﻿# 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

# Forcastle Men
pirate_archers = {
	type = archers

	buy_cost = { gold = archers_recruitment_cost_indentured }
	low_maintenance_cost = { gold = archers_low_maint_cost_indentured }
	high_maintenance_cost = { gold = archers_low_maint_cost_indentured }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 140

	damage = 30
	toughness = 6
	pursuit = 5
	screen = 0

	siege_tier = 1
	siege_value = 0.1

	counters = {
		pikemen = 1
		skirmishers = 1
	}

	can_recruit = {
		government_has_flag = government_is_pirate
	}

	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 = -3  toughness = -1  pursuit = -1 }
		harsh_winter = { damage = -6  toughness = -1  pursuit = -1 }
	}
}

# Long Hooks
pirate_pikemen = {
	type = pikemen

	buy_cost = { gold = pikemen_recruitment_cost_indentured }
	low_maintenance_cost = { gold = pikemen_low_maint_cost_indentured }
	high_maintenance_cost = { gold = pikemen_high_maint_cost_indentured }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 140

	damage = 25
	toughness = 20
	pursuit = 5
	screen = 0

	siege_tier = 1
	siege_value = 0.1

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

	can_recruit = {
		government_has_flag = government_is_pirate
	}

	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  pursuit = -1 }
		harsh_winter = { damage = -5  toughness = -4  pursuit = -1 }
	}
}

# Black Cutlases
pirate_skirmishers = {
	type = skirmishers

	buy_cost = { gold = skirmisher_recruitment_cost_indentured }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost_indentured }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost_indentured }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 210

	damage = 18
	toughness = 10
	pursuit = 15
	screen = 15

	siege_tier = 1
	siege_value = 0.1

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		government_has_flag = government_is_pirate
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers

	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		cloudforest = { damage = 4 toughness = 6 }
        hills = { toughness = 5 }
        mountains = { toughness = 8 }
		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_hills = { toughness = 5 }
        minorroad_hills = { toughness = 5 }
        majorroad_mountains = { toughness = 8 }
        minorroad_mountains = { toughness = 8 }
		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 = -2 }
		harsh_winter = { damage = -4  toughness = -2  pursuit = -3  screen = -3 }
	}
}