camelry_attr_desert_supply_3 = 0.5

@camelry_attr_drylands_supply_1 = 0.15
@camelry_attr_drylands_supply_2 = 0.2
@camelry_attr_drylands_supply_3 = 0.3

@camelry_attr_desert_mountains_supply_1 = 0.1
@camelry_attr_desert_mountains_supply_2 = 0.15
@camelry_attr_desert_mountains_supply_3 = 0.2

@elephantry_attr_eleph_maint_1 = -0.2
@elephantry_attr_eleph_maint_2 = -0.35
@elephantry_attr_eleph_maint_3 = -0.5

@elephantry_attr_eleph_max_size_1 = 1
@elephantry_attr_eleph_max_size_2 = 2
@elephantry_attr_eleph_max_size_3 = 3

@elephantry_attr_eleph_damage_2 = 0.2
@elephantry_attr_eleph_damage_3 = 0.2

@elephantry_attr_eleph_tough_3 = 0.2

@horse_archer_attr_arcav_screen_1 = 0.25
@horse_archer_attr_arcav_screen_2 = 0.25
@horse_archer_attr_arcav_screen_3 = 0.25

@horse_archer_attr_arcav_max_size_1 = 1
@horse_archer_attr_arcav_max_size_2 = 1
@horse_archer_attr_arcav_max_size_3 = 1

@horse_archer_attr_arcav_pursuit_2 = 0.5
@horse_archer_attr_arcav_pursuit_3 = 0.5

@horse_archer_attr_arcav_maint_2 = -0.3
@horse_archer_attr_arcav_maint_3 = -0.3

@horse_archer_attr_arcav_damage_3 = 0.5

@horse_archer_attr_arcav_tough_3 = 0.25

##################################################
# MEN_AT_ARMS ACCOLADES

# Archer
archer_attribute = {
	adjective = accolade_bow_leading
	noun = accolade_archer
	accolade_categories = { men_at_arms army_bonus militant leader subtle ranged_fighter }

	potential = {
		prowess >= accolade_prowess_requirement_value
		OR = {
			has_trait_xp = {
				trait = tourney_participant
				track = bow
				value >= 20
			}
			has_trait = forest_fighter
			has_trait_xp = { # EK ADDITION: add a bit more flexibility
				trait = lifestyle_hunter
				track = hunter
				value >= 20
			} # EK ADDITION END
		}
	}

	weight = {
		value = accolade_uninteresting_base_value
		scope:owner ?= {
			# Should only be interested at all if they have a unit of the type
			if = {
				limit = {
					number_maa_regiments_of_base_type = {
						type = archers
						value >= 1
					}
				}
				add = @has_relevant_maa_weight_up_value
				# Weight up a bit further for more MaA of the same type.
				## A few.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = archers
							value >= @number_maa_regiments_increment_1
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Lots.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = archers
							value >= @number_maa_regiments_increment_2
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = archers
							value >= @number_maa_regiments_increment_3
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many-lots.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = archers
							value >= @number_maa_regiments_increment_4
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				if = {
					limit = {
						root.culture ?= {
							# EK EDIT: Replaced Vanilla Heritage references with our own.
							#OR = {
							#	has_cultural_pillar = heritage_brythonic
							#	has_cultural_pillar = heritage_east_african
							#	has_cultural_pillar = heritage_indo_aryan
							#	has_cultural_pillar = heritage_dravidian
							#	has_cultural_pillar = heritage_burman
							#	has_cultural_pillar = heritage_yoruba
							#	has_cultural_pillar = heritage_baltic
							#	has_cultural_pillar = heritage_balto_finnic
							#}
							culture_has_archer_maa = yes
						}
					}
					add = @respected_culture_for_maa_type_value
				}
				# EK DISABLED
				#if = {
				#	limit = {
				#		root.culture ?= {
				#			OR = {
				#				has_cultural_pillar = heritage_central_germanic
				#				has_cultural_pillar = heritage_frankish
				#			}
				#		}
				#	}
				#	add = @disinterested_culture_for_maa_type_value
				#}
				## Era.
				add = accolade_weighted_up_in_earlier_eras_value
				# AI values.
				add = {
					value = ai_rationality
					multiply = 0.5
				}
				add = {
					value = ai_honor
					multiply = -0.5
				}
				# Finally, weight for opinion.
				multiply = accolade_opinion_multiplier_value
			}
		}
	}

	ranks = {
		100 = {
			liege_modifier = { 
				archers_max_size_add = @number_maa_regiments_increment_2
			}
			knight_army_modifier = { 
				archers_damage_mult = @accolade_maa_damage_1
				archers_toughness_mult = @accolade_maa_toughness_1 
			}
		}
		300 = {
			liege_modifier = { 
				archers_max_size_add = @number_maa_regiments_increment_2
			}
			knight_army_modifier = { 
				archers_damage_mult = @accolade_maa_damage_1 
				archers_toughness_mult = @accolade_maa_toughness_1
			}
		}
		600 = {
			liege_modifier = { 
				archers_maintenance_mult = @accolade_maa_maint_2
				archers_max_size_add = @number_maa_regiments_increment_3
			}
			knight_army_modifier = { 
				archers_damage_mult = @accolade_maa_damage_4
				archers_toughness_mult = @accolade_maa_toughness_2 

			}
			men_at_arms = { accolade_maa_archers }
		}
		1000 = {
			liege_modifier = { 
				archers_maintenance_mult = @accolade_maa_maint_2
				archers_max_size_add = @number_maa_regiments_increment_3
			}
			knight_army_modifier = { 
				archers_damage_mult = @accolade_maa_damage_4
				archers_toughness_mult = @accolade_maa_toughness_2
			}
		}
		1500 = {
			liege_modifier = {
				archers_maintenance_mult = @accolade_maa_maint_4
				archers_max_size_add = @number_maa_regiments_increment_4
			}
			knight_army_modifier = { 
				archers_damage_mult = @accolade_maa_damage_6
				archers_toughness_mult = @accolade_maa_toughness_3
			}
			men_at_arms = { accolade_maa_archers }
		}
		2100 = {
			liege_modifier = { 
				archers_maintenance_mult = @accolade_maa_maint_4
				archers_max_size_add = @number_maa_regiments_increment_4
			}
			knight_army_modifier = { 
				archers_damage_mult = @accolade_maa_damage_6
				archers_toughness_mult = @accolade_maa_toughness_3
			}
		}
	}
}

# Skirmisher
skirmisher_attribute = {
	adjective = accolade_skirmishing
	noun = accolade_skirmisher
	accolade_categories = { men_at_arms army_bonus militant champion subtle ranged_fighter infantry }

	potential = {
		prowess >= accolade_prowess_requirement_value
		OR = {
			has_trait_xp = {
				trait = tourney_participant
				track = bow
				value >= 20
			}
			has_trait_xp = {
				trait = tourney_participant
				track = foot
				value >= 20
			}
			has_trait = winter_soldier
			has_trait = jungle_stalker
		}
	}

	weight = {
		value = accolade_uninteresting_base_value
		scope:owner ?= {
			# Should only be interested at all if they have a unit of the type
			if = {
				limit = {
					number_maa_regiments_of_base_type = {
						type = skirmishers
						value >= 1
					}
				}
				add = @has_relevant_maa_weight_up_value
				# Weight up a bit further for more MaA of the same type.
				## A few.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = skirmishers
							value >= @number_maa_regiments_increment_1
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Lots.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = skirmishers
							value >= @number_maa_regiments_increment_2
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = skirmishers
							value >= @number_maa_regiments_increment_3
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many-lots.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = skirmishers
							value >= @number_maa_regiments_increment_4
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				if = {
					limit = {
						root.culture ?= {
							# EK EDIT: Replaced Vanilla Heritage references with our own.
							#OR = {
							#	has_cultural_pillar = heritage_baltic
							#	has_cultural_pillar = heritage_ugro_permian
							#	has_cultural_pillar = heritage_balto_finnic
							#	has_cultural_pillar = heritage_somalian
							#	has_cultural_pillar = heritage_west_african
							#	has_cultural_pillar = heritage_goidelic
							#	has_cultural_pillar = heritage_brythonic
							#}
							culture_has_skirmisher_maa = yes
						}
					}
					add = @respected_culture_for_maa_type_value
				}
				# EK DISABLED
				#if = {
				#	limit = {
				#		root.culture ?= {
				#			OR = {
				#				has_cultural_pillar = heritage_central_germanic
				#				has_cultural_pillar = heritage_frankish
				#				has_cultural_pillar = heritage_latin
				#				has_cultural_pillar = heritage_byzantine
				#			}
				#		}
				#	}
				#	add = @disinterested_culture_for_maa_type_value
				#}
				## Era.
				### Let's uhh... let's not weight this up.
				# AI values.
				add = {
					value = ai_boldness
					multiply = 0.5
				}
				add = {
					value = ai_honor
					multiply = 0.5
				}
				# Finally, weight for opinion.
				multiply = accolade_opinion_multiplier_value
			}
		}
	}

	ranks = {
		100 = {
			liege_modifier = { 
				skirmishers_max_size_add = @number_maa_regiments_increment_2
			}
			knight_army_modifier = { 
				skirmishers_damage_mult = @accolade_maa_damage_1
				skirmishers_toughness_mult = @accolade_maa_toughness_1
				skirmishers_screen_mult = @accolade_maa_screen_1
				winter_movement_speed = @skirmisher_attr_winter_movement_speed_1 
			}
		}
		300 = {
			liege_modifier = { 
				skirmishers_max_size_add = @number_maa_regiments_increment_2
			}
			knight_army_modifier = { 
				skirmishers_damage_mult = @accolade_maa_damage_1 
				skirmishers_toughness_mult = @accolade_maa_toughness_1
				skirmishers_screen_mult = @accolade_maa_screen_1
				winter_movement_speed = @skirmisher_attr_winter_movement_speed_1
			}
		}
		600 = {
			liege_modifier = { 
				skirmishers_maintenance_mult = @accolade_maa_maint_2
				skirmishers_max_size_add = @number_maa_regiments_increment_3
			}
			knight_army_modifier = { 
				skirmishers_damage_mult = @accolade_maa_damage_4
				skirmishers_toughness_mult = @accolade_maa_toughness_2
				skirmishers_screen_mult = @accolade_maa_screen_3
				winter_movement_speed = @skirmisher_attr_winter_movement_speed_2 
			}
			men_at_arms = { accolade_maa_skirmishers }
		}
		1000 = {
			liege_modifier = { 
				skirmishers_maintenance_mult = @accolade_maa_maint_2
				skirmishers_max_size_add = @number_maa_regiments_increment_3
			}
			knight_army_modifier = { 
				skirmishers_damage_mult = @accolade_maa_damage_4
				skirmishers_toughness_mult = @accolade_maa_toughness_2
				skirmishers_screen_mult = @accolade_maa_screen_3
				winter_movement_speed = @skirmisher_attr_winter_movement_speed_2
			}
		}
		1500 = {
			liege_modifier = {
				skirmishers_maintenance_mult = @accolade_maa_maint_4
				skirmishers_max_size_add = @number_maa_regiments_increment_4
			}
			knight_army_modifier = { 
				skirmishers_damage_mult = @accolade_maa_damage_6
				skirmishers_toughness_mult = @accolade_maa_toughness_3
				skirmishers_screen_mult = @accolade_maa_screen_5
				winter_movement_speed = @skirmisher_attr_winter_movement_speed_3
			}
			men_at_arms = { accolade_maa_skirmishers }
		}
		2100 = {
			liege_modifier = { 
				skirmishers_maintenance_mult = @accolade_maa_maint_4
				skirmishers_max_size_add = @number_maa_regiments_increment_4
			}
			knight_army_modifier = { 
				skirmishers_damage_mult = @accolade_maa_damage_6
				skirmishers_toughness_mult = @accolade_maa_toughness_3
				skirmishers_screen_mult = @accolade_maa_screen_5
				winter_movement_speed = @skirmisher_attr_winter_movement_speed_3
			}
		}
	}
}

# Pike Captain
pike_attribute = {
	# We can't say "Piking" due to two notable places:
	## Sigil
	## Britain
	### All angles covered, folks.
	adjective = accolade_pike_leading
	noun = accolade_pike_captain
	accolade_categories = { men_at_arms army_bonus militant leader defensive forceful infantry }

	potential = {
		prowess >= accolade_prowess_requirement_value
		OR = {
			has_trait_xp = {
				trait = tourney_participant
				track = foot
				value >= 20
			}
			has_trait = rough_terrain_expert
			has_trait = unyielding_defender # EK ADDITION: add a bit more flexibility
		}
	}

	weight = {
		value = accolade_uninteresting_base_value
		scope:owner ?= {
			# Should only be interested at all if they have a unit of the type
			if = {
				limit = {
					number_maa_regiments_of_base_type = {
						type = pikemen
						value >= 1
					}
				}
				add = @has_relevant_maa_weight_up_value
				# Weight up a bit further for more MaA of the same type.
				## A few.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = pikemen
							value >= @number_maa_regiments_increment_1
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Lots.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = pikemen
							value >= @number_maa_regiments_increment_2
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = pikemen
							value >= @number_maa_regiments_increment_3
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many-lots.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = pikemen
							value >= @number_maa_regiments_increment_4
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				if = {
					limit = {
						root.culture ?= {
							# EK EDIT: Replaced Vanilla Heritage references with our own.
							#OR = {
							#	has_cultural_pillar = heritage_central_germanic
							#	has_cultural_pillar = heritage_latin
							#}
							culture_has_pikemen_maa = yes
						}
					}
					add = @respected_culture_for_maa_type_value
				}
				# EK DISABLED
				#if = {
				#	limit = {
				#		root.culture ?= {
				#			OR = {
				#				has_cultural_pillar = heritage_iranian
				#				has_cultural_pillar = heritage_mongolic
				#				has_cultural_pillar = heritage_turkic
				#				has_cultural_pillar = heritage_berber
				#			}
				#		}
				#	}
				#	add = @disinterested_culture_for_maa_type_value
				#}
				## Era.
				### No specific era preference.
				# AI values.
				add = {
					value = ai_rationality
					multiply = 0.5
				}
				add = {
					value = ai_honor
					multiply = 0.5
				}
				# Finally, weight for opinion.
				multiply = accolade_opinion_multiplier_value
			}
		}
	}

	ranks = {
		100 = {
			liege_modifier = { 
				pikemen_max_size_add = @number_maa_regiments_increment_1
			}
			knight_army_modifier = { 
				pikemen_damage_mult = @accolade_maa_damage_1
				pikemen_toughness_mult = @accolade_maa_toughness_1 
			}
		}
		300 = {
			liege_modifier = { 
				pikemen_max_size_add = @number_maa_regiments_increment_1
			}
			knight_army_modifier = { 
				pikemen_damage_mult = @accolade_maa_damage_1 
				pikemen_toughness_mult = @accolade_maa_toughness_1
			}
		}
		600 = {
			liege_modifier = { 
				pikemen_maintenance_mult = @accolade_maa_maint_1
				pikemen_max_size_add = @number_maa_regiments_increment_2
			}
			knight_army_modifier = { 
				pikemen_damage_mult = @accolade_maa_damage_3
				pikemen_toughness_mult = @accolade_maa_toughness_4
			}
			men_at_arms = { accolade_maa_pikes }
		}
		1000 = {
			liege_modifier = { 
				pikemen_maintenance_mult = @accolade_maa_maint_1
				pikemen_max_size_add = @number_maa_regiments_increment_2
			}
			knight_army_modifier = { 
				pikemen_damage_mult = @accolade_maa_damage_3
				pikemen_toughness_mult = @accolade_maa_toughness_4
			}
		}
		1500 = {
			liege_modifier = {
				pikemen_maintenance_mult = @accolade_maa_maint_3
				pikemen_max_size_add = @number_maa_regiments_increment_3
			}
			knight_army_modifier = { 
				pikemen_damage_mult = @accolade_maa_damage_5
				pikemen_toughness_mult = @accolade_maa_toughness_6
			}
			men_at_arms = { accolade_maa_pikes }
		}
		2100 = {
			liege_modifier = { 
				pikemen_maintenance_mult = @accolade_maa_maint_3
				pikemen_max_size_add = @number_maa_regiments_increment_3
			}
			knight_army_modifier = { 
				pikemen_damage_mult = @accolade_maa_damage_5
				pikemen_toughness_mult = @accolade_maa_toughness_6
			}
		}
	}
}

# Outrider
outrider_attribute = {
	adjective = accolade_outriding
	noun = accolade_outrider
	accolade_categories = { men_at_arms army_bonus militant equestrian subtle champion aggressive cavalry light_fighter }

	potential = {
		prowess >= accolade_prowess_requirement_value
		OR = {
			has_trait_xp = {
				trait = tourney_participant
				track = horse
				value >= 20
			}
			has_trait = open_terrain_expert
		}
	}

	weight = {
		value = accolade_uninteresting_base_value
		scope:owner ?= {
			# Should only be interested at all if they have a unit of the type
			if = {
				limit = {
					number_maa_regiments_of_base_type = {
						type = light_cavalry
						value >= 1
					}
				}
				add = @has_relevant_maa_weight_up_value
				# Weight up a bit further for more MaA of the same type.
				## A few.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = light_cavalry
							value >= @number_maa_regiments_increment_1
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Lots.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = light_cavalry
							value >= @number_maa_regiments_increment_2
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = light_cavalry
							value >= @number_maa_regiments_increment_3
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many-lots.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = light_cavalry
							value >= @number_maa_regiments_increment_4
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				if = {
					limit = {
						root.culture ?= {
							# EK EDIT: Replaced Vanilla Heritage references with our own.
							#OR = {
							#	has_cultural_pillar = heritage_iranian
							#	has_cultural_pillar = heritage_turkic
							#	has_cultural_pillar = heritage_mongolic
							#	has_cultural_pillar = heritage_arabic
							#	has_cultural_pillar = heritage_berber
							#	has_cultural_pillar = heritage_iberian
							#	has_cultural_pillar = heritage_indo_aryan
							#	has_cultural_pillar = heritage_magyar
							#	has_cultural_pillar = heritage_caucasian
							#}
							culture_has_light_cavalry_maa = yes
						}
					}
					add = @respected_culture_for_maa_type_value
				}
				# EK DISABLED
				#if = {
				#	limit = {
				#		root.culture ?= {
				#			OR = {
				#				has_cultural_pillar = heritage_central_germanic
				#				has_cultural_pillar = heritage_tibetan
				#				has_cultural_pillar = heritage_baltic
				#				has_cultural_pillar = heritage_burman
				#				has_cultural_pillar = heritage_somalian
				#			}
				#		}
				#	}
				#	add = @disinterested_culture_for_maa_type_value
				#}
				## Era.
				### No specific era preference.
				# AI values.
				add = {
					value = 1
					multiply = ai_boldness
				}
				add = {
					value = ai_energy
					multiply = 1
				}
				# Finally, weight for opinion.
				multiply = accolade_opinion_multiplier_value
			}
		}
	}

	ranks = {
		100 = {
			liege_modifier = { 
				light_cavalry_max_size_add = @number_maa_regiments_increment_1
			}
			knight_army_modifier = { 
				light_cavalry_damage_mult = @accolade_maa_damage_1
				light_cavalry_toughness_mult = @accolade_maa_toughness_1 
				light_cavalry_pursuit_mult = @accolade_maa_pursuit_1
				movement_speed = @outrider_attr_movement_speed_1
			}
		}
		300 = {
			liege_modifier = { 
				light_cavalry_max_size_add = @number_maa_regiments_increment_1
			}
			knight_army_modifier = { 
				light_cavalry_damage_mult = @accolade_maa_damage_1 
				light_cavalry_toughness_mult = @accolade_maa_toughness_1
				light_cavalry_pursuit_mult = @accolade_maa_pursuit_1
				movement_speed = @outrider_attr_movement_speed_1
			}
		}
		600 = {
			liege_modifier = { 
				light_cavalry_maintenance_mult = @accolade_maa_maint_1
				light_cavalry_max_size_add = @number_maa_regiments_increment_2
			}
			knight_army_modifier = { 
				light_cavalry_damage_mult = @accolade_maa_damage_4
				light_cavalry_toughness_mult = @accolade_maa_toughness_2
				light_cavalry_pursuit_mult = @accolade_maa_pursuit_2
				movement_speed = @outrider_attr_movement_speed_2 
			}
			men_at_arms = { accolade_maa_outriders }
		}
		1000 = {
			liege_modifier = { 
				light_cavalry_maintenance_mult = @accolade_maa_maint_1
				light_cavalry_max_size_add = @number_maa_regiments_increment_2
			}
			knight_army_modifier = { 
				light_cavalry_damage_mult = @accolade_maa_damage_4
				light_cavalry_toughness_mult = @accolade_maa_toughness_2
				light_cavalry_pursuit_mult = @accolade_maa_pursuit_2
				movement_speed = @outrider_attr_movement_speed_2 
			}
		}
		1500 = {
			liege_modifier = {
				light_cavalry_maintenance_mult = @accolade_maa_maint_3
				light_cavalry_max_size_add = @number_maa_regiments_increment_3
			}
			knight_army_modifier = { 
				light_cavalry_damage_mult = @accolade_maa_damage_6
				light_cavalry_toughness_mult = @accolade_maa_toughness_3
				light_cavalry_pursuit_mult = @accolade_maa_pursuit_4
				movement_speed = @outrider_attr_movement_speed_3 
			}
			men_at_arms = { accolade_maa_outriders }
		}
		2100 = {
			liege_modifier = { 
				light_cavalry_maintenance_mult = @accolade_maa_maint_3
				light_cavalry_max_size_add = @number_maa_regiments_increment_3
			}
			knight_army_modifier = { 
				light_cavalry_damage_mult = @accolade_maa_damage_6
				light_cavalry_toughness_mult = @accolade_maa_toughness_3
				light_cavalry_pursuit_mult = @accolade_maa_pursuit_4
				movement_speed = @outrider_attr_movement_speed_3
			}
		}
	}
}

# Vanguard
vanguard_attribute = {
	adjective = accolade_vanguard
	noun = accolade_vanguard
	accolade_categories = { men_at_arms army_bonus militant forceful aggressive defensive infantry heavy_fighter }

	potential = {
		prowess >= accolade_prowess_requirement_value
		# Has the MaA unlocked.
		
		OR = {
			has_trait = strong
			has_trait = athletic
			has_trait = physique_good
			has_trait_xp = {
				trait = tourney_participant
				track = foot
				value >= 20
			}
		}
		culture ?= {
			OR = {
				# EK EDIT: Replaced Vanilla Heritage references with our own.
				has_innovation = innovation_quilted_armor
				has_innovation_flag = innovation_quilted_armor_replacement
				#has_cultural_tradition = tradition_fp1_coastal_warriors
				#has_cultural_tradition = tradition_hird
				#has_cultural_tradition = tradition_futuwaa
				#has_cultural_tradition = tradition_druzhina
				#has_cultural_tradition = tradition_khadga_puja
				#has_cultural_tradition = tradition_garuda_warriors
				#has_cultural_tradition = tradition_himalayan_settlers
				#has_cultural_tradition = tradition_mubarizuns
				#has_cultural_tradition = tradition_burman_royal_army
				#has_cultural_tradition = tradition_mountaineer_ruralism
				#has_innovation = innovation_sarawit
				#has_innovation = innovation_legionnaires
				culture_has_heavy_infantry_maa = yes				
			}
		}
	}

	weight = {
		value = accolade_uninteresting_base_value
		scope:owner ?= {
			# Should only be interested at all if they have a unit of the type OR if the maa type is exciting and foreign
			if = {
				limit = {
					OR = {
						number_maa_regiments_of_base_type = {
							type = heavy_infantry
							value >= 1
						}
						NOT = {
							culture ?= { has_innovation = innovation_quilted_armor }
						}
					}
				}
				add = @has_relevant_maa_weight_up_value
				# Weight up a bit further for more MaA of the same type.
				## A few.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = heavy_infantry
							value >= @number_maa_regiments_increment_1
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Lots.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = heavy_infantry
							value >= @number_maa_regiments_increment_2
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = heavy_infantry
							value >= @number_maa_regiments_increment_3
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many-lots.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = heavy_infantry
							value >= @number_maa_regiments_increment_4
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				if = {
					limit = {
						root.culture ?= {
							# EK EDIT: Replaced Vanilla Heritage references with our own.
							#OR = {
							#	has_cultural_pillar = heritage_central_germanic
							#	has_cultural_pillar = heritage_north_germanic
							#	has_cultural_pillar = heritage_west_germanic
							#	has_cultural_pillar = heritage_east_slavic
							#	has_cultural_pillar = heritage_burman
							#	has_cultural_pillar = heritage_qiangic
							#	has_cultural_pillar = heritage_tibetan
							#}
							culture_has_heavy_infantry_maa = yes
						}
					}
					add = @respected_culture_for_maa_type_value
				}
				if = {
					limit = {
						root.culture ?= {
							OR = {
								# EK DISABLED
								#has_cultural_pillar = heritage_mongolic
								#has_cultural_pillar = heritage_turkic
								#has_cultural_pillar = heritage_berber
								has_cultural_pillar = heritage_bosmeri
							}
						}
					}
					add = @disinterested_culture_for_maa_type_value
				}
				## Era.
				### No specific era preference.
				# AI values.
				add = {
					value = ai_boldness
					multiply = 1
				}
				add = {
					value = ai_honor
					multiply = 1
				}
				# Finally, weight for opinion.
				multiply = accolade_opinion_multiplier_value
			}
		}
	}

	ranks = {
		100 = {
			liege_modifier = { 
				heavy_infantry_max_size_add = @number_maa_regiments_increment_1
			}
			knight_army_modifier = { 
				heavy_infantry_damage_mult = @accolade_maa_damage_1
				heavy_infantry_toughness_mult = @accolade_maa_toughness_1 
			}
		}
		300 = {
			liege_modifier = { 
				heavy_infantry_max_size_add = @number_maa_regiments_increment_1
			}
			knight_army_modifier = { 
				heavy_infantry_damage_mult = @accolade_maa_damage_1 
				heavy_infantry_toughness_mult = @accolade_maa_toughness_1
			}
		}
		600 = {
			liege_modifier = { 
				heavy_infantry_maintenance_mult = @accolade_maa_maint_1
				heavy_infantry_max_size_add = @number_maa_regiments_increment_2
			}
			knight_army_modifier = { 
				heavy_infantry_damage_mult = @accolade_maa_damage_4
				heavy_infantry_toughness_mult = @accolade_maa_toughness_2
			}
			men_at_arms = { accolade_maa_vanguards }
		}
		1000 = {
			liege_modifier = { 
				heavy_infantry_maintenance_mult = @accolade_maa_maint_1
				heavy_infantry_max_size_add = @number_maa_regiments_increment_2
			}
			knight_army_modifier = { 
				heavy_infantry_damage_mult = @accolade_maa_damage_4
				heavy_infantry_toughness_mult = @accolade_maa_toughness_2
			}
		}
		1500 = {
			liege_modifier = {
				heavy_infantry_maintenance_mult = @accolade_maa_maint_3
				heavy_infantry_max_size_add = @number_maa_regiments_increment_3
			}
			knight_army_modifier = { 
				heavy_infantry_damage_mult = @accolade_maa_damage_6
				heavy_infantry_toughness_mult = @accolade_maa_toughness_3
			}
			men_at_arms = { accolade_maa_vanguards }
		}
		2100 = {
			liege_modifier = { 
				heavy_infantry_maintenance_mult = @accolade_maa_maint_3
				heavy_infantry_max_size_add = @number_maa_regiments_increment_3
			}
			knight_army_modifier = { 
				heavy_infantry_damage_mult = @accolade_maa_damage_6
				heavy_infantry_toughness_mult = @accolade_maa_toughness_3
			}
		}
	}
}

# Lancer
lancer_attribute = {
	adjective = accolade_lancer
	noun = accolade_lancer
	accolade_categories = { men_at_arms army_bonus militant forceful aggressive equestrian cavalry heavy_fighter }

	potential = {
		prowess >= accolade_prowess_requirement_value
		OR = {
			has_trait_xp = {
				trait = tourney_participant
				track = horse
				value >= 20
			}
			has_trait = aggressive_attacker
		}
		culture ?= {
			OR = {
				has_innovation = innovation_arched_saddle
				has_innovation_flag = innovation_arched_saddle_replacement
				# EK EDIT: Replaced Vanilla Heritage references with our own.
				#has_cultural_tradition = tradition_caucasian_wolves
				#has_cultural_tradition = tradition_roman_legacy
				#has_innovation = innovation_valets
				#has_cultural_tradition = tradition_ep3_audacious_cadets
				#has_cultural_tradition = tradition_ep3_imperial_tagmata
				culture_has_heavy_cavalry_maa = yes
			}
		}
	}

	weight = {
		value = accolade_fascinating_base_value
		scope:owner ?= {
			# Should only be interested at all if they have a unit of the type OR if the maa type is exciting and foreign
			if = {
				limit = {
					OR = {
						number_maa_regiments_of_base_type = {
							type = heavy_cavalry
							value >= 1
						}
						NOT = {
							culture ?= { has_innovation = innovation_arched_saddle }
						}
					}
				}
				add = @has_relevant_maa_weight_up_value
				# Weight up a bit further for more MaA of the same type.
				## A few.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = heavy_cavalry
							value >= @number_maa_regiments_increment_1
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Lots.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = heavy_cavalry
							value >= @number_maa_regiments_increment_2
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = heavy_cavalry
							value >= @number_maa_regiments_increment_3
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many-lots.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = heavy_cavalry
							value >= @number_maa_regiments_increment_4
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Era.
				add = accolade_weighted_up_in_later_eras_value
				# AI values.
				add = {
					value = ai_boldness
					multiply = 1
				}
				add = {
					value = ai_energy
					multiply = 1
				}
				if = {
					limit = {
						root.culture ?= {
							# EK EDIT: Replaced Vanilla Heritage references with our own.
							#OR = {
							#	has_cultural_pillar = heritage_iranian
							#	has_cultural_pillar = heritage_turkic
							#	has_cultural_pillar = heritage_mongolic
							#	has_cultural_pillar = heritage_central_germanic
							#	has_cultural_pillar = heritage_frankish
							#	has_cultural_pillar = heritage_indo_aryan
							#	has_cultural_pillar = heritage_byzantine
							#	has_cultural_pillar = heritage_caucasian
							#
							#}
							culture_has_heavy_cavalry_maa = yes
						}
					}
					add = @respected_culture_for_maa_type_value
				}
				if = {
					limit = {
						root.culture ?= {
							OR = {
								# EK DISABLED
								#has_cultural_pillar = heritage_tibetan
								#has_cultural_pillar = heritage_baltic
								#has_cultural_pillar = heritage_south_slavic
								#has_cultural_pillar = heritage_sahelian
								#has_cultural_pillar = heritage_senegambian
								#has_cultural_pillar = heritage_west_african
								#has_cultural_pillar = heritage_yoruba
								#has_cultural_pillar = heritage_somalian
								#has_cultural_pillar = heritage_east_african
								#has_cultural_pillar = heritage_burman
								has_cultural_pillar = heritage_bosmeri
							}
						}
					}
					add = @disinterested_culture_for_maa_type_value
				}
				# lots of knights were preeeeetty into being heavy cavalry
				add = 100
				# Finally, weight for opinion.
				multiply = accolade_opinion_multiplier_value
			}
		}
	}

	ranks = {
		100 = {
			liege_modifier = { 
				heavy_cavalry_max_size_add = @number_maa_regiments_increment_1
			}
			knight_army_modifier = { 
				heavy_cavalry_damage_mult = @accolade_maa_damage_1
				heavy_cavalry_toughness_mult = @accolade_maa_toughness_1 
			}
		}
		300 = {
			liege_modifier = { 
				heavy_cavalry_max_size_add = @number_maa_regiments_increment_1
			}
			knight_army_modifier = { 
				heavy_cavalry_damage_mult = @accolade_maa_damage_1 
				heavy_cavalry_toughness_mult = @accolade_maa_toughness_1
			}
		}
		600 = {
			liege_modifier = { 
				heavy_cavalry_maintenance_mult = @accolade_maa_maint_1
				heavy_cavalry_max_size_add = @number_maa_regiments_increment_2
			}
			knight_army_modifier = { 
				heavy_cavalry_damage_mult = @accolade_maa_damage_4
				heavy_cavalry_toughness_mult = @accolade_maa_toughness_2
			}
			men_at_arms = { accolade_maa_lancers }
		}
		1000 = {
			liege_modifier = { 
				heavy_cavalry_maintenance_mult = @accolade_maa_maint_1
				heavy_cavalry_max_size_add = @number_maa_regiments_increment_2
			}
			knight_army_modifier = { 
				heavy_cavalry_damage_mult = @accolade_maa_damage_4
				heavy_cavalry_toughness_mult = @accolade_maa_toughness_2
			}
		}
		1500 = {
			liege_modifier = {
				heavy_cavalry_maintenance_mult = @accolade_maa_maint_3
				heavy_cavalry_max_size_add = @number_maa_regiments_increment_3
			}
			knight_army_modifier = { 
				heavy_cavalry_damage_mult = @accolade_maa_damage_6
				heavy_cavalry_toughness_mult = @accolade_maa_toughness_3
			}
			men_at_arms = { accolade_maa_lancers }
		}
		2100 = {
			liege_modifier = { 
				heavy_cavalry_maintenance_mult = @accolade_maa_maint_3
				heavy_cavalry_max_size_add = @number_maa_regiments_increment_3
			}
			knight_army_modifier = { 
				heavy_cavalry_damage_mult = @accolade_maa_damage_6
				heavy_cavalry_toughness_mult = @accolade_maa_toughness_3
			}
		}
	}
}

# Crossbowmen
crossbowmen_attribute = {
	adjective = accolade_crossbow_leading
	noun = accolade_crossbow_captain
	accolade_categories = { men_at_arms army_bonus militant defensive leader subtle ranged_fighter }

	potential = {
		prowess >= accolade_prowess_requirement_value
		OR = {
			has_trait_xp = {
				trait = tourney_participant
				track = bow
				value >= 20
			}
			has_trait = cautious_leader
			has_trait_xp = { # EK ADDITION: add a bit more flexibility
				trait = lifestyle_hunter
				track = hunter
				value >= 20
			} # EK ADDITION END
		}
		culture ?= {
			OR = {
				has_innovation = innovation_advanced_bowmaking
				has_innovation_flag = innovation_advanced_bowmaking_replacement
				# EK EDIT: Replaced Vanilla Heritage references with our own.
				#has_innovation = innovation_repeating_crossbow
				culture_has_crossbow_maa = yes
			}
		}
	}

	weight = {
		value = accolade_uninteresting_base_value
		scope:owner ?= {
			# Should only be interested at all if they have a unit of the type OR if the maa type is exciting and foreign
			if = {
				limit = {
					OR = {
						# EK EDIT: Replaced Vanilla Heritage references with our own.
						#number_maa_regiments_of_type = {
						#	type = crossbowmen
						#	value >= 1
						#}
						#number_maa_regiments_of_type = {
						#	type = chu_ko_nu
						#	value >= 1
						#}
						#number_maa_regiments_of_type = {
						#	type = accolade_maa_crossbowers
						#	value >= 1
						#}
						number_maa_regiments_of_base_type = {
							type = archers
							value >= 1
						}
					}
					NOT = {
						culture ?= { has_innovation = innovation_advanced_bowmaking }
					}
				}
				add = @has_relevant_maa_weight_up_value
				# Weight up a bit further for more MaA of the same type.
				## A few.
				if = {
					limit = {
						OR = {
							# EK EDIT: Replaced Vanilla Heritage references with our own.
							#number_maa_regiments_of_type = {
							#	type = crossbowmen
							#	value >= @number_maa_regiments_increment_1
							#}
							#number_maa_regiments_of_type = {
							#	type = chu_ko_nu
							#	value >= @number_maa_regiments_increment_1
							#}
							#number_maa_regiments_of_type = {
							#	type = accolade_maa_crossbowers
							#	value >= @number_maa_regiments_increment_1
							#}
							number_maa_regiments_of_base_type = {
								type = archers
								value >= @number_maa_regiments_increment_1
							}
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Lots.
				if = {
					limit = {
						OR = {
							# EK EDIT: Replaced Vanilla Heritage references with our own.
							#number_maa_regiments_of_type = {
							#	type = crossbowmen
							#	value >= @number_maa_regiments_increment_2
							#}
							#number_maa_regiments_of_type = {
							#	type = chu_ko_nu
							#	value >= @number_maa_regiments_increment_2
							#}
							#number_maa_regiments_of_type = {
							#	type = accolade_maa_crossbowers
							#	value >= @number_maa_regiments_increment_2
							#}
							number_maa_regiments_of_base_type = {
								type = archers
								value >= @number_maa_regiments_increment_2
							}
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many.
				if = {
					limit = {
						OR = {
							# EK EDIT: Replaced Vanilla Heritage references with our own.
							#number_maa_regiments_of_type = {
							#	type = crossbowmen
							#	value >= @number_maa_regiments_increment_3
							#}
							#number_maa_regiments_of_type = {
							#	type = chu_ko_nu
							#	value >= @number_maa_regiments_increment_3
							#}
							#number_maa_regiments_of_type = {
							#	type = accolade_maa_crossbowers
							#	value >= @number_maa_regiments_increment_3
							#}
							number_maa_regiments_of_base_type = {
								type = archers
								value >= @number_maa_regiments_increment_4
							}
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many-lots.
				if = {
					limit = {
						OR = {
							# EK EDIT: Replaced Vanilla Heritage references with our own.
							#number_maa_regiments_of_type = {
							#	type = crossbowmen
							#	value >= @number_maa_regiments_increment_4
							#}
							#number_maa_regiments_of_type = {
							#	type = chu_ko_nu
							#	value >= @number_maa_regiments_increment_4
							#}
							#number_maa_regiments_of_type = {
							#	type = accolade_maa_crossbowers
							#	value >= @number_maa_regiments_increment_4
							#}
							number_maa_regiments_of_base_type = {
								type = archers
								value >= @number_maa_regiments_increment_4
							}
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				#Culture
				if = {
					limit = {
						root.culture ?= {
							# EK EDIT: Replaced Vanilla Heritage references with our own.
							#OR = {
							#	has_cultural_pillar = heritage_chinese
							#	has_cultural_pillar = heritage_latin
							#}
							culture_has_crossbow_maa = yes
						}
					}
					add = @respected_culture_for_maa_type_value
				}
				# EK DISABLED
				#if = {
				#	limit = {
				#		root.culture ?= {
				#			has_cultural_pillar = heritage_west_germanic
				#		}
				#	}
				#	add = @disinterested_culture_for_maa_type_value
				#}
				## Era.
				add = accolade_weighted_up_in_later_eras_value
				# AI values.
				add = {
					value = ai_rationality
					multiply = 0.75
				}
				add = {
					value = ai_honor
					multiply = -0.5
				}
				# Finally, weight for opinion.
				multiply = accolade_opinion_multiplier_value
			}
		}
	}

		ranks = {
		100 = {
			liege_modifier = { 
				archers_max_size_add = @number_maa_regiments_increment_2
			}
			knight_army_modifier = { 
				archers_damage_mult = @accolade_maa_damage_1
				archers_toughness_mult = @accolade_maa_toughness_1 
			}
			accolade_parameters = { accolade_increase_hostile_knight_death_low }
		}
		300 = {
			liege_modifier = { 
				archers_max_size_add = @number_maa_regiments_increment_2
			}
			knight_army_modifier = { 
				archers_damage_mult = @accolade_maa_damage_1 
				archers_toughness_mult = @accolade_maa_toughness_1
			}
			accolade_parameters = { accolade_increase_hostile_knight_death_low }
		}
		600 = {
			liege_modifier = { 
				archers_maintenance_mult = @accolade_maa_maint_2
				archers_max_size_add = @number_maa_regiments_increment_3
			}
			knight_army_modifier = { 
				archers_damage_mult = @accolade_maa_damage_4
				archers_toughness_mult = @accolade_maa_toughness_2
			}
			men_at_arms = { accolade_maa_crossbowers }
			accolade_parameters = { accolade_increase_hostile_knight_death_medium }
		}
		1000 = {
			liege_modifier = { 
				archers_maintenance_mult = @accolade_maa_maint_2
				archers_max_size_add = @number_maa_regiments_increment_3
			}
			knight_army_modifier = { 
				archers_damage_mult = @accolade_maa_damage_4
				archers_toughness_mult = @accolade_maa_toughness_2
			}
			accolade_parameters = { accolade_increase_hostile_knight_death_medium }
		}
		1500 = {
			liege_modifier = {
				archers_maintenance_mult = @accolade_maa_maint_4
				archers_max_size_add = @number_maa_regiments_increment_4
			}
			knight_army_modifier = { 
				archers_damage_mult = @accolade_maa_damage_6
				archers_toughness_mult = @accolade_maa_toughness_3
			}
			men_at_arms = { accolade_maa_crossbowers }
			accolade_parameters = { accolade_increase_hostile_knight_death_high }
		}
		2100 = {
			liege_modifier = { 
				archers_maintenance_mult = @accolade_maa_maint_4
				archers_max_size_add = @number_maa_regiments_increment_4
			}
			knight_army_modifier = { 
				archers_damage_mult = @accolade_maa_damage_6
				archers_toughness_mult = @accolade_maa_toughness_3
			}
			accolade_parameters = { accolade_increase_hostile_knight_death_high }
		}
	}
}

# Besieger
besieger_attribute = {
	adjective = accolade_besieging
	noun = accolade_besieger
	accolade_categories = { men_at_arms army_bonus militant aggressive subtle leader ranged_fighter siege }

	potential = {
		prowess >= accolade_prowess_requirement_value
		OR = {
			has_trait = military_engineer
			has_trait = logistician
		}
		culture ?= { has_innovation = innovation_mangonel }
	}

	weight = {
		value = accolade_uninteresting_base_value
		scope:owner ?= {
			# Should only be interested at all if they have a unit of the type
			if = {
				limit = {
					number_maa_regiments_of_base_type = {
						type = siege_weapon
						value >= 1
					}
				}
				add = @has_relevant_maa_weight_up_value
				# Weight up a bit further for more MaA of the same type.
				## A few.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = siege_weapon
							value >= @number_maa_regiments_increment_1
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Lots.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = siege_weapon
							value >= @number_maa_regiments_increment_2
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = siege_weapon
							value >= @number_maa_regiments_increment_3
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many-lots.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = siege_weapon
							value >= @number_maa_regiments_increment_4
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Era.
				add = accolade_weighted_up_in_later_eras_value
				# AI values.
				add = {
					value = ai_rationality
					multiply = 1
				}
				add = {
					value = ai_vengefulness
					multiply = 0.5
				}
				if = {
					limit = {
						root.culture ?= {
							NOT = { has_cultural_era_or_later = culture_era_early_medieval }
						}
					}
					add = @disinterested_culture_for_maa_type_value
				}
				# Finally, weight for opinion.
				multiply = accolade_opinion_multiplier_value
			}
		}
	}

	ranks = {
		# Siege equipment, we want to just let you get real crazy with it, so you can have more and more and more siege equipment. Simultaneously, a sieging knight'll help you to bring places down faster.
		100 = {
			liege_modifier = { siege_weapon_max_size_add = @besieger_attr_siege_weapon_max_size_1 }
			knight_army_modifier = {
				siege_phase_time = @besieger_attr_siege_phase_time_1
				siege_morale_loss = @besieger_attr_siege_mortal_loss_1
			}
		}
		300 = {
			liege_modifier = { siege_weapon_max_size_add = @besieger_attr_siege_weapon_max_size_1 }
			knight_army_modifier = {
				siege_phase_time = @besieger_attr_siege_phase_time_1
				siege_morale_loss = @besieger_attr_siege_mortal_loss_1
			}
		}
		600 = {
			liege_modifier = { siege_weapon_max_size_add = @besieger_attr_siege_weapon_max_size_2 }
			knight_army_modifier = {
				siege_phase_time = @besieger_attr_siege_phase_time_2
				siege_morale_loss = @besieger_attr_siege_mortal_loss_2
			}
		}
		1000 = {
			liege_modifier = { siege_weapon_max_size_add = @besieger_attr_siege_weapon_max_size_2 }
			knight_army_modifier = {
				siege_phase_time = @besieger_attr_siege_phase_time_2
				siege_morale_loss = @besieger_attr_siege_mortal_loss_2
			}
		}
		1500 = {
			liege_modifier = { siege_weapon_max_size_add = @besieger_attr_siege_weapon_max_size_3 }
			knight_army_modifier = {
				siege_phase_time = @besieger_attr_siege_phase_time_3
				siege_morale_loss = @besieger_attr_siege_mortal_loss_3
			}
		}
		2100 = {
			liege_modifier = { siege_weapon_max_size_add = @besieger_attr_siege_weapon_max_size_3 }
			knight_army_modifier = {
				siege_phase_time = @besieger_attr_siege_phase_time_3
				siege_morale_loss = @besieger_attr_siege_mortal_loss_3
			}
		}
	}
}

# Camel Rider
camelry_attribute = {
	adjective = accolade_camel_riding
	noun = accolade_camelier
	accolade_categories = { men_at_arms army_bonus militant aggressive defensive cavalry light_fighter }

	potential = {
		prowess >= accolade_prowess_requirement_value
		OR = {
			has_trait_xp = {
				trait = tourney_participant
				track = horse
				value >= 20
			}
			has_trait = desert_warrior
		}
		culture ?= { has_innovation = innovation_war_camels }
	}

	weight = {
		value = accolade_uninteresting_base_value
		scope:owner ?= {
			# Should only be interested at all if they have a unit of the type OR if the maa type is exciting and foreign
			if = {
				limit = {
					OR = {
						number_maa_regiments_of_base_type = {
							type = camel_cavalry
							value >= 1
						}
						culture ?= {
							NOT = {
								has_innovation = innovation_war_camels
							}
						}
					}
				}
				add = @has_relevant_maa_weight_up_value
				# Weight up a bit further for more MaA of the same type.
				## A few.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = camel_cavalry
							value >= @number_maa_regiments_increment_1
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Lots.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = camel_cavalry
							value >= @number_maa_regiments_increment_2
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = camel_cavalry
							value >= @number_maa_regiments_increment_3
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many-lots.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = camel_cavalry
							value >= @number_maa_regiments_increment_4
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Era.
				### No specific era preference.
				# AI values.
				add = {
					value = ai_energy
					multiply = 1
				}
				add = {
					value = ai_honor
					multiply = 1
				}
				#Culture
				if = {
					limit = {
						root.culture ?= {
							# EK EDIT: Replaced Vanilla Heritage references with our own.
							#OR = {
							#	has_cultural_pillar = heritage_arabic
							#	has_cultural_pillar = heritage_berber
							#}
							has_innovation = innovation_war_camels
						}
					}
					add = @respected_culture_for_maa_type_value
				}
				# Finally, weight for opinion.
				multiply = accolade_opinion_multiplier_value
			}
		}
	}

	ranks = {
		100 = {
			liege_modifier = { 
				camel_cavalry_max_size_add = @number_maa_regiments_increment_1
			}
			knight_army_modifier = { 
				camel_cavalry_damage_mult = @accolade_maa_damage_1
				camel_cavalry_toughness_mult = @accolade_maa_toughness_1 
				camel_cavalry_pursuit_mult = @accolade_maa_pursuit_1
				camel_cavalry_screen_mult = @accolade_maa_screen_1
				movement_speed = @outrider_attr_movement_speed_1
			}
		}
		300 = {
			liege_modifier = { 
				camel_cavalry_max_size_add = @number_maa_regiments_increment_1
			}
			knight_army_modifier = { 
				camel_cavalry_damage_mult = @accolade_maa_damage_1 
				camel_cavalry_toughness_mult = @accolade_maa_toughness_1
				camel_cavalry_pursuit_mult = @accolade_maa_pursuit_1
				camel_cavalry_screen_mult = @accolade_maa_screen_1
				movement_speed = @outrider_attr_movement_speed_1
			}
		}
		600 = {
			liege_modifier = { 
				camel_cavalry_maintenance_mult = @accolade_maa_maint_1
				camel_cavalry_max_size_add = @number_maa_regiments_increment_2
			}
			knight_army_modifier = { 
				camel_cavalry_damage_mult = @accolade_maa_damage_4
				camel_cavalry_toughness_mult = @accolade_maa_toughness_2
				camel_cavalry_pursuit_mult = @accolade_maa_pursuit_2
				camel_cavalry_screen_mult = @accolade_maa_screen_2
				movement_speed = @outrider_attr_movement_speed_2 
			}
			men_at_arms = { accolade_maa_cameliers }
		}
		1000 = {
			liege_modifier = { 
				camel_cavalry_maintenance_mult = @accolade_maa_maint_1
				camel_cavalry_max_size_add = @number_maa_regiments_increment_2
			}
			knight_army_modifier = { 
				camel_cavalry_damage_mult = @accolade_maa_damage_4
				camel_cavalry_toughness_mult = @accolade_maa_toughness_2
				camel_cavalry_pursuit_mult = @accolade_maa_pursuit_2
				camel_cavalry_screen_mult = @accolade_maa_screen_2
				movement_speed = @outrider_attr_movement_speed_2 
			}
		}
		1500 = {
			liege_modifier = {
				camel_cavalry_maintenance_mult = @accolade_maa_maint_3
				camel_cavalry_max_size_add = @number_maa_regiments_increment_3
			}
			knight_army_modifier = { 
				camel_cavalry_damage_mult = @accolade_maa_damage_6
				camel_cavalry_toughness_mult = @accolade_maa_toughness_3
				camel_cavalry_pursuit_mult = @accolade_maa_pursuit_3
				camel_cavalry_screen_mult = @accolade_maa_screen_3
				movement_speed = @outrider_attr_movement_speed_3 
			}
			men_at_arms = { accolade_maa_cameliers }
		}
		2100 = {
			liege_modifier = { 
				camel_cavalry_maintenance_mult = @accolade_maa_maint_3
				camel_cavalry_max_size_add = @number_maa_regiments_increment_3
			}
			knight_army_modifier = { 
				camel_cavalry_damage_mult = @accolade_maa_damage_6
				camel_cavalry_toughness_mult = @accolade_maa_toughness_3
				camel_cavalry_pursuit_mult = @accolade_maa_pursuit_3
				camel_cavalry_screen_mult = @accolade_maa_screen_3
				movement_speed = @outrider_attr_movement_speed_3
			}
		}
	}
}

# Elephant Rider
elephantry_attribute = {
	adjective = accolade_elephant_riding
	noun = accolade_elephanteer
	accolade_categories = { men_at_arms army_bonus militant forceful leader aggressive defensive cavalry heavy_fighter }

	potential = {
		prowess >= accolade_prowess_requirement_value
		OR = {
			has_trait_xp = {
				trait = tourney_participant
				track = horse
				value >= 20
			}
			has_trait = jungle_stalker
		}
		culture ?= { has_innovation = innovation_elephantry }
	}

	weight = {
		value = accolade_uninteresting_base_value
		scope:owner ?= {
			# Should only be interested at all if they have a unit of the type OR if the maa type is exciting and foreign
			if = {
				limit = {
					OR = {
						number_maa_regiments_of_base_type = {
							type = elephant_cavalry
							value >= 1
						}
						culture ?= {
							NOR = {
								has_innovation = innovation_elephantry
								has_cultural_tradition = tradition_lords_of_the_elephant
							}
						}
					}
				}
				add = @has_relevant_maa_weight_up_value
				# Weight up a bit further for more MaA of the same type.
				## A few.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = elephant_cavalry
							value >= @number_maa_regiments_increment_1
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Lots.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = elephant_cavalry
							value >= @number_maa_regiments_increment_2
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = elephant_cavalry
							value >= @number_maa_regiments_increment_3
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many-lots.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = elephant_cavalry
							value >= @number_maa_regiments_increment_4
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				# AI values.
				add = {
					value = ai_boldness
					multiply = 1
				}
				add = {
					value = ai_honor
					multiply = 1
				}
				#Culture
				if = {
					limit = { 
						root.culture ?= {
							OR = {
								# EK EDIT: Replaced Vanilla Heritage references with our own.
								#has_cultural_pillar = heritage_dravidian
								#has_cultural_pillar = heritage_indo_aryan
								#has_cultural_pillar = heritage_burman
								has_cultural_pillar = heritage_breton # Those two have access to Mammoths from Wrothgar IIRC
								has_cultural_pillar = heritage_nedic_north
							}
						}
					}
					add = @respected_culture_for_maa_type_value
				}
				# elephants are cool
				add = 100
				# Finally, weight for opinion.
				multiply = accolade_opinion_multiplier_value
			}
		}
	}

	ranks = {
		# Elephants are incredibly deadly but also really expensive. So what if. *What if*. We reduced the cost to run them as we started to buff them? Scream, cry, seethe, cope, etc.
		100 = {
			liege_modifier = {
				elephant_cavalry_maintenance_mult = @elephantry_attr_eleph_maint_1
				elephant_cavalry_max_size_add = @elephantry_attr_eleph_max_size_1
			}
		}
		300 = {
			liege_modifier = {
				elephant_cavalry_maintenance_mult = @elephantry_attr_eleph_maint_1
				elephant_cavalry_max_size_add = @elephantry_attr_eleph_max_size_1
			}
		}
		600 = {
			liege_modifier = {
				elephant_cavalry_maintenance_mult = @elephantry_attr_eleph_maint_2
				elephant_cavalry_max_size_add = @elephantry_attr_eleph_max_size_2
			}
			knight_army_modifier = { elephant_cavalry_damage_mult = @elephantry_attr_eleph_damage_2 }
			men_at_arms = { accolade_maa_elephantiers }
		}
		1000 = {
			liege_modifier = {
				elephant_cavalry_maintenance_mult = @elephantry_attr_eleph_maint_2
				elephant_cavalry_max_size_add = @elephantry_attr_eleph_max_size_2
			}
			knight_army_modifier = { elephant_cavalry_damage_mult = @elephantry_attr_eleph_damage_2 }
		}
		1500 = {
			liege_modifier = {
				elephant_cavalry_maintenance_mult = @elephantry_attr_eleph_maint_3
				elephant_cavalry_max_size_add = @elephantry_attr_eleph_max_size_3
			}
			knight_army_modifier = {
				elephant_cavalry_damage_mult = @elephantry_attr_eleph_damage_3
				elephant_cavalry_toughness_mult = @elephantry_attr_eleph_tough_3
			}
			men_at_arms = { accolade_maa_elephantiers }
		}
		2100 = {
			liege_modifier = {
				elephant_cavalry_maintenance_mult = @elephantry_attr_eleph_maint_3
				elephant_cavalry_max_size_add = @elephantry_attr_eleph_max_size_3
			}
			knight_army_modifier = {
				elephant_cavalry_damage_mult = @elephantry_attr_eleph_damage_3
				elephant_cavalry_toughness_mult = @elephantry_attr_eleph_tough_3
			}
		}
	}
}

# Horse Archers/Archer
horse_archer_attribute = {
	adjective = accolade_horse_arching
	noun = accolade_horse_archer
	accolade_categories = { men_at_arms army_bonus militant subtle equestrian aggressive defensive cavalry ranged_fighter light_fighter }

	potential = {
		prowess >= accolade_prowess_requirement_value
		OR = {
			has_trait_xp = {
				trait = tourney_participant
				track = horse
				value >= 20
			}
			has_trait_xp = {
				trait = tourney_participant
				track = bow
				value >= 20
			}
			has_trait = flexible_leader
		}
		OR = {
			culture ?= {
				has_cultural_parameter = unlock_maa_horse_archers ### EK EDIT: replace Horse Lords check with presence of Horse Archers CulParameter
			}
			#culture ?= {
				#has_cultural_parameter = unlock_maa_mangudai
			#}
			government_has_flag = government_is_nomadic
			has_trait = nomadic_philosophy
		}
	}

	weight = {
		value = accolade_uninteresting_base_value
		scope:owner ?= {
			# Should only be interested at all if they have a unit of the type OR if the maa type is exciting and foreign
			if = {
				limit = {
					OR = {
						number_maa_regiments_of_base_type = {
							type = archer_cavalry
							value >= 1
						}
						culture ?= {
							NOT = {
								has_cultural_tradition = tradition_horse_lords
							}
						}
					}
				}
				add = @has_relevant_maa_weight_up_value
				# Weight up a bit further for more MaA of the same type.
				## A few.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = archer_cavalry
							value >= @number_maa_regiments_increment_1
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Lots.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = archer_cavalry
							value >= @number_maa_regiments_increment_2
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = archer_cavalry
							value >= @number_maa_regiments_increment_3
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				## Many-lots.
				if = {
					limit = {
						number_maa_regiments_of_base_type = {
							type = archer_cavalry
							value >= @number_maa_regiments_increment_4
						}
					}
					add = @has_relevant_maa_weight_up_value
				}
				#Culture
				if = {
					limit = { 
						root.culture ?= {
							# EK EDIT: Replaced Vanilla heritage references with our own.
							#OR = {
							#	has_cultural_pillar = heritage_mongolic
							#	has_cultural_pillar = heritage_turkic
							#}
							culture_has_archer_cavalry_maa = yes
						}
					}
					add = @respected_culture_for_maa_type_value
				}
				# AI values.
				add = {
					value = ai_energy
					multiply = 1
				}
				add = {
					value = ai_boldness
					multiply = 1
				}
				#MaA is cool and good
				add = @respected_culture_for_maa_type_value
				# Finally, weight for opinion.
				multiply = accolade_opinion_multiplier_value
			}
			## Era.
			### No specific era preference.
		}
	}

	ranks = {
		100 = {
			liege_modifier = { 
				archer_cavalry_max_size_add = @number_maa_regiments_increment_1
			}
			knight_army_modifier = { 
				archer_cavalry_damage_mult = @accolade_maa_damage_1
				archer_cavalry_toughness_mult = @accolade_maa_toughness_1 
				archer_cavalry_pursuit_mult = @accolade_maa_pursuit_1
				movement_speed = @outrider_attr_movement_speed_1
			}
		}
		300 = {
			liege_modifier = { 
				archer_cavalry_max_size_add = @number_maa_regiments_increment_1
			}
			knight_army_modifier = { 
				archer_cavalry_damage_mult = @accolade_maa_damage_1 
				archer_cavalry_toughness_mult = @accolade_maa_toughness_1
				archer_cavalry_pursuit_mult = @accolade_maa_pursuit_1
				movement_speed = @outrider_attr_movement_speed_1
			}
		}
		600 = {
			liege_modifier = { 
				archer_cavalry_maintenance_mult = @accolade_maa_maint_1
				archer_cavalry_max_size_add = @number_maa_regiments_increment_2
			}
			knight_army_modifier = { 
				archer_cavalry_damage_mult = @accolade_maa_damage_4
				archer_cavalry_toughness_mult = @accolade_maa_toughness_2
				archer_cavalry_pursuit_mult = @accolade_maa_pursuit_2
				movement_speed = @outrider_attr_movement_speed_2 
			}
			men_at_arms = { accolade_maa_horse_archers }
		}
		1000 = {
			liege_modifier = { 
				archer_cavalry_maintenance_mult = @accolade_maa_maint_1
				archer_cavalry_max_size_add = @number_maa_regiments_increment_2
			}
			knight_army_modifier = { 
				archer_cavalry_damage_mult = @accolade_maa_damage_4
				archer_cavalry_toughness_mult = @accolade_maa_toughness_2
				archer_cavalry_pursuit_mult = @accolade_maa_pursuit_2
				movement_speed = @outrider_attr_movement_speed_2 
			}
		}
		1500 = {
			liege_modifier = {
				archer_cavalry_maintenance_mult = @accolade_maa_maint_3
				archer_cavalry_max_size_add = @number_maa_regiments_increment_3
			}
			knight_army_modifier = { 
				archer_cavalry_damage_mult = @accolade_maa_damage_6
				archer_cavalry_toughness_mult = @accolade_maa_toughness_3
				archer_cavalry_pursuit_mult = @accolade_maa_pursuit_4
				movement_speed = @outrider_attr_movement_speed_3 
			}
			men_at_arms = { accolade_maa_horse_archers }
		}
		2100 = {
			liege_modifier = { 
				archer_cavalry_maintenance_mult = @accolade_maa_maint_3
				archer_cavalry_max_size_add = @number_maa_regiments_increment_4
			}
			knight_army_modifier = { 
				archer_cavalry_damage_mult = @accolade_maa_damage_6
				archer_cavalry_toughness_mult = @accolade_maa_toughness_3
				archer_cavalry_pursuit_mult = @accolade_maa_pursuit_4
				movement_speed = @outrider_attr_movement_speed_3
			}
		}
	}
}
