﻿# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0

# 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

@cultural_maa_extra_ai_score = 80


#Anti-dragon
# Scorpions have the cost of mangonel, but the effectiveness of a batterning ram in sieges
scorpions = {
	type = anti_dragon
	fights_in_main_phase = no

	buy_cost = { gold = mangonel_recruitment_cost }
	low_maintenance_cost = { gold = mangonel_low_maint_cost }
	high_maintenance_cost = { gold = mangonel_high_maint_cost }
	provision_cost = @provisions_cost_special_moderate
	stack = 10

	damage = 0
	toughness = 12
	pursuit = 0
	screen = 0

	siege_tier = 2
	siege_value = 0.3

	counters = {
		dragons_regiment = 1
	}

	can_recruit = {
		culture = { has_innovation = innovation_agot_anti_dragon_fighting }
		NOT = { government_has_flag = government_is_nw }
	}

	allowed_in_hired_troops = no
	icon = scorpions

	terrain_bonus = {

	}

	winter_bonus = {
		normal_winter = { toughness = -1 }
		harsh_winter = { toughness = -2 }
	}
}

# Water Wizards
water_wizards = {
	type = anti_dragon
	fights_in_main_phase = no

	buy_cost = { gold = siege_weapons_recruitment_cost_very_cheap }
	low_maintenance_cost = { gold = siege_weapons_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = siege_weapons_high_maint_cost_very_expensive }
	provision_cost = @provisions_cost_special_cheap
	stack = 5

	damage = 0
	toughness = 0
	pursuit = 10
	screen = 0

	siege_tier = 3
	siege_value = 0.5

	counters = {
		dragons_regiment = 2
	}

	can_recruit = {
		faith = {
			has_doctrine_parameter = unlock_water_anti_dragon_maa
		}
		agot_dragon_population_alive = yes
		NOT = { government_has_flag = government_is_nw }
	}

	allowed_in_hired_troops = no
	icon = skirmishers

	terrain_bonus = {

	}

	winter_bonus = {
		normal_winter = { pursuit = -1 }
		harsh_winter = { pursuit = -2 }
	}
}

dragons_regiment = { # These are not real, only here for scorpion counter clarity
	type = siege_weapon
	fights_in_main_phase = yes

	buy_cost = { gold = dragons_recruitment_cost }
	low_maintenance_cost = { gold = dragons_low_maint_cost }
	high_maintenance_cost = { gold = dragons_high_maint_cost }
	stack = 1

	damage = 100
	toughness = 100
	pursuit = 100
	screen = 100

	siege_tier = 100
	siege_value = 100

	can_recruit = {
		always = no # Do not change this, big no no, will not work
	}

	allowed_in_hired_troops = no

	terrain_bonus = {
		steppe = { damage = 10  toughness = 10 screen = 10 }
		frozen_flats = { damage = 20  toughness = 20  screen = 20 }
		glacier = { damage = 16  toughness = 32  pursuit = 20 }
		hills = { toughness = 16 }
		mountains = { toughness = 32 }
		forest = { toughness = 16 }
		desert_mountains = { toughness = 32 screen = -10 }
		drylands = { damage = -10  toughness = -10 screen = -10 }
		cloudforest = { toughness = 16 }
		desert = { toughness = -16 screen = -20 }

		majorroad_steppe = { damage = 10  toughness = 10 screen = 10 }
		minorroad_steppe = { damage = 10  toughness = 10 screen = 10 }
		majorroad_frozen_flats = { damage = 20  toughness = 20  screen = 20 }
		minorroad_frozen_flats = { damage = 20  toughness = 20  screen = 20 }
		majorroad_glacier = { damage = 16  toughness = 32  pursuit = 20 }
		minorroad_glacier = { damage = 16  toughness = 32  pursuit = 20 }
		majorroad_hills = { toughness = 16 }
		minorroad_hills = { toughness = 16 }
		majorroad_mountains = { toughness = 32 }
		minorroad_mountains = { toughness = 32 }
		majorroad_forest = { toughness = 16 }
		minorroad_forest = { toughness = 16 }
		majorroad_desert_mountains = { toughness = 32 screen = -10 }
		minorroad_desert_mountains = { toughness = 32 screen = -10 }
		majorroad_drylands = { damage = -10  toughness = -10 screen = -10 }
		minorroad_drylands = { damage = -10  toughness = -10 screen = -10 }
		majorroad_cloudforest = { toughness = 16 }
		minorroad_cloudforest = { toughness = 16 }
		majorroad_desert = { toughness = -16 screen = -20 }
		minorroad_desert = { toughness = -16 screen = -20 }
	}

	winter_bonus = {
		normal_winter = { damage = -10  toughness = -10  pursuit = -10  screen = -10 }
		harsh_winter = { damage = -20  toughness = -20  pursuit = -20  screen = -20 }
	}
}