﻿# 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

#Jhalai Tradition
collar_breakers = {
	type = heavy_infantry

	buy_cost = { gold = heavy_infantry_recruitment_cost_very_cheap }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost_very_cheap }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_expensive
	stack = 80

	damage = 49
	toughness = 28
	pursuit = 7
	screen = 0

	counters = {
		peasant_militia = 2
		pikemen = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_collar_breakers }
		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 = ayyar

	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  pursuit = -1 }
		harsh_winter = { damage = -10  toughness = -6  pursuit = -1 }
	}
}

#Moluuni Tradition
sunset_feathers = {
	type = skirmishers

	buy_cost = { gold = skirmisher_recruitment_cost_cheap }
	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 = 11
	toughness = 16
	pursuit = 19
	screen = 26

	counters = {
		heavy_infantry = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = akritai

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

#Omborui Tradition
indigo_spears = {
	type = pikemen

	buy_cost = { gold = pikemen_recruitment_cost_cheap }
	low_maintenance_cost = { gold = pikemen_low_maint_cost_normal }
	high_maintenance_cost = { gold = pikemen_high_maint_cost_normal }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 80

	damage = 21
	toughness = 26
	pursuit = 6
	screen = 11

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

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = zupin_spearmen

	terrain_bonus = {
		#AGOT Modified/Added
		#mountains = { toughness = 12 }
		#desert_mountains = { toughness = 12 }
		#hills = { toughness = 8 }
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
		floodplains = { toughness = -5 }
		wetlands = { 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 = 12 }
		minorroad_desert_mountains = { toughness = 12 }
		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_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 = -3  pursuit = -1  screen = -1 }
		harsh_winter = { damage = -4  toughness = -5  pursuit = -1  screen = -2 }
	}
}

#Wallanoi Tradition
tree_speakers = {
	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 = 120

	damage = 12
	toughness = 18
	pursuit = 12
	screen = 29

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_tree_speakers }
		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 }
		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 = -3 }
		harsh_winter = { damage = -2  toughness = -4  pursuit = -2  screen = -6 }
	}
}

#Abular Tradition
abulu_spears = {
	type = pikemen

	buy_cost = { gold = pikemen_recruitment_cost_cheap }
	low_maintenance_cost = { gold = pikemen_low_maint_cost_cheap }
	high_maintenance_cost = { gold = pikemen_high_maint_cost_cheap }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 80

	damage = 26
	toughness = 21
	pursuit = 6
	screen = 11

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

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = zupin_spearmen

	terrain_bonus = {
		#AGOT Modified/Added
		#mountains = { toughness = 12 }
		#desert_mountains = { toughness = 12 }
		#hills = { toughness = 8 }
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
		floodplains = { toughness = -5 }
		wetlands = { 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 = 12 }
		minorroad_desert_mountains = { toughness = 12 }
		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_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 = -2  pursuit = -1  screen = -1 }
		harsh_winter = { damage = -5  toughness = -4  pursuit = -1  screen = -2 }
	}
}

#Naathi Tradition
butterflies = {
	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 = 120

	damage = 8
	toughness = 25
	pursuit = 19
	screen = 19

	counters = {
		heavy_infantry = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = pikemen_militia

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