﻿# 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

#Hartalari Tradition
disputant_scouts = {
	type = light_cavalry

	buy_cost = { gold = light_cavalry_recruitment_cost_normal }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost_normal }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost_normal }
	provision_cost = @provisions_cost_cavalry_cheap
	stack = 100

	damage = 21
	toughness = 16
	pursuit = 27
	screen = 42

	counters = {
		archers = 2
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = disputed_cav

	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 = -2  pursuit = -3  screen = -4 }
		harsh_winter = { damage = -4  toughness = -3  pursuit = -5  screen = -8 }
	}
}

#Lyseni Tradition
weeping_guard = {
	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 = 41
	toughness = 21
	pursuit = 0
	screen = 6

	counters = {
		peasant_militia = 2
		pikemen = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_weeping_guard }
		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 = {
		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 = -4  toughness = -2  screen = -1 }
		harsh_winter = { damage = -8  toughness = -4  screen = -1 }
	}
}

#Myrish Tradition
myrish_crossbows = {
	type = archers

	buy_cost = { gold = crossbowmen_recruitment_cost_expensive }
	low_maintenance_cost = { gold = crossbowmen_low_maint_cost_expensive }
	high_maintenance_cost = { gold = crossbowmen_high_maint_cost_expensive }
	provision_cost = @provisions_cost_infantry_expensive
	stack = 100

	damage = 45
	toughness = 18
	pursuit = 0
	screen = 0

	counters = {
		pikemen = 1
		skirmishers = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_myrish_crossbows }
		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 }
		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 = -5  toughness = -2 }
		harsh_winter = { damage = -9  toughness = -4 }
	}
}

#Tyroshi Tradition
ornate_helms = {
	type = pikemen

	buy_cost = { gold = pikemen_recruitment_cost_expensive }
	low_maintenance_cost = { gold = pikemen_low_maint_cost_normal }
	high_maintenance_cost = { gold = pikemen_high_maint_cost_normal }
	provision_cost = @provisions_cost_infantry_expensive
	stack = 120

	damage = 20
	toughness = 30
	pursuit = 0
	screen = 5

	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_ornate_helms }
		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 = -2  toughness = -3  screen = -1 }
		harsh_winter = { damage = -4  toughness = -6  screen = -1 }
	}
}