﻿# 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

# Qaathi Tradition
pale_cavalry = {
	type = light_cavalry

	buy_cost = { gold = light_cavalry_recruitment_cost_very_cheap }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost_very_cheap }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_cavalry_cheap
	stack = 100

	damage = 19
	toughness = 13
	pursuit = 37
	screen = 37

	counters = {
		archers = 2
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = light_cavalry

	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 = -2  toughness = -1  pursuit = -4  screen = -4 }
		harsh_winter = { damage = -4  toughness = -3  pursuit = -7  screen = -7 }
	}
}

# Qaleen Tradition
gate_sailors = {
	type = skirmishers

	buy_cost = { gold = skirmisher_recruitment_cost_expensive }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost_normal }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost_cheap }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 150

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

	counters = {
		heavy_infantry = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers_mena

	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 = -1  toughness = -2  pursuit = -2  screen = -2 }
		harsh_winter = { damage = -2  toughness = -3  pursuit = -3  screen = -3 }
	}
}

# Qaleen Tradition
civic_guard = {
	type = camel_cavalry

	buy_cost = { gold = camel_cavalry_recruitment_cost_expensive }
	low_maintenance_cost = { gold = camel_cavalry_low_maint_cost_normal }
	high_maintenance_cost = { gold = camel_cavalry_high_maint_cost_normal }
	provision_cost = @provisions_cost_cavalry_bankrupting
	stack = 125

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

	counters = {
		archers = 1
		light_cavalry = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = camel_riders

	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 = -3  toughness = -2  pursuit = -2  screen = -2 }
		harsh_winter = { damage = -5  toughness = -4  pursuit = -4  screen = -4 }
	}
}