﻿# 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

#Barrowmen
barrow_knights = {
	type = heavy_cavalry

	damage = 75.0
	toughness = 28.0
	pursuit = 20.0
	screen = 0.0

	terrain_bonus = {
		plains = { damage = 30 pursuit = 5 }
		farmlands = { damage = 30 pursuit = 5 }
		steppe = { damage = 35 pursuit = 10 }
		hills = { damage = -10 pursuit = -5 }
		mountains = { damage = -35 pursuit = -10 }
		desert_mountains = { damage = -35 toughness = -5 pursuit = -10 screen = -5 }
		desert = { toughness = -5 screen = -5 }
		glacier = { damage = -55 pursuit = -10 }
		frozen_flats = { pursuit = -10 }
		wetlands = { damage = -25 pursuit = -10 screen = -10 }
		the_bog = { damage = -35 toughness = -20 pursuit = -20 screen = -10 }

		majorroad_plains = { damage = 30 pursuit = 5 }
		minorroad_plains = { damage = 30 pursuit = 5 }
		majorroad_farmlands = { damage = 30 pursuit = 5 }
		minorroad_farmlands = { damage = 30 pursuit = 5 }
		majorroad_steppe = { damage = 35 pursuit = 10 }
		minorroad_steppe = { damage = 35 pursuit = 10 }
		majorroad_mountains = { damage = -35 pursuit = -10 }
		minorroad_mountains = { damage = -35 pursuit = -10 }
		majorroad_hills = { damage = -10 pursuit = -5 }
		minorroad_hills = { damage = -10 pursuit = -5 }
		majorroad_desert_mountains = { damage = -35 toughness = -5 pursuit = -10 screen = -5 }
		minorroad_desert_mountains = { damage = -35 toughness = -5 pursuit = -10 screen = -5 }
		majorroad_desert = { toughness = -5 screen = -5 }
		minorroad_desert = { toughness = -5 screen = -5 }
		majorroad_glacier = { damage = -55 pursuit = -10 }
		minorroad_glacier = { damage = -55 pursuit = -10 }
		majorroad_frozen_flats = { damage = -55 pursuit = -10 }
		minorroad_frozen_flats = { damage = -55 pursuit = -10 }
		majorroad_wetlands = { damage = -25 pursuit = -10 screen = -10 }
		minorroad_wetlands = { damage = -25 pursuit = -10 screen = -10 }
		majorroad_the_bog = { damage = -35 toughness = -20 pursuit = -20 screen = -10 }
		minorroad_the_bog = { damage = -35 toughness = -20 pursuit = -20 screen = -10 }
	}

		

	counters = {
		archers = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_barrow_knights }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	buy_cost = { gold = 175 }
	low_maintenance_cost = { gold = 0.6 }
	high_maintenance_cost = { gold = 1.8 }
	provision_cost = @provisions_cost_cavalry_moderate

	stack = 75.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_cavalry
	illustration = {
		reference = konni
	}
}

#Crannogmen
frog_spears = {
	type = skirmishers

	damage = 12.0
	toughness = 16.0
	pursuit = 20.0
	screen = 20.0

	terrain_bonus = {
		the_bog = { damage = 10 pursuit = 10 toughness = 10  screen = 10 }
		taiga_bog = { damage = 5 pursuit = 5 toughness = 5  screen = 5 }
		wetlands = { damage = 5 pursuit = 5 toughness = 5  screen = 5 }
		taiga = { damage = 5 pursuit = 5 toughness = 5  screen = 5 }
		hills = { toughness = -5 }
		cloudforest = { toughness = -5 }
		steppe = { toughness = -10 }
		mountains = { toughness = -10 }
		oasis = { toughness = -10 }
		desert_mountains = { toughness = -10 }
		glacier = { toughness = -10 }
		frozen_flats = { toughness = -10 }
		desert = { toughness = -10 }
		drylands = { toughness = -10 }
		canyon = { toughness = -10 }

		majorroad_the_bog = { damage = 10 pursuit = 10 toughness = 10  screen = 10 }
		minorroad_the_bog = { damage = 10 pursuit = 10 toughness = 10  screen = 10 }
		majorroad_taiga_bog = { damage = 5 pursuit = 5 toughness = 5  screen = 5 }
		minorroad_taiga_bog = { damage = 5 pursuit = 5 toughness = 5  screen = 5 }
		majorroad_wetlands = { damage = 5 pursuit = 5 toughness = 5  screen = 5 }
		minorroad_wetlands = { damage = 5 pursuit = 5 toughness = 5  screen = 5 }
		majorroad_taiga = { damage = 5 pursuit = 5 toughness = 5  screen = 5 }
		minorroad_taiga = { damage = 5 pursuit = 5 toughness = 5  screen = 5 }
		majorroad_hills = { toughness = -5 }
		minorroad_hills = { toughness = -5 }
		majorroad_cloudforest = { toughness = -5 }
		minorroad_cloudforest = { toughness = -5 }
		majorroad_steppe = { toughness = -10 }
		minorroad_steppe = { toughness = -10 }
		majorroad_mountains = { toughness = -10 }
		minorroad_mountains = { toughness = -10 }
		majorroad_oasis = { toughness = -10 }
		minorroad_oasis = { toughness = -10 }
		majorroad_desert_mountains = { toughness = -10 }
		minorroad_desert_mountains = { toughness = -10 }
		majorroad_glacier = { toughness = -10 }
		minorroad_glacier = { toughness = -10 }
		majorroad_frozen_flats = { toughness = -10 }
		minorroad_frozen_flats = { toughness = -10 }
		majorroad_desert = { toughness = -10 }
		minorroad_desert = { toughness = -10 }
		majorroad_drylands = { toughness = -10 }
		minorroad_drylands = { toughness = -10 }
		majorroad_canyon = { toughness = -10 }
		minorroad_canyon = { toughness = -10 }
	}

	

	counters = {
		light_cavalry = 0.5
		heavy_cavalry = 0.5
		heavy_infantry = 1
	}

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

	buy_cost = { gold = 60 }
	low_maintenance_cost = { gold = 0.1 }
	high_maintenance_cost = { gold = 0.3 }
	provision_cost = @provisions_cost_infantry_cheap

	stack = 120.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers
}

#Krakenmen
cape_watch = {
	type = light_cavalry

	buy_cost = { gold = light_cavalry_recruitment_cost_normal }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost_normal }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost_normal }
	provision_cost = @provisions_cost_cavalry_cheap
	stack = 100

	damage = 22
	toughness = 22
	pursuit = 33
	screen = 28

	counters = {
		archers = 2
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = light_cavalry

	terrain_bonus = {
		farmlands = { damage = 15 pursuit = 5 }
		plains = { damage = 15 pursuit = 5 }
		steppe = { damage = 20 pursuit = 10 }
		mountains = { damage = -10 pursuit = -20 }
		desert_mountains = { damage = -10 pursuit = -20 }
		desert = { toughness = -5 screen = -5 }
		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 = 15 pursuit = 5 }
		majorroad_plains = { damage = 15 pursuit = 5 }
		minorroad_plains = { damage = 15 pursuit = 5 }
		majorroad_steppe = { damage = 20 pursuit = 10 }
		minorroad_steppe = { damage = 20 pursuit = 10 }
		majorroad_mountains = { damage = -10 pursuit = -20 }
		minorroad_mountains = { damage = -10 pursuit = -20 }
		majorroad_desert_mountains = { damage = -10 pursuit = -20 }
		minorroad_desert_mountains = { damage = -10 pursuit = -20 }
		majorroad_desert = { toughness = -5 screen = -5 }
		minorroad_desert = { toughness = -5 screen = -5 }
		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 }
	}

	
}

#Harbormen
green_hand = {
	type = heavy_cavalry

	buy_cost = { gold = 210 }
	low_maintenance_cost = { gold = 0.7 }
	high_maintenance_cost = { gold = 2.1 }
	provision_cost = @provisions_cost_cavalry_expensive
	stack = 50

	damage = 105
	toughness = 35
	pursuit = 20
	screen = 10

	counters = {
		archers = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_green_hand }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_cavalry

	terrain_bonus = {
		plains = { damage = 30 pursuit = 5 }
		farmlands = { damage = 30 pursuit = 5 }
		taiga = { damage = 10 }
		steppe = { damage = 10 pursuit = 5 }
		hills = { damage = -20 pursuit = -5 }
		mountains = { damage = -75 pursuit = -10 }
		desert_mountains = { damage = -75 pursuit = -10 }
		glacier = { damage = -75 pursuit = -10 }
		frozen_flats = { pursuit = -10 }
		the_bog = { damage = -75 toughness = -20 pursuit = -20 screen = -10 }

		majorroad_plains = { damage = 30 pursuit = 5 }
		minorroad_plains = { damage = 30 pursuit = 5 }
		majorroad_farmlands = { damage = 30 pursuit = 5 }
		minorroad_farmlands = { damage = 30 pursuit = 5 }
		majorroad_taiga = { damage = 10 }
		minorroad_taiga = { damage = 10 }
		majorroad_steppe = { damage = 10 pursuit = 5 }
		minorroad_steppe = { damage = 10 pursuit = 5 }
		majorroad_mountains = { damage = -75 pursuit = -10 }
		minorroad_mountains = { damage = -75 pursuit = -10 }
		majorroad_hills = { damage = -20 pursuit = -5 }
		minorroad_hills = { damage = -20 pursuit = -5 }
		majorroad_desert_mountains = { damage = -75 pursuit = -10 }
		minorroad_desert_mountains = { damage = -75 pursuit = -10 }
		majorroad_glacier = { damage = -75 pursuit = -10 }
		minorroad_glacier = { damage = -75 pursuit = -10 }
		majorroad_frozen_flats = { damage = -75 pursuit = -10 }
		minorroad_frozen_flats = { damage = -75 pursuit = -10 }
		majorroad_the_bog = { damage = -75 toughness = -20 pursuit = -20 screen = -10 }
		minorroad_the_bog = { damage = -75 toughness = -20 pursuit = -20 screen = -10 }
	}
}

#Northern Clans
clan_champions = {
	type = heavy_infantry

	buy_cost = { gold = 75 }
	low_maintenance_cost = { gold = 0.35 }
	high_maintenance_cost = { gold = 1.05 }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 120

	damage = 35
	toughness = 25
	pursuit = 0
	screen = 0

	counters = {
		pikemen = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_clan_champions }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry

	terrain_bonus = {
		hills = { toughness = 5 }
		steppe = { toughness = 5 }
		taiga = { toughness = 5 }
		mountains = { damage = 8 toughness = 8 }
		floodplains = { toughness = -5 }
		wetlands = { toughness = -5 screen = -5 }
		desert = { toughness = -10 screen = -5 }
		desert_mountains = { toughness = 5 screen = -5 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -10 screen = -10 }

		majorroad_hills = { toughness = 5 }
		minorroad_hills = { toughness = 5 }
		majorroad_steppe = { toughness = 5 }
		minorroad_steppe = { toughness = 5 }
		majorroad_taiga = { toughness = 5 }
		minorroad_taiga = { toughness = 5 }
		majorroad_mountains = { damage = 8 toughness = 8 }
		minorroad_mountains = { damage = 8 toughness = 8 }
		majorroad_floodplains = { toughness = -5 }
		minorroad_floodplains = { toughness = -5 }
		majorroad_wetlands = { toughness = -5 screen = -5 }
		minorroad_wetlands = { toughness = -5 screen = -5 }
		majorroad_desert = { toughness = -10 screen = -5 }
		minorroad_desert = { toughness = -10 screen = -5 }
		majorroad_desert_mountains = { toughness = 5 screen = -5 }
		minorroad_desert_mountains = { toughness = 5 screen = -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 }
	}

	
}

#Northmen
winter_wolves = {
	type = heavy_infantry

	buy_cost = { gold = 90 }
	low_maintenance_cost = { gold = 0.35 }
	high_maintenance_cost = { gold = 1.05 }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 100.0

	damage = 35
	toughness = 35
	pursuit = 10
	screen = 0
	
	counters = {
		pikemen = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_winter_wolves }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = winter_wolves

	terrain_bonus = {
		hills = { toughness = 5 }
		steppe = { toughness = 5 }
		taiga = { toughness = 5 }
		mountains = { toughness = 8 }
		floodplains = { toughness = -5 }
		wetlands = { toughness = -5 screen = -5 }
		desert = { toughness = -10 screen = -5 }
		desert_mountains = { toughness = 5 screen = -5 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -10 screen = -10 }

		majorroad_hills = { toughness = 5 }
		minorroad_hills = { toughness = 5 }
		majorroad_steppe = { toughness = 5 }
		minorroad_steppe = { toughness = 5 }
		majorroad_taiga = { toughness = 5 }
		minorroad_taiga = { toughness = 5 }
		majorroad_mountains = { toughness = 8 }
		minorroad_mountains = { toughness = 8 }
		majorroad_floodplains = { toughness = -5 }
		minorroad_floodplains = { toughness = -5 }
		majorroad_wetlands = { toughness = -5 screen = -5 }
		minorroad_wetlands = { toughness = -5 screen = -5 }
		majorroad_desert = { toughness = -10 screen = -5 }
		minorroad_desert = { toughness = -10 screen = -5 }
		majorroad_desert_mountains = { toughness = 5 screen = -5 }
		minorroad_desert_mountains = { toughness = 5 screen = -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 }
	}

	
}

#Bearmen
she_bears = {
	type = heavy_infantry

	buy_cost = { gold = 80 }
	low_maintenance_cost = { gold = 0.3 }
	high_maintenance_cost = { gold = 0.9 }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 80

	damage = 48.0
	toughness = 36.0
	pursuit = 0.0
	screen = 10.0

	counters = {
		heavy_cavalry = 0.5
		pikemen = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_she_bears }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry
	illustration = {
		reference = she_bears
	}

	terrain_bonus = {
		hills = { toughness = 5 }
		steppe = { toughness = 5 }
		taiga = { toughness = 5 }
		mountains = { toughness = 8 }
		floodplains = { toughness = -5 }
		wetlands = { toughness = -5 screen = -5 }
		desert = { toughness = -10 screen = -5 }
		desert_mountains = { toughness = 5 screen = -5 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -10 screen = -10 }

		majorroad_hills = { toughness = 5 }
		minorroad_hills = { toughness = 5 }
		majorroad_steppe = { toughness = 5 }
		minorroad_steppe = { toughness = 5 }
		majorroad_taiga = { toughness = 5 }
		minorroad_taiga = { toughness = 5 }
		majorroad_mountains = { toughness = 8 }
		minorroad_mountains = { toughness = 8 }
		majorroad_floodplains = { toughness = -5 }
		minorroad_floodplains = { toughness = -5 }
		majorroad_wetlands = { toughness = -5 screen = -5 }
		minorroad_wetlands = { toughness = -5 screen = -5 }
		majorroad_desert = { toughness = -10 screen = -5 }
		minorroad_desert = { toughness = -10 screen = -5 }
		majorroad_desert_mountains = { toughness = 5 screen = -5 }
		minorroad_desert_mountains = { toughness = 5 screen = -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 }
	}

	
}

#Stoneborn
unicorn_riders = {
	type = light_cavalry

	buy_cost = { gold = light_cavalry_recruitment_cost_very_cheap }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost_cheap }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost_cheap }
	provision_cost = @provisions_cost_cavalry_cheap
	stack = 80

	damage = 20
	toughness = 25
	pursuit = 20
	screen = 30

	counters = {
		archers = 2
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = light_cavalry

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

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

	
}

#Wolfswood Clans
wolfswood_hunters = {
	type = archers

	damage = 30.0
	toughness = 18.0
	pursuit = 5.0
	screen = 5.0

	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		cloudforest = { toughness = 4 screen = 4 }
		taiga = { damage = 4 toughness = 4 screen = 4 }
		steppe = { damage = 4 pursuit = 5 }
		desert = { toughness = -5 screen = -5 }
		drylands = { toughness = -5 }
		the_bog = { toughness = -10 screen = -10 }

		majorroad_hills = { damage = 10 toughness = 4 }
		minorroad_hills = { damage = 10 toughness = 4 }
		majorroad_forest = { toughness = 4 screen = 4 }
		minorroad_forest = { toughness = 4 screen = 4 }
		majorroad_cloudforest = { toughness = 4 screen = 4 }
		minorroad_cloudforest = { toughness = 4 screen = 4 }
		majorroad_taiga = { damage = 4 toughness = 4 screen = 4 }
		minorroad_taiga = { damage = 4 toughness = 4 screen = 4 }
		majorroad_steppe = { damage = 4 pursuit = 5 }
		minorroad_steppe = { damage = 4 pursuit = 5 }
		majorroad_desert = { toughness = -5 screen = -5 }
		minorroad_desert = { toughness = -5 screen = -5 }
		majorroad_drylands = { toughness = -5 }
		minorroad_drylands = { toughness = -5 }
		majorroad_the_bog = { toughness = -10 screen = -10 }
		minorroad_the_bog = { toughness = -10 screen = -10 }
	}

	

	counters = {
		pikemen = 1
		skirmishers = 1

	}

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

	buy_cost = { gold = 65 }
	low_maintenance_cost = { gold = 0.15 }
	high_maintenance_cost = { gold = 0.45 }
	provision_cost = @provisions_cost_infantry_cheap

	stack = 100.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = maturkan_warriors
}

#First Man
bronze_cavalry = {
	type = light_cavalry

	buy_cost = { gold = light_cavalry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost_normal }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost_normal }
	provision_cost = @provisions_cost_cavalry_cheap
	stack = 120

	damage = 35
	toughness = 20
	pursuit = 25
	screen = 25

	counters = {
		archers = 2
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = light_cavalry

	terrain_bonus = {
		farmlands = { damage = 15 pursuit = 5 }
		plains = { damage = 15 pursuit = 5 }
		steppe = { damage = 20 pursuit = 10 }
		mountains = { damage = -10 pursuit = -20 }
		desert_mountains = { damage = -10 pursuit = -20 }
		desert = { toughness = -5 screen = -5 }
		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 = 15 pursuit = 5 }
		majorroad_plains = { damage = 15 pursuit = 5 }
		minorroad_plains = { damage = 15 pursuit = 5 }
		majorroad_steppe = { damage = 20 pursuit = 10 }
		minorroad_steppe = { damage = 20 pursuit = 10 }
		majorroad_mountains = { damage = -10 pursuit = -20 }
		minorroad_mountains = { damage = -10 pursuit = -20 }
		majorroad_desert_mountains = { damage = -10 pursuit = -20 }
		minorroad_desert_mountains = { damage = -10 pursuit = -20 }
		majorroad_desert = { toughness = -5 screen = -5 }
		minorroad_desert = { toughness = -5 screen = -5 }
		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 }
	}

	
}