﻿# 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

#Elyrian Tradition
elyrian_sailors = {
	type = skirmishers

	buy_cost = { gold = skirmisher_recruitment_cost_very_cheap }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost_very_cheap }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 180

	damage = 12
	toughness = 12
	pursuit = 12
	screen = 12

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_elyrian_sailors }
		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 = -1  toughness = -1  pursuit = -1  screen = -1 }
		harsh_winter = { damage = -2  toughness = -2  pursuit = -2  screen = -2 }
	}
}

#Tolosi Tradition
tolosi_slingers = {
	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_normal }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 120

	damage = 22
	toughness = 12
	pursuit = 18
	screen = 18

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_tolosi_slingers }
		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 = -1  pursuit = -2  screen = -2 }
		harsh_winter = { damage = -4  toughness = -2  pursuit = -4  screen = -4 }
	}
}

#Meereenese Tradition
pit_fighters = {
	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 = 120

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

	counters = {
		peasant_militia = 2
		pikemen = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_pit_fighters }
		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 = mubarizun

	terrain_bonus = {
		hills = { toughness = 8 }
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 pursuit = 8 }
		floodplains = { toughness = -6 }
		wetlands = { toughness = -8 screen = -8 }
		desert = { toughness = 8 pursuit = 8 }
		oasis = { toughness = 8 pursuit = 8 }
		taiga_bog = { toughness = -6 }
		the_bog = { toughness = -15 screen = -15 }

		majorroad_hills = { toughness = 8 }
		minorroad_hills = { toughness = 5 }
		majorroad_mountains = { toughness = 12 }
		minorroad_mountains = { toughness = 12 }
		majorroad_desert_mountains = { toughness = 12 pursuit = 8 }
		minorroad_desert_mountains = { toughness = 12 pursuit = 8 }
		majorroad_floodplains = { toughness = -6 }
		minorroad_floodplains = { toughness = -6 }
		majorroad_wetlands = { toughness = -8 screen = -8 }
		minorroad_wetlands = { toughness = -8 screen = -8 }
		majorroad_desert = { toughness = 8 pursuit = 8 }
		minorroad_desert = { toughness = 8 pursuit = 8 }
		majorroad_oasis = { toughness = 8 pursuit = 8 }
		minorroad_oasis = { toughness = 8 pursuit = 8 }
		majorroad_taiga_bog = { toughness = -6 }
		minorroad_taiga_bog = { toughness = -6 }
		majorroad_the_bog = { toughness = -15 screen = -15 }
		minorroad_the_bog = { toughness = -15 screen = -15 }
	}

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

#Yunkaii Tradition
collared_bows = {
	type = archers

	buy_cost = { gold = archers_recruitment_cost_very_cheap }
	low_maintenance_cost = { gold = archers_low_maint_cost_cheap }
	high_maintenance_cost = { gold = archers_high_maint_cost_cheap }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 120

	damage = 25
	toughness = 8
	pursuit = 0
	screen = 0

	counters = {
		pikemen = 1
		skirmishers = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bowmen

	terrain_bonus = {
		hills = { damage = 8 }
		plains = { 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_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 = -3  toughness = -1 }
		harsh_winter = { damage = -5  toughness = -2 }
	}
}

#Astapori Tradition
unsullied = {
	type = pikemen

	buy_cost = { gold = pikemen_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = pikemen_low_maint_cost_expensive }
	high_maintenance_cost = { gold = pikemen_high_maint_cost_expensive }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 100

	damage = 25
	toughness = 30
	pursuit = 0
	screen = 5

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

	can_recruit = {
		OR = {
			valid_for_maa_trigger = { PARAMETER = unlock_maa_unsullied }
			faith = {
				has_doctrine_parameter = unlock_maa_unsullied
			}
		}
		NOT = { government_has_flag = government_is_nw }
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = pikemen

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

		majorroad_mountains = { toughness = 12 }
		minorroad_mountains = { toughness = 12 }
		majorroad_desert_mountains = { toughness = 8 screen = -5 }
		minorroad_desert_mountains = { toughness = 8 screen = -5 }
		majorroad_hills = { toughness = 8 }
		minorroad_hills = { 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 = -5 screen = -5 }
		minorroad_desert = { 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  screen = -1 }
		harsh_winter = { damage = -5  toughness = -6  screen = -1 }
	}
}