﻿# 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

#First Clans Tradition
clan_raiders = {
	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 = 175

	damage = 15
	toughness = 12
	pursuit = 15
	screen = 10

	counters = {
	    archers = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bondi

	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 }
		cloudforest = { damage = 4 toughness = 6 }
		glacier = { damage = 4 toughness = 6 }
		steppe = { damage = 4 toughness = 6 }
		frozen_flats = { 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_glacier = { damage = 4 toughness = 6 }
		minorroad_glacier = { damage = 4 toughness = 6 }
		majorroad_steppe = { damage = 4 toughness = 6 }
		minorroad_steppe = { damage = 4 toughness = 6 }
		majorroad_frozen_flats = { damage = 4 toughness = 6 }
		minorroad_frozen_flats = { 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 = -2  toughness = -1  pursuit = -2  screen = -1 }
		harsh_winter = { damage = -3  toughness = -2  pursuit = -3  screen = -2 }
	}
}

#Thenns
bronze_raiders = {
	type = heavy_infantry

	buy_cost = { gold = heavy_infantry_recruitment_cost_cheap }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost_cheap }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost_cheap }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 100

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

	counters = {
		heavy_infantry = 1
		pikemen = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_bronze_raiders }
		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 = varangian_veterans

	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 }
		cloudforest = { damage = 4 toughness = 6 }
		glacier = { damage = 4 toughness = 6 }
		steppe = { damage = 4 toughness = 6 }
		frozen_flats = { 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_glacier = { damage = 4 toughness = 6 }
		minorroad_glacier = { damage = 4 toughness = 6 }
		majorroad_steppe = { damage = 4 toughness = 6 }
		minorroad_steppe = { damage = 4 toughness = 6 }
		majorroad_frozen_flats = { damage = 4 toughness = 6 }
		minorroad_frozen_flats = { 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 = -3  toughness = -3  pursuit = -1 }
		harsh_winter = { damage = -6  toughness = -5  pursuit = -1 }
	}
}

# #Cave-Dweller Tradition
# sons_of_gendel = {
# 	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 = 80

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

# 	counters = {
# 		light_cavalry = 2
#		camel_cavalry = 2
#		pikemen = 1
# 	}

# 	can_recruit = {
# 		valid_for_maa_trigger = { PARAMETER = unlock_maa_sons_of_gendel }
# 		NOT = { government_has_flag = government_is_nw }
# 	}

# 	ai_quality = { value = @cultural_maa_extra_ai_score }
# 	icon = bondi

# 	terrain_bonus = {
# 		glacier = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		hills = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		mountains = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		forest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		taiga_bog = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		steppe = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		frozen_flats = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		taiga = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		farmlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		highlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }

# 		majorroad_majorroad_hills = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		glacier = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		majorroad_mountains = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		majorroad_forest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_taiga_bog = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_steppe = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_frozen_flats = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_taiga = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_farmlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_highlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }
# 		minorroad_glacier = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_hills = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_mountains = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_forest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_taiga_bog = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_steppe = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_frozen_flats = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_taiga = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_farmlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_highlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }
# 	}

# 	winter_bonus = {
# 		normal_winter = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		harsh_winter = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 	}
# }

# #Frostfang Tradition
# fire_flingers = {
# 	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 = 80

# 	damage = 10
# 	toughness = 25
# 	pursuit = 10
# 	screen = 15

# 	siege_tier = 1
# 	siege_value = 0.1

# 	counters = {
# 		light_cavalry = 2
#		camel_cavalry = 2
#		pikemen = 1
# 	}

# 	can_recruit = {
# 		valid_for_maa_trigger = { PARAMETER = unlock_maa_fire_flingers }
# 		NOT = { government_has_flag = government_is_nw }
# 	}

# 	ai_quality = { value = @cultural_maa_extra_ai_score }
# 	icon = bondi

# 	terrain_bonus = {
# 		glacier = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		hills = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		mountains = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		forest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		taiga_bog = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		steppe = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		frozen_flats = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		taiga = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		farmlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		highlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }

# 		majorroad_majorroad_hills = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		glacier = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		majorroad_mountains = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		majorroad_forest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_taiga_bog = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_steppe = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_frozen_flats = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_taiga = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_farmlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_highlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }
# 		minorroad_glacier = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_hills = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_mountains = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_forest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_taiga_bog = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_steppe = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_frozen_flats = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_taiga = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_farmlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_highlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }
# 	}

# 	winter_bonus = {
# 		normal_winter = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		harsh_winter = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 	}
# }

# #Ice River Clan Tradition
# cannibal_bows = {
# 	type = archers

# 	buy_cost = { gold = archers_recruitment_cost_cheap }
# 	low_maintenance_cost = { gold = archers_low_maint_cost_cheap }
# 	high_maintenance_cost = { gold = archers_high_maint_cost_cheap }
# 	provision_cost = @provisions_cost_infantry_cheap
# 	stack = 80

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

# 	counters = {
# 		skirmishers = 1
# 		pikemen = 1
# 		archer_cavalry = 1
# 	}

# 	can_recruit = {
# 		valid_for_maa_trigger = { PARAMETER = unlock_maa_cannibal_bows }
# 		NOT = { government_has_flag = government_is_nw }
# 	}

# 	ai_quality = { value = @cultural_maa_extra_ai_score }
# 	icon = maturkan_warriors

# 	terrain_bonus = {
# 		frozen_flats = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		glacier = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		mountains = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		hills = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		taiga = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		taiga_bog = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		steppe = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		floodplains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		forest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		highlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		farmlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }

# 		majorroad_frozen_flats = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		majorroad_glacier = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		majorroad_mountains = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		majorroad_hills = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_taiga = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_taiga_bog = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_steppe = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_floodplains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_forest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_highlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_farmlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }
# 		minorroad_frozen_flats = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_glacier = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_mountains = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_hills = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_taiga = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_taiga_bog = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_steppe = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_floodplains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_forest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_highlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_farmlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }
# 	}

# 	winter_bonus = {
# 		normal_winter = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		harsh_winter = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 	}
# }

# #Ice River Clan Tradition
# bat_catchers = {
# 	type = archers

# 	buy_cost = { gold = archers_recruitment_cost_cheap }
# 	low_maintenance_cost = { gold = archers_low_maint_cost_cheap }
# 	high_maintenance_cost = { gold = archers_high_maint_cost_cheap }
# 	provision_cost = @provisions_cost_infantry_cheap
# 	stack = 80

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

# 	counters = {
# 		skirmishers = 1
# 		pikemen = 1
# 		archer_cavalry = 1
# 	}

# 	can_recruit = {
# 		valid_for_maa_trigger = { PARAMETER = unlock_maa_bat_catchers }
# 		NOT = { government_has_flag = government_is_nw }
# 	}

# 	ai_quality = { value = @cultural_maa_extra_ai_score }
# 	icon = maturkan_warriors

# 	terrain_bonus = {
# 		frozen_flats = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		taiga = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		steppe = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		hills = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		glacier = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		taiga_bog = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		mountains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		floodplains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		forest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		highlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		farmlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }

# 		majorroad_frozen_flats = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		majorroad_taiga = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		majorroad_steppe = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		majorroad_hills = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_glacier = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_taiga_bog = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_mountains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_floodplains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_forest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_highlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_farmlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }
# 		minorroad_frozen_flats = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_taiga = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_steppe = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_hills = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_glacier = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_taiga_bog = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_mountains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_floodplains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_forest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_highlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_farmlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }
# 	}

# 	winter_bonus = {
# 		normal_winter = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		harsh_winter = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 	}
# }

# #Lakefolk Tradition
# ice_skatters = {
# 	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_very_cheap }
# 	provision_cost = @provisions_cost_infantry_cheap
# 	stack = 80

# 	damage = 10
# 	toughness = 15
# 	pursuit = 25
# 	screen = 15

# 	counters = {
# 		light_cavalry = 2
#		camel_cavalry = 2
#		pikemen = 1
# 	}

# 	can_recruit = {
# 		valid_for_maa_trigger = { PARAMETER = unlock_maa_ice_skatters }
# 		NOT = { government_has_flag = government_is_nw }
# 	}

# 	ai_quality = { value = @cultural_maa_extra_ai_score }
# 	icon = bondi

# 	terrain_bonus = {
# 		frozen_flats = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		hills = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		glacier = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		forest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		mountains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		steppe = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		taiga = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		taiga_bog = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		farmlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		highlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }

# 		majorroad_frozen_flats = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		majorroad_hills = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		majorroad_glacier = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		majorroad_forest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_mountains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_steppe = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_taiga = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_taiga_bog = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_farmlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_highlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }
# 		minorroad_frozen_flats = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_hills = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_glacier = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_forest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_mountains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_steppe = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_taiga = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_taiga_bog = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_farmlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_highlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }
# 	}

# 	winter_bonus = {
# 		normal_winter = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		harsh_winter = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 	}
# }

# #Milkwater Tradition
# cairn_wardens = {
# 	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 = 80

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

# 	counters = {
# 		light_cavalry = 2
#		camel_cavalry = 2
#		pikemen = 1
# 	}

# 	can_recruit = {
# 		valid_for_maa_trigger = { PARAMETER = unlock_maa_cairn_wardens }
# 		NOT = { government_has_flag = government_is_nw }
# 	}

# 	ai_quality = { value = @cultural_maa_extra_ai_score }
# 	icon = bondi

# 	terrain_bonus = {
# 		taiga = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		hills = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		mountains = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		forest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		taiga_bog = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		steppe = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		frozen_flats = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		glacier = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		farmlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		highlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }

# 		majorroad_taiga = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		majorroad_hills = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		majorroad_mountains = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		majorroad_forest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_taiga_bog = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_steppe = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_frozen_flats = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_glacier = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_farmlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_highlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }
# 		minorroad_taiga = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_hills = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_mountains = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_forest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_taiga_bog = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_steppe = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_frozen_flats = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_glacier = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_farmlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_highlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }
# 	}

# 	winter_bonus = {
# 		normal_winter = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		harsh_winter = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 	}
# }

# #Forestman Tradition
# wildling_raiders = {
# 	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 = 80

# 	damage = 15
# 	toughness = 15
# 	pursuit = 15
# 	screen = 15

# 	counters = {
# 		light_cavalry = 2
#		camel_cavalry = 2
#		pikemen = 1
# 	}

# 	can_recruit = {
# 		valid_for_maa_trigger = { PARAMETER = unlock_maa_wildling_raiders }
# 		NOT = { government_has_flag = government_is_nw }
# 	}

# 	ai_quality = { value = @cultural_maa_extra_ai_score }
# 	icon = bondi

# 	terrain_bonus = {
# 		taiga = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		hills = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		taiga_bog = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		forest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		mountains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		steppe = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		frozen_flats = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		glacier = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		farmlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		highlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }

# 		majorroad_taiga = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		majorroad_hills = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		majorroad_taiga_bog = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		majorroad_forest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_mountains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_steppe = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_frozen_flats = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_glacier = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		majorroad_farmlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		majorroad_desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_highlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		majorroad_the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }
# 		minorroad_taiga = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_hills = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_taiga_bog = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 		minorroad_forest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_mountains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_steppe = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_frozen_flats = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_glacier = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		minorroad_farmlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_cloudforest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
# 		minorroad_desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_oasis = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_highlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
# 		minorroad_the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }
# 	}

# 	winter_bonus = {
# 		normal_winter = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
# 		harsh_winter = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
# 	}
# }

#Moon Clans
stolen_spears = {
	type = pikemen

	buy_cost = { gold = pikemen_recruitment_cost_very_cheap }
	low_maintenance_cost = { gold = pikemen_low_maint_cost_very_cheap }
	high_maintenance_cost = { gold = pikemen_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 120

	damage = 25
	toughness = 20
	pursuit = 0
	screen = 0

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

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bondi

	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 }
		cloudforest = { damage = 4 toughness = 6 }
		glacier = { damage = 4 toughness = 6 }
		steppe = { damage = 4 toughness = 6 }
		frozen_flats = { 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_glacier = { damage = 4 toughness = 6 }
		minorroad_glacier = { damage = 4 toughness = 6 }
		majorroad_steppe = { damage = 4 toughness = 6 }
		minorroad_steppe = { damage = 4 toughness = 6 }
		majorroad_frozen_flats = { damage = 4 toughness = 6 }
		minorroad_frozen_flats = { 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 = -3  toughness = -2 }
		harsh_winter = { damage = -5  toughness = -4 }
	}
}

# Denge sistemi tarafından eklendi
bat_catchers = {
	type = archers

	buy_cost = { gold = archers_recruitment_cost_cheap }
	low_maintenance_cost = { gold = archers_low_maint_cost_cheap }
	high_maintenance_cost = { gold = archers_high_maint_cost_cheap }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 80

	damage = 32
	toughness = 7
	pursuit = 0
	screen = 11

	counters = {
		pikemen = 1
		skirmishers = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = maturkan_warriors

	terrain_bonus = {
		#AGOT Modified/Added
		#hills = { damage = 10 }
		#plains = { toughness = -8 }
		#drylands = { toughness = -8 }
		#desert = { toughness = -8 }
		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 = -3  toughness = -1  screen = -1 }
		harsh_winter = { damage = -6  toughness = -1  screen = -2 }
	}
}

# Denge sistemi tarafından eklendi
black_soles = {
	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_cheap
	stack = 80

	damage = 21
	toughness = 31
	pursuit = 11
	screen = 0

	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_black_soles }
		NOT = { government_has_flag = government_is_nw }
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bondi

	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 }
		cloudforest = { damage = 4 toughness = 6 }
		glacier = { damage = 4 toughness = 6 }
		steppe = { damage = 4 toughness = 6 }
		frozen_flats = { 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_glacier = { damage = 4 toughness = 6 }
		minorroad_glacier = { damage = 4 toughness = 6 }
		majorroad_steppe = { damage = 4 toughness = 6 }
		minorroad_steppe = { damage = 4 toughness = 6 }
		majorroad_frozen_flats = { damage = 4 toughness = 6 }
		minorroad_frozen_flats = { 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 = -2  toughness = -3  pursuit = -1 }
		harsh_winter = { damage = -4  toughness = -6  pursuit = -2 }
	}
}

# Denge sistemi tarafından eklendi
cairn_wardens = {
	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 = 20
	toughness = 22
	pursuit = 11
	screen = 17

	counters = {
		heavy_infantry = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bondi

	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 }
		cloudforest = { damage = 4 toughness = 6 }
		glacier = { damage = 4 toughness = 6 }
		steppe = { damage = 4 toughness = 6 }
		frozen_flats = { 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_glacier = { damage = 4 toughness = 6 }
		minorroad_glacier = { damage = 4 toughness = 6 }
		majorroad_steppe = { damage = 4 toughness = 6 }
		minorroad_steppe = { damage = 4 toughness = 6 }
		majorroad_frozen_flats = { damage = 4 toughness = 6 }
		minorroad_frozen_flats = { 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 = -2  toughness = -2  pursuit = -1  screen = -2 }
		harsh_winter = { damage = -4  toughness = -4  pursuit = -2  screen = -3 }
	}
}

# Denge sistemi tarafından eklendi
cannibal_bows = {
	type = archers

	buy_cost = { gold = archers_recruitment_cost_cheap }
	low_maintenance_cost = { gold = archers_low_maint_cost_cheap }
	high_maintenance_cost = { gold = archers_high_maint_cost_cheap }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 80

	damage = 32
	toughness = 7
	pursuit = 11
	screen = 0

	counters = {
		pikemen = 1
		skirmishers = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = maturkan_warriors

	terrain_bonus = {
		#AGOT Modified/Added
		#hills = { damage = 10 }
		#plains = { toughness = -8 }
		#drylands = { toughness = -8 }
		#desert = { toughness = -8 }
		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 = -3  toughness = -1  pursuit = -1 }
		harsh_winter = { damage = -6  toughness = -1  pursuit = -2 }
	}
}

# Denge sistemi tarafından eklendi
dogsled_chariots = {
	type = chariot_cavalry

	buy_cost = { gold = chariot_cavalry_recruitment_cost_indentured }
	low_maintenance_cost = { gold = chariot_cavalry_low_maint_cost_indentured }
	high_maintenance_cost = { gold = chariot_cavalry_high_maint_cost_indentured }
	provision_cost = @provisions_cost_cavalry_bankrupting
	stack = 60

	damage = 60
	toughness = 45
	pursuit = 20
	screen = 20

	counters = {
		heavy_infantry = 3
		heavy_cavalry = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_cavalry

	terrain_bonus = {
		#AGOT Modified/Added
		#plains = { damage = 30 }
		#drylands = { damage = 30 }
		#hills = { damage = -20 }
		#mountains = { damage = -75 }
		#desert_mountains = { damage = -75 }
		#wetlands = { damage = -75 toughness = -10 pursuit = -10 }
		plains = { damage = 30 pursuit = 5 }
		farmlands = { damage = 30 pursuit = 5 }
		urban = { damage = 10 toughness = 10 pursuit = 5 }
		hills = { damage = -20 pursuit = -5 }
		mountains = { damage = -45 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_urban = { damage = 10 toughness = 10 pursuit = 5 }
		minorroad_urban = { damage = 10 toughness = 10 pursuit = 5 }
		majorroad_mountains = { damage = -45 pursuit = -10 }
		minorroad_mountains = { damage = -45 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 }
	}

	winter_bonus = {
		normal_winter = { damage = -6  toughness = -5  pursuit = -2  screen = -2 }
		harsh_winter = { damage = -12  toughness = -9  pursuit = -4  screen = -4 }
	}
}

# Denge sistemi tarafından eklendi
fire_flingers = {
	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 = 12
	toughness = 29
	pursuit = 12
	screen = 18

	siege_tier = 1
	siege_value = 0.1

	counters = {
		heavy_infantry = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bondi

	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 }
		cloudforest = { damage = 4 toughness = 6 }
		glacier = { damage = 4 toughness = 6 }
		steppe = { damage = 4 toughness = 6 }
		frozen_flats = { 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_glacier = { damage = 4 toughness = 6 }
		minorroad_glacier = { damage = 4 toughness = 6 }
		majorroad_steppe = { damage = 4 toughness = 6 }
		minorroad_steppe = { damage = 4 toughness = 6 }
		majorroad_frozen_flats = { damage = 4 toughness = 6 }
		minorroad_frozen_flats = { 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 = -3  pursuit = -1  screen = -2 }
		harsh_winter = { damage = -2  toughness = -6  pursuit = -2  screen = -4 }
	}
}

# Denge sistemi tarafından eklendi
ice_skatters = {
	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_very_cheap }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 120

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

	counters = {
		heavy_infantry = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bondi

	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 }
		cloudforest = { damage = 4 toughness = 6 }
		glacier = { damage = 4 toughness = 6 }
		steppe = { damage = 4 toughness = 6 }
		frozen_flats = { 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_glacier = { damage = 4 toughness = 6 }
		minorroad_glacier = { damage = 4 toughness = 6 }
		majorroad_steppe = { damage = 4 toughness = 6 }
		minorroad_steppe = { damage = 4 toughness = 6 }
		majorroad_frozen_flats = { damage = 4 toughness = 6 }
		minorroad_frozen_flats = { 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 = -4  pursuit = -4  screen = -4 }
	}
}

# Denge sistemi tarafından eklendi
sons_of_gendel = {
	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 = 13
	toughness = 25
	pursuit = 13
	screen = 19

	counters = {
		heavy_infantry = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bondi

	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 }
		cloudforest = { damage = 4 toughness = 6 }
		glacier = { damage = 4 toughness = 6 }
		steppe = { damage = 4 toughness = 6 }
		frozen_flats = { 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_glacier = { damage = 4 toughness = 6 }
		minorroad_glacier = { damage = 4 toughness = 6 }
		majorroad_steppe = { damage = 4 toughness = 6 }
		minorroad_steppe = { damage = 4 toughness = 6 }
		majorroad_frozen_flats = { damage = 4 toughness = 6 }
		minorroad_frozen_flats = { 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 = -3  pursuit = -1  screen = -2 }
		harsh_winter = { damage = -3  toughness = -5  pursuit = -3  screen = -4 }
	}
}

# Denge sistemi tarafından eklendi
wildling_raiders = {
	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 = 18
	toughness = 18
	pursuit = 18
	screen = 18

	counters = {
		heavy_infantry = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bondi

	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 }
		cloudforest = { damage = 4 toughness = 6 }
		glacier = { damage = 4 toughness = 6 }
		steppe = { damage = 4 toughness = 6 }
		frozen_flats = { 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_glacier = { damage = 4 toughness = 6 }
		minorroad_glacier = { damage = 4 toughness = 6 }
		majorroad_steppe = { damage = 4 toughness = 6 }
		minorroad_steppe = { damage = 4 toughness = 6 }
		majorroad_frozen_flats = { damage = 4 toughness = 6 }
		minorroad_frozen_flats = { 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 = -2  toughness = -2  pursuit = -2  screen = -2 }
		harsh_winter = { damage = -4  toughness = -4  pursuit = -4  screen = -4 }
	}
}
