﻿# 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

#Night's Watch
nw_rangers = {
	type = archers

	buy_cost = { gold = archers_recruitment_cost_very_cheap }
	low_maintenance_cost = { gold = archers_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = archers_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 80

	damage = 30
	toughness = 20
	pursuit = 16
	screen = 22

	counters = {
		pikemen = 1
	}

	can_recruit = {
		government_has_flag = government_is_nw
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = vigmen

	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 }
	}

	
}

nw_trackers = {
	type = light_cavalry

	buy_cost = { gold = light_cavalry_recruitment_cost_very_cheap }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_cavalry_cheap
	stack = 80

	damage = 30
	toughness = 25
	pursuit = 45
	screen = 45

	counters = {
		archers = 2
		light_cavalry = 1
	}

	can_recruit = {
		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 = { damage = 5 pursuit = 5 }
		steppe = { damage = 10 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 = { damage = 5 pursuit = 5 }
		minorroad_frozen_flats = { damage = 5 pursuit = 5 }
		majorroad_steppe = { damage = 10 pursuit = 5 }
		minorroad_steppe = { damage = 10 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 }
	}

	
}

sworn_brothers = {
	type = heavy_infantry

	buy_cost = { gold = heavy_infantry_recruitment_cost_very_cheap }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_expensive
	stack = 80

	damage = 28
	toughness = 38
	pursuit = 0
	screen = 20

	counters = {
		skirmishers = 1
		pikemen = 1
	}

	can_recruit = {
		government_has_flag = government_is_nw
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = vigmen

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

		majorroad_mountains = { toughness = 8 }
		minorroad_mountains = { toughness = 8 }
		majorroad_desert_mountains = { toughness = 8 }
		minorroad_desert_mountains = { toughness = 8 }
		majorroad_glacier = { toughness = 12 }
		minorroad_glacier = { toughness = 12 }
		majorroad_frozen_flats = { toughness = 5 }
		minorroad_frozen_flats = { toughness = 5 }
		majorroad_steppe = { damage = 5 }
		minorroad_steppe = { damage = 5 }
		majorroad_hills = { toughness = 5 }
		minorroad_hills = { 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 }
	}

	
}

shadow_spears = {
	type = pikemen

	buy_cost = { gold = pikemen_recruitment_cost_very_cheap }
	low_maintenance_cost = { gold = pikemen_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = pikemen_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 80

	damage = 20
	toughness = 36
	pursuit = 0
	screen = 20

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

	can_recruit = {
		government_has_flag = government_is_nw
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = pikemen

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

		majorroad_mountains = { toughness = 8 }
		minorroad_mountains = { toughness = 8 }
		majorroad_desert_mountains = { toughness = 8 }
		minorroad_desert_mountains = { toughness = 8 }
		majorroad_glacier = { toughness = 12 }
		minorroad_glacier = { toughness = 12 }
		majorroad_frozen_flats = { toughness = 5 }
		minorroad_frozen_flats = { toughness = 5 }
		majorroad_steppe = { damage = 5 }
		minorroad_steppe = { damage = 5 }
		majorroad_hills = { toughness = 5 }
		minorroad_hills = { 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 }
	}

	
}

eastwatch_sailors = {
	type = skirmishers

	buy_cost = { gold = skirmisher_recruitment_cost_very_cheap }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 125

	damage = 15
	toughness = 26
	pursuit = 15
	screen = 25

	counters = {
		light_cavalry = 2
		camel_cavalry = 2
		heavy_infantry = 1
	}

	can_recruit = {
		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 }
		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 }
	}

	

}