﻿# 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

#Gorgari Tradition
tear_sailors = {
	type = skirmishers

	buy_cost = { gold = skirmisher_recruitment_cost_normal }
	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 = 16
	toughness = 22
	pursuit = 16
	screen = 16

	counters = {
		heavy_infantry = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = zupin_spearmen

	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		cloudforest = { damage = 4 toughness = 6 }
		wetlands = { damage = 8 pursuit = 5 }
		hills = { damage = 4 toughness = 6 }
		floodplains = { damage = 8 pursuit = 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_wetlands = { damage = 8 pursuit = 5 }
		minorroad_wetlands = { damage = 8 pursuit = 5 }
		majorroad_hills = { damage = 4 toughness = 6 }
		minorroad_hills = { damage = 4 toughness = 6 }
		majorroad_floodplains = { damage = 8 pursuit = 5 }
		minorroad_floodplains = { damage = 8 pursuit = 5 }
		majorroad_the_bog = { toughness = -5 screen = -5 }
		minorroad_the_bog = { toughness = -5 screen = -5 }
	}

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

#Goroshari Tradition
wyven_hunters = {
	type = archers

	buy_cost = { gold = archers_recruitment_cost_expensive }
	low_maintenance_cost = { gold = archers_low_maint_cost_normal }
	high_maintenance_cost = { gold = archers_high_maint_cost_normal }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 100

	damage = 30
	toughness = 10
	pursuit = 0
	screen = 5

	counters = {
		pikemen = 1
		skirmishers = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bowmen

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

		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 = { toughness = 4 screen = 4 }
		minorroad_taiga = { toughness = 4 screen = 4 }
		majorroad_wetlands = { damage = 10 pursuit = 5 }
		minorroad_wetlands = { damage = 10 pursuit = 5 }
		majorroad_floodplains = { damage = 10 pursuit = 5 }
		minorroad_floodplains = { damage = 10 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 = -5 screen = -5 }
		minorroad_the_bog = { toughness = -5 screen = -5 }
	}

	winter_bonus = {
		normal_winter = { damage = -3  toughness = -1  screen = -1 }
		harsh_winter = { damage = -6  toughness = -2  screen = -1 }
	}
}

#Zamettari Tradition
zamoyos_sailors = {
	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 = 11
	toughness = 17
	pursuit = 11
	screen = 17

	counters = {
		heavy_infantry = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = zupin_spearmen

	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		cloudforest = { damage = 4 toughness = 6 }
		wetlands = { damage = 8 pursuit = 5 }
		hills = { damage = 4 toughness = 6 }
		floodplains = { damage = 8 pursuit = 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_wetlands = { damage = 8 pursuit = 5 }
		minorroad_wetlands = { damage = 8 pursuit = 5 }
		majorroad_hills = { damage = 4 toughness = 6 }
		minorroad_hills = { damage = 4 toughness = 6 }
		majorroad_floodplains = { damage = 8 pursuit = 5 }
		minorroad_floodplains = { damage = 8 pursuit = 5 }
		majorroad_the_bog = { toughness = -5 screen = -5 }
		minorroad_the_bog = { toughness = -5 screen = -5 }
	}

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

#Brindled Men Tradition
brindled_warriors = {
	type = skirmishers

	buy_cost = { gold = skirmisher_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost_very_expensive }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 120

	damage = 18
	toughness = 25
	pursuit = 18
	screen = 25

	counters = {
		heavy_infantry = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = brindled_warriors

	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		cloudforest = { damage = 4 toughness = 6 }
		wetlands = { damage = 8 pursuit = 5 }
		hills = { damage = 4 toughness = 6 }
		floodplains = { damage = 8 pursuit = 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_wetlands = { damage = 8 pursuit = 5 }
		minorroad_wetlands = { damage = 8 pursuit = 5 }
		majorroad_hills = { damage = 4 toughness = 6 }
		minorroad_hills = { damage = 4 toughness = 6 }
		majorroad_floodplains = { damage = 8 pursuit = 5 }
		minorroad_floodplains = { damage = 8 pursuit = 5 }
		majorroad_the_bog = { toughness = -5 screen = -5 }
		minorroad_the_bog = { toughness = -5 screen = -5 }
	}

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

#Basiliskites Tradition
corsairs = {
	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 = 150

	damage = 13
	toughness = 12
	pursuit = 19
	screen = 13

	siege_tier = 1
	siege_value = 0.1

	counters = {
		heavy_infantry = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = pirates

	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		cloudforest = { damage = 4 toughness = 6 }
		wetlands = { damage = 8 pursuit = 5 }
		hills = { damage = 4 toughness = 6 }
		floodplains = { damage = 8 pursuit = 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_wetlands = { damage = 8 pursuit = 5 }
		minorroad_wetlands = { damage = 8 pursuit = 5 }
		majorroad_hills = { damage = 4 toughness = 6 }
		minorroad_hills = { damage = 4 toughness = 6 }
		majorroad_floodplains = { damage = 8 pursuit = 5 }
		minorroad_floodplains = { damage = 8 pursuit = 5 }
		majorroad_the_bog = { toughness = -5 screen = -5 }
		minorroad_the_bog = { toughness = -5 screen = -5 }
	}

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

#Gogossos Tradition
pen_guards = {
	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 = 80

	damage = 51
	toughness = 32
	pursuit = 0
	screen = 0

	counters = {
		peasant_militia = 2
		pikemen = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_pen_guards }
		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 = {
		mountains = { toughness = 8 }
		desert_mountains = { toughness = 8 }
		hills = { toughness = 5 }
		floodplains = { toughness = -5 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -10 screen = -10 }

		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_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 = -3 }
		harsh_winter = { damage = -10  toughness = -6 }
	}
}