﻿# 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

#Ironborn Shrikes (Rise when heretics come to the iron islands)
shrikes = {
	type = skirmishers

	buy_cost = { piety = 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 = 180

	max_regiments = 4

	damage = 18
	toughness = 20
	pursuit = 18
	screen = 20

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		faith = faith:drowned_god
		NOT = { government_has_flag = government_is_nw }
		OR = {
			title:e_the_iron_islands.holder ?= { NOT = { faith = faith:drowned_god } }
			title:k_under_islands.holder ?= { NOT = { faith = faith:drowned_god } }
			title:d_pyke.holder ?= { NOT = { faith = faith:drowned_god } }
			title:d_saltcliffe.holder ?= { NOT = { faith = faith:drowned_god } }
			title:k_ironmans_bay.holder ?= { NOT = { faith = faith:drowned_god } }
			title:d_orkmont.holder ?= { NOT = { faith = faith:drowned_god } }
			title:d_harlaw.holder ?= { NOT = { faith = faith:drowned_god } }
			title:d_blacktyde.holder ?= { NOT = { faith = faith:drowned_god } }
			title:k_two_wyks.holder ?= { NOT = { faith = faith:drowned_god } }
			title:d_east_wyk.holder ?= { NOT = { faith = faith:drowned_god } }
			title:d_hardstone_hills.holder ?= { NOT = { faith = faith:drowned_god } }
			title:d_old_wyk.holder ?= { NOT = { faith = faith:drowned_god } }
			title:d_lonely_light.holder ?= { NOT = { faith = faith:drowned_god } }
		}
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers

	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 }
		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_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 }
	}
}

#Faith Militant Skirmishers
poorfellow_skirmishers = {
	type = skirmishers

	buy_cost = { piety = 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 = 180

	damage = 10
	toughness = 20
	pursuit = 10
	screen = 20

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		title:h_the_iron_throne.holder ?= { NOT = { faith = { has_doctrine = tenet_the_most_devout } } } # Just a temp till faith militant is done
		faith = { has_doctrine = tenet_the_most_devout }
		NOT = { government_has_flag = government_is_nw }
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers

	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 }
		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_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 = -1  screen = -2 }
		harsh_winter = { damage = -2  toughness = -4  pursuit = -2  screen = -4 }
	}
}

#Faith Militant Heavy Infantry
warriors_sons_heavy_infantry = {
	type = heavy_infantry

	buy_cost = { piety = heavy_infantry_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost_expensive }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost_expensive }
	provision_cost = @provisions_cost_infantry_expensive
	stack = 120

	damage = 40
	toughness = 40
	pursuit = 0
	screen = 0

	counters = {
		peasant_militia = 2
		pikemen = 1
	}

	can_recruit = {
		title:h_the_iron_throne.holder ?= { NOT = { faith = { has_doctrine = tenet_the_most_devout } } } # Just a temp till faith militant is done
		faith = { has_doctrine = tenet_the_most_devout }
		NOT = { government_has_flag = government_is_nw }
	}

	icon = heavy_infantry

	terrain_bonus = {
		hills = { toughness = 5 }
		urban = { damage = 5 toughness = 5 pursuit = 5 }
		mountains = { toughness = 8 }
		floodplains = { toughness = -5 }
		wetlands = { toughness = -5 screen = -5 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -10 screen = -10 }

		majorroad_hills = { toughness = 5 }
		minorroad_hills = { toughness = 5 }
		majorroad_urban = { damage = 5 toughness = 5 pursuit = 5 }
		minorroad_urban = { damage = 5 toughness = 5 pursuit = 5 }
		majorroad_mountains = { toughness = 8 }
		minorroad_mountains = { 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 = -4  toughness = -4 }
		harsh_winter = { damage = -8  toughness = -8 }
	}
}

#Faith Militant Heavy Cavalry
warriors_sons_heavy_cav = {
	type = heavy_cavalry

	buy_cost = { piety = heavy_cavalry_recruitment_cost_expensive }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost_expensive }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost_expensive }
	provision_cost = @provisions_cost_cavalry_expensive
	stack = 50

	damage = 120
	toughness = 40
	pursuit = 20
	screen = 0

	counters = {
		archers = 1
	}

	can_recruit = {
		title:h_the_iron_throne.holder ?= { NOT = { faith = { has_doctrine = tenet_the_most_devout } } } # Just a temp till faith militant is done
		faith = { has_doctrine = tenet_the_most_devout }
		NOT = { government_has_flag = government_is_nw }
	}

	allowed_in_hired_troops = no
	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 = -12  toughness = -4  pursuit = -2 }
		harsh_winter = { damage = -24  toughness = -8  pursuit = -4 }
	}
}

#Holy Guard of the Bearded Priests
holy_guard = {
	type = heavy_infantry

	buy_cost = { piety = heavy_infantry_recruitment_cost_expensive }
	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 = 26
	pursuit = 0
	screen = 0

	counters = {
		peasant_militia = 2
		pikemen = 1
	}

	can_recruit = {
		has_faith = faith:fc_pan_bearded
		agot_slavery_allowed_buildings_and_maa_trigger = yes
		NOT = { government_has_flag = government_is_nw }
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = varangian_veterans

	terrain_bonus = {
		hills = { toughness = 5 }
		urban = { damage = 5 toughness = 5 pursuit = 5 }
		mountains = { toughness = 8 }
		floodplains = { toughness = -5 }
		wetlands = { toughness = -5 screen = -5 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -10 screen = -10 }

		majorroad_hills = { toughness = 5 }
		minorroad_hills = { toughness = 5 }
		majorroad_urban = { damage = 5 toughness = 5 pursuit = 5 }
		minorroad_urban = { damage = 5 toughness = 5 pursuit = 5 }
		majorroad_mountains = { toughness = 8 }
		minorroad_mountains = { 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 = -4  toughness = -3 }
		harsh_winter = { damage = -8  toughness = -5 }
	}
}

#Fiery Hand of R'hllor
fiery_hand = {
	type = pikemen

	buy_cost = { piety = 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 = 100

	damage = 28
	toughness = 22
	pursuit = 0
	screen = 0

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

	can_recruit = {
		has_faith = faith:rhllor_fc
		agot_slavery_allowed_buildings_and_maa_trigger = yes
		NOT = { government_has_flag = government_is_nw }
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = pikemen

	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 }
		harsh_winter = { damage = -6  toughness = -4 }
	}
}

#Dothraki Screamers
dothraki_screamers = {
	type = light_cavalry

	buy_cost = { piety = light_cavalry_recruitment_cost_expensive }
	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 = 120

	damage = 25
	toughness = 15
	pursuit = 40
	screen = 40

	siege_tier = 1
	siege_value = 0.1

	counters = {
		archers = 2
	}

	can_recruit = {
		OR = {
			has_religion = religion:the_counsels_religion
			faith = {
				has_doctrine_parameter = unlocks_dothraki_screams_maa
			}
		}
		agot_slavery_allowed_buildings_and_maa_trigger = yes
		NOT = { government_has_flag = government_is_nw }
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = light_cavalry

	terrain_bonus = {
		#AGOT Modified/Added
		#plains = { damage = 15 }
		#drylands = { damage = 15 }
		#hills = { damage = -5 }
		#mountains = { damage = -10 pursuit = -20 }
		#desert_mountains = { damage = -15 pursuit = -20 }
		#wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
		farmlands = { damage = 15 pursuit = 5 }
		plains = { damage = 15 pursuit = 5 }
		drylands = { damage = 15 }
		hills = { damage = -5 }
		mountains = { damage = -10 pursuit = -20 }
		desert_mountains = { damage = -10 pursuit = -20 }
		glacier = { damage = -10 pursuit = -20 }
		frozen_flats = { pursuit = -5 }
		wetlands = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
		the_bog = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }

		majorroad_farmlands = { damage = 15 pursuit = 5 }
		minorroad_farmlands = { damage = 15 pursuit = 5 }
		majorroad_plains = { damage = 15 pursuit = 5 }
		minorroad_plains = { damage = 15 pursuit = 5 }
		majorroad_drylands = { damage = 15 }
		minorroad_drylands = { damage = 15 }
		majorroad_hills = { damage = -5 }
		minorroad_hills = { damage = -5 }
		majorroad_mountains = { damage = -10 pursuit = -20 }
		minorroad_mountains = { damage = -10 pursuit = -20 }
		majorroad_desert_mountains = { damage = -10 pursuit = -20 }
		minorroad_desert_mountains = { damage = -10 pursuit = -20 }
		majorroad_glacier = { damage = -10 pursuit = -20 }
		minorroad_glacier = { damage = -10 pursuit = -20 }
		majorroad_frozen_flats = { pursuit = -5 }
		minorroad_frozen_flats = { pursuit = -5 }
		majorroad_wetlands = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
		minorroad_wetlands = { damage = -5 toughness = -5 pursuit = -5 screen = -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 = -3  toughness = -2  pursuit = -4  screen = -4 }
		harsh_winter = { damage = -5  toughness = -3  pursuit = -8  screen = -8 }
	}
}