﻿# 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

#Greenblood
greenblood_oars = {
	type = skirmishers

	buy_cost = { gold = skirmisher_recruitment_cost_cheap }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost_cheap }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost_cheap }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 150

	damage = 10
	toughness = 10
	pursuit = 10
	screen = 15

	counters = {
		light_cavalry = 2
		camel_cavalry = 2
		pikemen = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_greenblood_oars }
		NOT = { government_has_flag = government_is_nw }
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers

	terrain_bonus = {
		#AGOT Modified/Added
		#forest = { damage = 4 toughness = 6 }
		#taiga = { damage = 4 toughness = 6 }
		#jungle = { damage = 4 toughness = 6 }
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		desert = { damage = 8 toughness = 12 pursuit = 5}
		drylands = { damage = 4 toughness = 6 pursuit = 5}
		oasis = { damage = 6 toughness = 8 pursuit = 5}
		desert_mountains = { damage = 4 toughness = 10 pursuit = 5 }
		cloudforest = { damage = 4 toughness = 6 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -10 screen = -10 }

		majorroad_forest = { damage = 4 toughness = 6 }
		minorroad_forest = { damage = 4 toughness = 6 }
		majorroad_taiga = { damage = 4 toughness = 6 }
		minorroad_taiga = { damage = 4 toughness = 6 }
		majorroad_desert = { damage = 8 toughness = 12 pursuit = 5}
		minorroad_desert = { damage = 8 toughness = 12 pursuit = 5}
		majorroad_drylands = { damage = 4 toughness = 6 pursuit = 5}
		minorroad_drylands = { damage = 4 toughness = 6 pursuit = 5}
		majorroad_oasis = { damage = 6 toughness = 8 pursuit = 5}
		minorroad_oasis = { damage = 6 toughness = 8 pursuit = 5}
		majorroad_desert_mountains = { damage = 4 toughness = 10 pursuit = 5 }
		minorroad_desert_mountains = { damage = 4 toughness = 10 pursuit = 5 }
		majorroad_cloudforest = { damage = 4 toughness = 6 }
		minorroad_cloudforest = { damage = 4 toughness = 6 }
		majorroad_taiga_bog = { toughness = -5 }
		minorroad_taiga_bog = { toughness = -5 }
		majorroad_the_bog = { toughness = -10 screen = -10 }
		minorroad_the_bog = { toughness = -10 screen = -10 }
	}

	winter_bonus = {
		normal_winter = { damage = -2  toughness = -2  pursuit = -2  screen = -3 }
		harsh_winter = { damage = -4  toughness = -4  pursuit = -4  screen = -6 }
	}
}

#Salt Dornish
sun_spears = {
	type = pikemen

	buy_cost = { gold = 85 }
	low_maintenance_cost = { gold = 0.25 }
	high_maintenance_cost = { gold = 0.9 }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 100

	damage = 25
	toughness = 25
	pursuit = 5
	screen = 0

	counters = {
		light_cavalry = 1
		heavy_cavalry = 2
		camel_cavalry = 1
		elephant_cavalry = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_sun_spears }
		NOT = { government_has_flag = government_is_nw }
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = sun_spears

	terrain_bonus = {
		hills = { toughness = 8 }
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 pursuit = 5 }
		floodplains = { toughness = -5 }
		wetlands = { toughness = -5 screen = -5 }
		desert = { toughness = 5 pursuit = 5 }
		oasis = { toughness = 5 pursuit = 5 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -10 screen = -10 }

		majorroad_hills = { toughness = 8 }
		minorroad_hills = { toughness = 8 }
		majorroad_mountains = { toughness = 12 }
		minorroad_mountains = { toughness = 12 }
		majorroad_desert_mountains = { toughness = 12 pursuit = 5 }
		minorroad_desert_mountains = { toughness = 12 pursuit = 5 }
		majorroad_floodplains = { toughness = -5 }
		minorroad_floodplains = { toughness = -5 }
		majorroad_wetlands = { toughness = -5 screen = -5 }
		minorroad_wetlands = { toughness = -5 screen = -5 }
		majorroad_desert = { toughness = 5 pursuit = 5 }
		minorroad_desert = { toughness = 5 pursuit = 5 }
		majorroad_oasis = { toughness = 5 pursuit = 5 }
		minorroad_oasis = { toughness = 5 pursuit = 5 }
		majorroad_taiga_bog = { toughness = -5 }
		minorroad_taiga_bog = { toughness = -5 }
		majorroad_the_bog = { toughness = -10 screen = -10 }
		minorroad_the_bog = { toughness = -10 screen = -10 }
	}
	
	winter_bonus = {
		normal_winter = { damage = -5  toughness = -5  pursuit = -1 }
		harsh_winter = { damage = -10  toughness = -10  pursuit = -2 }
	}
}

#Sand Dornish
sand_steeds = {
	type = light_cavalry

	damage = 25.0
	toughness = 20.0
	pursuit = 45.0
	screen = 30.0

	terrain_bonus = {
		farmlands = { damage = 10 pursuit = 5 }
		plains = { damage = 10 pursuit = 5 }
		desert = { damage = 20 pursuit = 10 }
		mountains = { damage = -10 pursuit = -20 }
		desert_mountains = { damage = -5 pursuit = -10 }
		glacier = { damage = -10 pursuit = -20 }
		frozen_flats = { pursuit = -5 }
		the_bog = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }

		majorroad_farmlands = { damage = 15 pursuit = 5 }
		minorroad_farmlands = { damage = 10 pursuit = 5 }
		majorroad_plains = { damage = 10 pursuit = 5 }
		minorroad_plains = { damage = 10 pursuit = 5 }
		majorroad_desert = { damage = 20 pursuit = 10 }
		minorroad_desert = { damage = 20 pursuit = 10 }
		majorroad_mountains = { damage = -10 pursuit = -20 }
		minorroad_mountains = { damage = -10 pursuit = -20 }
		majorroad_desert_mountains = { damage = -5 pursuit = -10 }
		minorroad_desert_mountains = { damage = -5 pursuit = -10 }
		majorroad_glacier = { damage = -10 pursuit = -20 }
		minorroad_glacier = { damage = -10 pursuit = -20 }
		majorroad_frozen_flats = { pursuit = -5 }
		minorroad_frozen_flats = { pursuit = -5 }
		majorroad_the_bog = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
		minorroad_the_bog = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}

	winter_bonus = {
		normal_winter = { damage = -5  toughness = -4  pursuit = -9  screen = -6 }
		harsh_winter = { damage = -10  toughness = -8  pursuit = -18  screen = -12 }
	}

	counters = {
		archers = 2
		light_cavalry = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_sand_steeds }
		NOT = { government_has_flag = government_is_nw }
	}

	buy_cost = { gold = 95 }
	low_maintenance_cost = { gold = 0.3 }
	high_maintenance_cost = { gold = 1.05 }
	provision_cost = @provisions_cost_cavalry_cheap

	stack = 100.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = light_cavalry
	illustration = {
		reference = light_cav_mena
	}
}

#Stone Dornish
pass_pikes = {
	type = pikemen

	buy_cost = { gold = 85 }
	low_maintenance_cost = { gold = 0.25 }
	high_maintenance_cost = { gold = 0.9 }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 100

	damage = 35
	toughness = 35
	pursuit = 0
	screen = 15

	counters = {
		light_cavalry = 1
		heavy_cavalry = 2
		camel_cavalry = 1
		elephant_cavalry = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_pass_pikes }
		NOT = { government_has_flag = government_is_nw }
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = pikemen
	illustration = {
		reference = pass_pikes
	}

	terrain_bonus = {
		hills = { toughness = 8 }
		mountains = { toughness = 12 }
		desert_mountains = { damage = 5 toughness = 12 pursuit = 5 }
		floodplains = { toughness = -5 }
		wetlands = { toughness = -5 screen = -5 }
		desert = { toughness = 5 pursuit = 5 }
		oasis = { toughness = 5 pursuit = 5 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -10 screen = -10 }

		majorroad_hills = { toughness = 8 }
		minorroad_hills = { toughness = 8 }
		majorroad_mountains = { toughness = 12 }
		minorroad_mountains = { toughness = 12 }
		majorroad_desert_mountains = { damage = 5 toughness = 12 pursuit = 5 }
		minorroad_desert_mountains = { damage = 5 toughness = 12 pursuit = 5 }
		majorroad_floodplains = { toughness = -5 }
		minorroad_floodplains = { toughness = -5 }
		majorroad_wetlands = { toughness = -5 screen = -5 }
		minorroad_wetlands = { toughness = -5 screen = -5 }
		majorroad_desert = { toughness = 5 pursuit = 5 }
		minorroad_desert = { toughness = 5 pursuit = 5 }
		majorroad_oasis = { toughness = 5 pursuit = 5 }
		minorroad_oasis = { toughness = 5 pursuit = 5 }
		majorroad_taiga_bog = { toughness = -5 }
		minorroad_taiga_bog = { toughness = -5 }
		majorroad_the_bog = { toughness = -10 screen = -10 }
		minorroad_the_bog = { toughness = -10 screen = -10 }
	}
	
	winter_bonus = {
		normal_winter = { damage = -7  toughness = -7  screen = -3 }
		harsh_winter = { damage = -14  toughness = -14  screen = -6 }
	}
}