﻿# 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

###INOVATIONS###
#innovation_agot_valyrian_knights aka Knights of the Dragon
knights_of_the_dragon = {
	type = heavy_cavalry

	damage = 105
	toughness = 40
	pursuit = 20
	screen = 0

	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 }
	}

	counters = {
		archers = 2
	}

	can_recruit = {
		culture = { has_innovation = innovation_agot_valyrian_knights }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	winter_bonus = {
		normal_winter = { damage = -11  toughness = -4  pursuit = -2 }
		harsh_winter = { damage = -21  toughness = -8  pursuit = -4 }
	}

	buy_cost = { gold = 210 }
	low_maintenance_cost = { gold = 0.7 }
	high_maintenance_cost = { gold = 2.1 }
	provision_cost = @provisions_cost_cavalry_expensive

	stack = 50
	ai_quality = { value = culture_ai_weight_heavy_cavalry }
	icon = heavy_cavalry
	illustration = {
		reference = dragon_cav
	}

}

# innovation_agot_northern_fighting aka Winter Warfare
northern_spears = {
	type = pikemen

	damage = 30.0
	toughness = 30.0
	pursuit = 0.0
	screen = 0.0

	terrain_bonus = {
		mountains = { toughness = 12 }
		hills = { toughness = 8 }
		steppe = { toughness = 5 damage = 5 }
		taiga = { toughness = 5 damage = 5 }
		floodplains = { toughness = -5 }
		wetlands = { toughness = -5 screen = -5 }
		desert = { toughness = -5 screen = -5 }
		desert_mountains = { toughness = 5 screen = -5 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -10 screen = -10 }

		majorroad_mountains = { toughness = 12 }
		minorroad_mountains = { toughness = 12 }
		majorroad_hills = { toughness = 8 }
		minorroad_hills = { toughness = 8 }
		majorroad_steppe = { toughness = 5 damage = 5 }
		minorroad_steppe = { toughness = 5 damage = 5 }
		majorroad_taiga = { toughness = 5 damage = 5 }
		minorroad_taiga = { toughness = 5 damage = 5 }
		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_desert_mountains = { toughness = 5 screen = -5 }
		minorroad_desert_mountains = { 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 }
	}

	

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

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

	buy_cost = { gold = 75 }
	low_maintenance_cost = { gold = 0.25 }
	high_maintenance_cost = { gold = 0.75 }
	provision_cost = @provisions_cost_infantry_moderate

	stack = 100.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = pikemen
	illustration = {
		reference = northern_spears
	}
}

# innovation_agot_dornish_fighting aka Dune Warfare
dornish_crossbows = {
	type = archers

	buy_cost = { gold = 100 }
	low_maintenance_cost = { gold = 0.25 }
	high_maintenance_cost = { gold = 0.9 }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 100

	damage = 50
	toughness = 20
	pursuit = 0
	screen = 5

	counters = {
		heavy_infantry = 1
		heavy_cavalry = 1
		elephant_cavalry = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = crossbowmen
	illustration = {
		reference = dornish_vipers
	}

	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 = -10  toughness = -4  screen = -1 }
		harsh_winter = { damage = -20  toughness = -8  screen = -2 }
	}
}

# innovation_agot_vale_fighting aka Mountain Warfare
vale_heavy_infantry = {
	type = heavy_infantry

	buy_cost = { gold = 95 }
	low_maintenance_cost = { gold = 0.4 }
	high_maintenance_cost = { gold = 1.2 }
	provision_cost = @provisions_cost_infantry_expensive
	stack = 100

	damage = 35
	toughness = 30
	pursuit = 0
	screen = 5

	counters = {
		pikemen = 1
	}

	can_recruit = {
		culture = { has_innovation = innovation_agot_vale_fighting }
		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
	illustration = {
		reference = vale_guards
	}

	terrain_bonus = {
		hills = { toughness = 5 }
		mountains = { damage = 8 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_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 = -2  toughness = -2  screen = -1 }
		harsh_winter = { damage = -4  toughness = -3  screen = -1 }
	}
}

# innovation_agot_crownlands_fighting aka Blackwater Warfare
crownlands_spears = {
	type = pikemen

	buy_cost = { gold = 80 }
	low_maintenance_cost = { gold = 0.3 }
	high_maintenance_cost = { gold = 0.9 }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 100

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

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

	can_recruit = {
		culture = { has_innovation = innovation_agot_crownlands_fighting }
		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 = 12 }
		urban = { damage = 5 toughness = 5 pursuit = 5 }
		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_urban = { damage = 5 toughness = 5 pursuit = 5 }
		minorroad_urban = { damage = 5 toughness = 5 pursuit = 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_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 }
	}
}

# innovation_agot_reach_fighting aka Verdant Warfare
reach_light_cavalry = {
	type = light_cavalry

	buy_cost = { gold = 100 }
	low_maintenance_cost = { gold = 0.35 }
	high_maintenance_cost = { gold = 1.05 }
	provision_cost = @provisions_cost_cavalry_cheap
	stack = 100

	damage = 20
	toughness = 15
	pursuit = 35
	screen = 35

	counters = {
		archers = 2
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = light_cavalry

	terrain_bonus = {
		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 = -2  toughness = -2  pursuit = -4  screen = -4 }
		harsh_winter = { damage = -4  toughness = -3  pursuit = -7  screen = -7 }
	}
}

# innovation_agot_riverlands_fighting aka Trident Warfare
riverlands_light_infantry = {
	type = skirmishers

	damage = 15.0
	toughness = 18.0
	pursuit = 15.0
	screen = 18.0

	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		cloudforest = { damage = 4 toughness = 6 }
		wetlands = { damage = 8 pursuit = 5 }
		hills = { damage = 4 toughness = 6 }
		floodplains = { damage = 8 pursuit = 5 }
		the_bog = { toughness = -5 screen = -5 }

		majorroad_forest = { damage = 4 toughness = 6 }
		minorroad_forest = { damage = 4 toughness = 6 }
		majorroad_taiga = { damage = 4 toughness = 6 }
		minorroad_taiga = { damage = 4 toughness = 6 }
		majorroad_cloudforest = { damage = 4 toughness = 6 }
		minorroad_cloudforest = { damage = 4 toughness = 6 }
		majorroad_wetlands = { damage = 8 pursuit = 5 }
		minorroad_wetlands = { damage = 8 pursuit = 5 }
		majorroad_hills = { damage = 4 toughness = 6 }
		minorroad_hills = { damage = 4 toughness = 6 }
		majorroad_floodplains = { damage = 8 pursuit = 5 }
		minorroad_floodplains = { damage = 8 pursuit = 5 }
		majorroad_the_bog = { toughness = -5 screen = -5 }
		minorroad_the_bog = { toughness = -5 screen = -5 }
	}

	counters = {
		light_cavalry = 0.5
		heavy_infantry = 1
	}

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

	buy_cost = { gold = 50 }
	low_maintenance_cost = { gold = 0.15 }
	high_maintenance_cost = { gold = 0.45 }
	provision_cost = @provisions_cost_infantry_cheap


	stack = 150.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	illustration = {
		reference = riverlands_light_infantry
	}
	icon = skirmishers

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

# innovation_agot_westerlands_fighting aka Hill Warfare
westerlands_knights = {
	type = heavy_cavalry

	buy_cost = { gold = 250 }
	low_maintenance_cost = { gold = 0.8 }
	high_maintenance_cost = { gold = 2.4 }
	provision_cost = @provisions_cost_cavalry_expensive
	stack = 50

	damage = 105
	toughness = 40
	pursuit = 25
	screen = 0

	counters = {
		archers = 1
	}

	can_recruit = {
		culture = { has_innovation = innovation_agot_westerlands_fighting }
		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 = lion_knights

	terrain_bonus = {
		plains = { damage = 30 pursuit = 5 }
		farmlands = { damage = 30 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_mountains = { damage = -45 pursuit = -10 }
		minorroad_mountains = { damage = -45 pursuit = -10 }
		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 = -11  toughness = -4  pursuit = -3 }
		harsh_winter = { damage = -21  toughness = -8  pursuit = -5 }
	}
}

# innovation_agot_stormlands_fighting aka Temperstuous Warfare
stormlands_heavy_infantry = {
	type = heavy_infantry

	damage = 38.0
	toughness = 30.0
	pursuit = 5.0
	screen = 5.0

	terrain_bonus = {
		hills = { toughness = 5 }
		mountains = { toughness = 8 }
		forest = { damage = 6 toughness = 5 }
		cloudforest = { damage = 8 toughness = 5 }
		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_mountains = { toughness = 8 }
		minorroad_mountains = { toughness = 8 }
		majorroad_forest = { damage = 6 toughness = 5 }
		minorroad_forest = { damage = 6 toughness = 5 }
		majorroad_cloudforest = { damage = 8 toughness = 5 }
		minorroad_cloudforest = { damage = 8 toughness = 5 }
		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  pursuit = -1  screen = -1 }
		harsh_winter = { damage = -8  toughness = -6  pursuit = -1  screen = -1 }
	}

	counters = {
		pikemen	= 1
	}

	can_recruit = {
		culture = { has_innovation = innovation_agot_stormlands_fighting }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	buy_cost = { gold = 95 }
	low_maintenance_cost = { gold = 0.4 }
	high_maintenance_cost = { gold = 1.2 }
	provision_cost = @provisions_cost_infantry_expensive

	stack = 100.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry
	illustration = {
		reference = antlermen
	}
}

# innovation_agot_stepstone_fighting aka Stepstone Raiding
stepstone_sailors = {
	type = skirmishers

	buy_cost = { gold = skirmisher_recruitment_cost_cheap }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost_normal }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost_normal }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 180

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

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		culture = { has_innovation = innovation_agot_stepstone_fighting }
	}

	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 }
		desert = { damage = 8 toughness = 12 pursuit = 5}
		drylands = { damage = 4 toughness = 6 pursuit = 5}
		oasis = { damage = 6 toughness = 8 pursuit = 5}
		desert_mountains = { damage = 4 toughness = 10 pursuit = 5 }
		cloudforest = { damage = 4 toughness = 6 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -10 screen = -10 }

		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_desert = { damage = 8 toughness = 12 pursuit = 5}
		minorroad_desert = { damage = 8 toughness = 12 pursuit = 5}
		majorroad_drylands = { damage = 4 toughness = 6 pursuit = 5}
		minorroad_drylands = { damage = 4 toughness = 6 pursuit = 5}
		majorroad_oasis = { damage = 6 toughness = 8 pursuit = 5}
		minorroad_oasis = { damage = 6 toughness = 8 pursuit = 5}
		majorroad_desert_mountains = { damage = 4 toughness = 10 pursuit = 5 }
		minorroad_desert_mountains = { damage = 4 toughness = 10 pursuit = 5 }
		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 = -10 screen = -10 }
		minorroad_the_bog = { toughness = -10 screen = -10 }
	}

	winter_bonus = {
		normal_winter = { damage = -2  toughness = -1  pursuit = -1  screen = -2 }
		harsh_winter = { damage = -3  toughness = -2  pursuit = -2  screen = -4 }
	}
}

westerosi_sellswords = {
	type = heavy_cavalry

	buy_cost = { gold = heavy_cavalry_recruitment_cost_expensive }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost_normal }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost_normal }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 75

	damage = 90
	toughness = 30
	pursuit = 15
	screen = 0

	counters = {
		archers = 1
	}

	can_recruit = {
		culture = { has_innovation = innovation_agot_free_companies }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	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 = -9  toughness = -3  pursuit = -2 }
		harsh_winter = { damage = -18  toughness = -6  pursuit = -3 }
	}
}

giant_regiment = {
	type = siege_weapon
	fights_in_main_phase = yes

	buy_cost = { gold = siege_weapons_recruitment_cost_very_cheap }
	low_maintenance_cost = { gold = siege_weapons_low_maint_cost_normal }
	high_maintenance_cost = { gold = siege_weapons_high_maint_cost_indentured }
	provision_cost = @provisions_cost_special_moderate
	stack = 5

	damage = 50
	toughness = 100
	pursuit = 0
	screen = 10

	siege_tier = 2
	siege_value = 0.5

	counters = {
		light_cavalry = 1
		skirmishers = 1
		heavy_infantry = 1
	}

	can_recruit = {
		culture = { has_innovation = innovation_agot_giants }
		NOT = { has_government = nights_watch_government }
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers

	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 = -5  toughness = -10  screen = -1 }
		harsh_winter = { damage = -10  toughness = -20  screen = -2 }
	}
}

# innovation_agot_goldenheart_bowmen aka Goldenheart Bowmen
goldenheart_bowmen = {
	type = archers

	buy_cost = { gold = archers_recruitment_cost_very_expensive }
	low_maintenance_cost = { gold = archers_low_maint_cost_expensive }
	high_maintenance_cost = { gold = archers_high_maint_cost_expensive }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 80

	damage = 40
	toughness = 10
	pursuit = 15
	screen = 0

	counters = {
		pikemen = 1
		skirmishers = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bowmen

	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 = -4  toughness = -1  pursuit = -2 }
		harsh_winter = { damage = -8  toughness = -2  pursuit = -3 }
	}
}

# innovation_agot_rubies_and_iron aka Rubies and Iron
ruby_spearwomen = {
	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_moderate
	stack = 80

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

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

	can_recruit = {
		culture = { has_innovation = innovation_agot_rubies_and_iron }
		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 = -3  screen = -1 }
		harsh_winter = { damage = -6  toughness = -6  screen = -2 }
	}
}

#SIEGE WEAPONS!
battering_ram = {
	type = siege_weapon
	fights_in_main_phase = no

	buy_cost = { gold = onager_recruitment_cost }
	low_maintenance_cost = { gold = onager_low_maint_cost }
	high_maintenance_cost = { gold = onager_high_maint_cost }
	provision_cost = @provisions_cost_special_cheap
	stack = 10

	damage = 0
	toughness = 12

	siege_tier = 1
	siege_value = 0.4

	allowed_in_hired_troops = no
	icon = mangonel

	can_recruit = {
		culture = { has_innovation = innovation_agot_siege_01 }
	}

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