# 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

hunnic_horsemen = {
	type = archer_cavalry
	
	damage = 55
	toughness = 10
	pursuit = 50
	screen = 30
	
	terrain_bonus = {
		steppe = { damage = 45 }
		plains = { damage = 20 }
		hills = { damage = 10 }
		farmlands = { damage = 20 }
		mountains = { damage = -10 pursuit = -10 }
		forest = { damage = -10 pursuit = -10 }
		wetlands = { damage = -30 pursuit = -30 }
		desert_mountains = { damage = -30 pursuit = -30 }
	}

	counters = {
		pikemen = 0.5
		peasant_militia = 2
		heavy_infantry = 1
	}
	
	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_hunnic_horsemen }
	}

	buy_cost = { gold = mangudai_recruitment_cost }
	low_maintenance_cost = { gold = mangudai_low_maint_cost }
	high_maintenance_cost = { gold = mangudai_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap
	
	stack = 100
	ai_quality = {
		value = @cultural_maa_extra_ai_score
	}
	icon = hunnic_horsemen
}