﻿# 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

#Mandermen Tradition
summer_knights = {
	type = heavy_cavalry

	damage = 100
	toughness = 35
	pursuit = 20
	screen = 0

	counters = {
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = -10  toughness = -4  pursuit = -2 }
		harsh_winter = { damage = -20  toughness = -7  pursuit = -4 }
	}

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

	buy_cost = { gold = 250 }
	low_maintenance_cost = { gold = 0.8 }
	high_maintenance_cost = { gold = 2.4 }
	provision_cost = @provisions_cost_cavalry_expensive

	stack = 60
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = summer_knights

	terrain_bonus = {
		plains = { damage = 30 pursuit = 5 }
		farmlands = { damage = 30 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 }
		wetlands = { damage = -45 pursuit = -10 screen = -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_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_wetlands = { damage = -45 pursuit = -10 screen = -10 }
		minorroad_wetlands = { damage = -45 pursuit = -10 screen = -10 }
		majorroad_the_bog = { damage = -75 toughness = -20 pursuit = -20 screen = -10 }
		minorroad_the_bog = { damage = -75 toughness = -20 pursuit = -20 screen = -10 }
	}
}

#Honeywiner Tradition
honeywine_quirrels = {
	type = archers

	buy_cost = { gold = 90 }
	low_maintenance_cost = { gold = 0.3 }
	high_maintenance_cost = { gold = 1.0 }
	provision_cost = @provisions_cost_infantry_expensive
	stack = 120

	damage = 45
	toughness = 20
	pursuit = 0
	screen = 0

	counters = {
		heavy_infantry = 1
		heavy_cavalry = 1
		elephant_cavalry = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = crossbowmen

	terrain_bonus = {
		hills = { damage = 8 }
		plains = { toughness = -10 }
		drylands = { toughness = -10 }
		desert = { toughness = -10 }
		the_bog = { toughness = -10 screen = -10 }
		canyon = { toughness = -10 }
		glacier = { toughness = -10 }
		frozen_flats = { toughness = -10 }

		majorroad_hills = { damage = 8 }
		minorroad_hills = { damage = 10 }
		majorroad_plains = { toughness = -10 }
		minorroad_plains = { toughness = -10 }
		majorroad_drylands = { toughness = -10 }
		minorroad_drylands = { toughness = -10 }
		majorroad_desert = { toughness = -10 }
		minorroad_desert = { toughness = -10 }
		majorroad_the_bog = { toughness = -10 screen = -10 }
		minorroad_the_bog = { toughness = -10 screen = -10 }
		majorroad_canyon = { toughness = -10 }
		minorroad_canyon = { toughness = -10 }
		majorroad_glacier = { toughness = -10 }
		minorroad_glacier = { toughness = -10 }
		majorroad_frozen_flats = { toughness = -10 }
		minorroad_frozen_flats = { toughness = -10 }
	}

	winter_bonus = {
		normal_winter = { damage = -5  toughness = -2 }
		harsh_winter = { damage = -9  toughness = -4 }
	}
}

#Shieldmen Tradition
misty_shields = {
	type = heavy_infantry

	buy_cost = { gold = heavy_infantry_recruitment_cost_cheap }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost_normal }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost_normal }
	provision_cost = @provisions_cost_infantry_expensive
	stack = 100

	damage = 30
	toughness = 25
	pursuit = 0
	screen = 0

	counters = {
		skirmishers = 1
		pikemen = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_misty_shields }
		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 = {
		farmlands = { damage = 8 }
		mountains = { toughness = 8 }
		desert_mountains = { toughness = 8 }
		hills = { toughness = 5 }
		floodplains = { toughness = -5 }
		wetlands = { toughness = -5 screen = -5 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -10 screen = -10 }


        majorroad_farmlands = { damage = 8 }
		minorroad_farmlands = { damage = 8 }
		majorroad_mountains = { toughness = 8 }
		minorroad_mountains = { toughness = 8 }
		majorroad_desert_mountains = { toughness = 8 }
		minorroad_desert_mountains = { toughness = 8 }
		majorroad_hills = { toughness = 5 }
		minorroad_hills = { toughness = 5 }
		majorroad_floodplains = { toughness = -5 }
		minorroad_floodplains = { toughness = -5 }
		majorroad_wetlands = { toughness = -5 screen = -5 }
		minorroad_wetlands = { 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 }
	}

	winter_bonus = {
		normal_winter = { damage = -3  toughness = -3 }
		harsh_winter = { damage = -6  toughness = -5 }
	}
}

#Arbormen Tradition
arbor_marines = {
	type = skirmishers

	buy_cost = { gold = 50 }
	low_maintenance_cost = { gold = 0.15 }
	high_maintenance_cost = { gold = 0.45 }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 150

	damage = 10
	toughness = 15
	pursuit = 15
	screen = 20

	counters = {
		archers = 0.5
		heavy_infantry = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers

	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		cloudforest = { damage = 4 toughness = 6 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -5 screen = -5 }

		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_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 = -5 screen = -5 }
		minorroad_the_bog = { toughness = -5 screen = -5 }
	}

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