﻿# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
@cultural_maa_extra_ai_score = 60 # Equivalent to having 6 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

cuman_guards = {
	type = heavy_cavalry
	
	damage = 130
	toughness = 30
	pursuit = 30
	screen = 10
	
	terrain_bonus = {
		plains = { damage = 30 pursuit = 5 }
		steppe = {damage = 30 pursuit = 5 }
		farmlands = { damage = 10 pursuit = 10 }
		hills = {damage = -10 }
		mountains = { damage = -30 }
		wetlands = { damage = -80 toughness = -15 pursuit = -20 }
	}
	
	counters = {
		heavy_infantry = 1
		heavy_cavalry = 0.5
	}

	winter_bonus = {
		normal_winter = { damage = -10 toughness = -5 }
		harsh_winter = { damage = -20 toughness = -5 }
	}
	
	can_recruit = {
		dynasty ?= { has_dynasty_modifier = hungary_cuman_guards }
	}
	
	max_regiments = 1
	
	buy_cost = { gold = cataphract_recruitment_cost }
	low_maintenance_cost = { gold = cataphract_low_maint_cost }
	high_maintenance_cost = { gold = cataphract_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_expensive
	
	stack = 100
	ai_quality = { value = 100 }
	icon = cuman_heavy_cavalry

}