﻿# 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

#King's Landing
goldcloaks = {
	type = heavy_infantry

	buy_cost = { gold = 120 }
	low_maintenance_cost = { gold = 0.5 }
	high_maintenance_cost = { gold = 1.5 }
	provision_cost = @provisions_cost_infantry_expensive
	stack = 120

	damage = 30.0
	toughness = 35.0
	pursuit = 10.0
	screen = 0.0

	counters = {
		pikemen = 1
		heavy_infantry = 0.5
	}

	can_recruit = {
		has_title = title:c_kings_landing
		is_target_in_global_variable_list = {
			name = agot_goldcloaks_founded
			target = flag:goldcloaks_founded
		}
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry

	terrain_bonus = {
		hills = { toughness = 5 }
		urban = { damage = 8 toughness = 8 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 = 8 toughness = 8 pursuit = 5 }
		minorroad_urban = { damage = 8 toughness = 8 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 = -3  toughness = -4  pursuit = -1 }
		harsh_winter = { damage = -6  toughness = -7  pursuit = -2 }
	}
}

sea_watch = {
	type = skirmishers

	damage = 20.0
	toughness = 15.0
	pursuit = 10.0
	screen = 15.0

	terrain_bonus = {
		hills = { toughness = 5 }
		forest = { damage = 4 toughness = 6 }
		highlands = { screen = 5 }
		mountains = { screen = -5 }
		taiga_bog = { screen = -10 }
		glacier = { screen = -10 }
		the_bog = { toughness = -10 screen = -10 }
		desert = { toughness = -5 screen = -10 }
		desert_mountains = { screen = -10 }
		drylands = { screen = -10 }
		canyon = { screen = -10 }
		steppe = { screen = -10 }
		frozen_flats = { screen = -10 }

		majorroad_hills = { toughness = 5 }
		minorroad_hills = { toughness = 5 }
		majorroad_forest = { damage = 4 toughness = 6 }
		minorroad_forest = { damage = 4 toughness = 6 }
		majorroad_highlands = { screen = 5 }
		minorroad_highlands = { screen = 5 }
		majorroad_mountains = { screen = -5 }
		minorroad_mountains = { screen = -5 }
		majorroad_taiga_bog = { screen = -10 }
		minorroad_taiga_bog = { screen = -10 }
		majorroad_glacier = { screen = -10 }
		minorroad_glacier = { screen = -10 }
		majorroad_the_bog = { toughness = -10 screen = -10 }
		minorroad_the_bog = { toughness = -10 screen = -10 }
		majorroad_desert = { toughness = -5 screen = -10 }
		minorroad_desert = { toughness = -5 screen = -10 }
		majorroad_desert_mountains = { screen = -10 }
		minorroad_desert_mountains = { screen = -10 }
		majorroad_drylands = { screen = -10 }
		minorroad_drylands = { screen = -10 }
		majorroad_canyon = { screen = -10 }
		minorroad_canyon = { screen = -10 }
		majorroad_steppe = { screen = -10 }
		minorroad_steppe = { screen = -10 }
		majorroad_frozen_flats = { screen = -10 }
		minorroad_frozen_flats = { screen = -10 }
	}

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

	counters = {
		heavy_infantry = 1
		archers = 0.5
	}

	can_recruit = {
		has_title = title:c_kings_landing
		has_title = title:d_kings_landing
		has_title = title:e_the_iron_throne
	}

	buy_cost = { gold = 60 }
	low_maintenance_cost = { gold = 0.2 }
	high_maintenance_cost = { gold = 0.6 }
	provision_cost = @provisions_cost_infantry_cheap

	stack = 150.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bondi
}

#Lannisport
redcloaks = {
	type = heavy_infantry

	damage = 30.0
	toughness = 35.0
	pursuit = 0.0
	screen = 0.0

	counters = {
		pikemen = 1
        heavy_infantry = 0.5
	}

	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 = -3  toughness = -4 }
		harsh_winter = { damage = -6  toughness = -7 }
	}

	can_recruit = {
		OR = {
			has_title = title:c_lannisport
			has_title = title:d_casterly_rock
		}
	}

	buy_cost = { gold = 140 }
	low_maintenance_cost = { gold = 0.5 }
	high_maintenance_cost = { gold = 1.5 }
	provision_cost = @provisions_cost_infantry_expensive

	stack = 120.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry
}

#Oldtown
greycloaks = {
	type = heavy_infantry

	damage = 30.0
	toughness = 35.0
	pursuit = 10.0
	screen = 0.0

	counters = {
		heavy_infantry = 0.5
		pikemen = 1
	}

	terrain_bonus = {
		hills = { toughness = 5 }
		urban = { damage = 10 toughness = 10 pursuit = 5 }
		farmlands = { toughness = 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 = 10 toughness = 10 pursuit = 5 }
		minorroad_urban = { damage = 10 toughness = 10 pursuit = 5 }
		majorroad_farmlands = { toughness = 5 }
		minorroad_farmlands = { 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 }
	}

	can_recruit = {
		has_title = title:c_oldtown
	}

	buy_cost = { gold = 140 }
	low_maintenance_cost = { gold = 0.5 }
	high_maintenance_cost = { gold = 1.5 }
	provision_cost = @provisions_cost_infantry_expensive

	stack = 120.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry

	winter_bonus = {
		normal_winter = { damage = -3  toughness = -4  pursuit = -1 }
		harsh_winter = { damage = -6  toughness = -7  pursuit = -2 }
	}
}

#Moat Cailin
cailin_archers = {
	type = archers

	buy_cost = { gold = archers_recruitment_cost_expensive }
	low_maintenance_cost = { gold = archers_low_maint_cost_expensive }
	high_maintenance_cost = { gold = archers_high_maint_cost_expensive }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 80

	damage = 48
	toughness = 28
	pursuit = 0
	screen = 12

	counters = {
		skirmishers = 1
		pikemen = 1
		archer_cavalry = 1
		light_cavalry = 1
	}

	can_recruit = {
		has_title = title:c_moat_cailin
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bowmen

	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		cloudforest = { toughness = 4 screen = 4 }
		taiga = { damage = 4 toughness = 4 screen = 4 }
		steppe = { damage = 4 pursuit = 5 }
		desert = { toughness = -5 screen = -5 }
		drylands = { toughness = -5 }
		the_bog = { toughness = -10 screen = -10 }

		majorroad_hills = { damage = 10 toughness = 4 }
		minorroad_hills = { damage = 10 toughness = 4 }
		majorroad_forest = { toughness = 4 screen = 4 }
		minorroad_forest = { toughness = 4 screen = 4 }
		majorroad_cloudforest = { toughness = 4 screen = 4 }
		minorroad_cloudforest = { toughness = 4 screen = 4 }
		majorroad_taiga = { damage = 4 toughness = 4 screen = 4 }
		minorroad_taiga = { damage = 4 toughness = 4 screen = 4 }
		majorroad_steppe = { damage = 4 pursuit = 5 }
		minorroad_steppe = { damage = 4 pursuit = 5 }
		majorroad_desert = { toughness = -5 screen = -5 }
		minorroad_desert = { toughness = -5 screen = -5 }
		majorroad_drylands = { toughness = -5 }
		minorroad_drylands = { toughness = -5 }
		majorroad_the_bog = { toughness = -10 screen = -10 }
		minorroad_the_bog = { toughness = -10 screen = -10 }
	}

	
}

#Sea Dragon Point
grey_wolves = {
	type = heavy_cavalry

	buy_cost = { gold = heavy_cavalry_recruitment_cost_very_cheap }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_cavalry_expensive
	stack = 40

	damage = 130
	toughness = 59
	pursuit = 26
	screen = 0

	counters = {
		archers = 1
	}

	can_recruit = {
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		capital_province ?= {
			has_building_or_higher = agot_warg_king_02
		}
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_cavalry

	terrain_bonus = {
		plains = { damage = 30 pursuit = 5 }
		farmlands = { damage = 30 pursuit = 5 }
		steppe = { damage = 30 pursuit = 5 }
		hills = { damage = -5 pursuit = -5 }
		mountains = { damage = -50 pursuit = -10 }
		desert_mountains = { damage = -75 toughness = -5 pursuit = -10 screen = -5 }
		desert = { toughness = -5 screen = -5 }
		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_steppe = { damage = 35 pursuit = 10 }
		minorroad_steppe = { damage = 35 pursuit = 10 }
		majorroad_mountains = { damage = -50 pursuit = -10 }
		minorroad_mountains = { damage = -50 pursuit = -10 }
		majorroad_hills = { damage = -5 pursuit = -5 }
		minorroad_hills = { damage = -5 pursuit = -5 }
		majorroad_desert_mountains = { damage = -75 toughness = -5 pursuit = -10 screen = -5 }
		minorroad_desert_mountains = { damage = -75 toughness = -5 pursuit = -10 screen = -5 }
		majorroad_desert = { toughness = -5 screen = -5 }
		minorroad_desert = { toughness = -5 screen = -5 }
		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 }
	}

	
}

#Oldstones
hammers_of_justice = {
	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 = 54
	toughness = 30
	pursuit = 0
	screen = 0

	counters = {
		peasant_militia = 2
		pikemen = 1
	}

	can_recruit = {
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		capital_province ?= {
			has_building_or_higher = agot_oldstones_02
		}
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry

	terrain_bonus = {
		mountains = { toughness = 8 }
		desert_mountains = { toughness = 8 }
		hills = { toughness = 5 }
		floodplains = { toughness = -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_hills = { toughness = 5 }
		minorroad_hills = { toughness = 5 }
		majorroad_floodplains = { toughness = -5 }
		minorroad_floodplains = { toughness = -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 = -5  toughness = -3 }
		harsh_winter = { damage = -11  toughness = -6 }
	}
}

#Morne
morne_guardians = {
	type = heavy_cavalry

	buy_cost = { gold = heavy_cavalry_recruitment_cost_very_cheap }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost_very_expensive }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_cavalry_expensive
	stack = 40

	damage = 143
	toughness = 46
	pursuit = 26
	screen = 0

	counters = {
		archers = 1
	}

	can_recruit = {
		NOT = { government_has_flag = government_is_nw }
		capital_province ?= {
			has_building_or_higher = agot_morne_03
		}
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = winged_knights

	terrain_bonus = {
		plains = { damage = 30 pursuit = 5 }
		farmlands = { damage = 30 pursuit = 5 }
		forest = { damage = 5 toughness = 5 }
		cloudforest = { damage = 5 toughness = 5 }
		hills = { damage = -10 pursuit = -5 }
		mountains = { damage = -75 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_forest = { damage = 5 toughness = 5 }
		minorroad_forest = { damage = 5 toughness = 5 }
		majorroad_cloudforest = { damage = 5 toughness = 5 }
		minorroad_cloudforest = { damage = 5 toughness = 5 }
		majorroad_mountains = { damage = -75 pursuit = -10 }
		minorroad_mountains = { damage = -75 pursuit = -10 }
		majorroad_hills = { damage = -10 pursuit = -5 }
		minorroad_hills = { damage = -10 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 = -14  toughness = -5  pursuit = -3 }
		harsh_winter = { damage = -29  toughness = -9  pursuit = -5 }
	}
}

#Hellgate Hall
dust_devils = {
	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 = 42
	toughness = 30
	pursuit = 0
	screen = 12

	counters = {
		peasant_militia = 2
		pikemen = 1
	}

	can_recruit = {
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		capital_province ?= {
			has_building_or_higher = agot_ruins_hellgate_hall_02
		}
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry

	terrain_bonus = {
		hills = { toughness = 8 }
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 pursuit = 8 }
		floodplains = { toughness = -6 }
		wetlands = { toughness = -8 screen = -8 }
		desert = { toughness = 8 pursuit = 8 }
		oasis = { toughness = 8 pursuit = 8 }
		taiga_bog = { toughness = -6 }
		the_bog = { toughness = -15 screen = -15 }

		majorroad_hills = { toughness = 8 }
		minorroad_hills = { toughness = 5 }
		majorroad_mountains = { toughness = 12 }
		minorroad_mountains = { toughness = 12 }
		majorroad_desert_mountains = { toughness = 12 pursuit = 8 }
		minorroad_desert_mountains = { toughness = 12 pursuit = 8 }
		majorroad_floodplains = { toughness = -6 }
		minorroad_floodplains = { toughness = -6 }
		majorroad_wetlands = { toughness = -8 screen = -8 }
		minorroad_wetlands = { toughness = -8 screen = -8 }
		majorroad_desert = { toughness = 8 pursuit = 8 }
		minorroad_desert = { toughness = 8 pursuit = 8 }
		majorroad_oasis = { toughness = 8 pursuit = 8 }
		minorroad_oasis = { toughness = 8 pursuit = 8 }
		majorroad_taiga_bog = { toughness = -6 }
		minorroad_taiga_bog = { toughness = -6 }
		majorroad_the_bog = { toughness = -15 screen = -15 }
		minorroad_the_bog = { toughness = -15 screen = -15 }
	}

	winter_bonus = {
		normal_winter = { damage = -8  toughness = -6  screen = -2 }
		harsh_winter = { damage = -17  toughness = -12  screen = -5 }
	}
}

#The Whispers
head_collectors = {
	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 = 48
	toughness = 36
	pursuit = 0
	screen = 0

	counters = {
		peasant_militia = 2
		pikemen = 1
	}

	can_recruit = {
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		capital_province ?= {
			has_building_or_higher = agot_whispers_02
		}
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = varangian_guard

	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 = -5  toughness = -4 }
		harsh_winter = { damage = -10  toughness = -7 }
	}
}

#Hoare Castle
cruel_chains = {
	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 = 48
	toughness = 36
	pursuit = 0
	screen = 0

	siege_tier = 1
	siege_value = 0.2

	counters = {
		peasant_militia = 2
		pikemen = 1
	}

	can_recruit = {
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		capital_province ?= {
			has_building_or_higher = agot_hoare_castle_02
		}
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ironborn_reavers

	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 = -5  toughness = -4 }
		harsh_winter = { damage = -10  toughness = -7 }
	}
}

#Red Lake
bloody_blades = {
	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 = 48
	toughness = 36
	pursuit = 0
	screen = 0

	counters = {
		peasant_militia = 2
		pikemen = 1
	}

	can_recruit = {
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		capital_province ?= {
			has_building_or_higher = agot_red_lake_02
		}
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	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 = -5  toughness = -4 }
		harsh_winter = { damage = -10  toughness = -7 }
	}
}

#Castamere
sharp_claws = {
	type = heavy_infantry

	buy_cost = { gold = 140 }
	low_maintenance_cost = { gold = 0.5 }
	high_maintenance_cost = { gold = 1.5 }
	provision_cost = @provisions_cost_infantry_expensive
	stack = 120

	damage = 35
	toughness = 32
	pursuit = 0
	screen = 0

	counters = {
		heavy_infantry = 0.5
		pikemen = 1
	}

	can_recruit = {
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		has_title = title:c_castamere
		has_title = title:k_crimson_straits
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	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 = -3 }
		harsh_winter = { damage = -7  toughness = -6 }
	}
}

#Upcliff Haven
ursulas_screams = {
	type = skirmishers

	buy_cost = { piety = 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 = 120

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

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		NOT = { government_has_flag = government_is_nw }
		capital_province ?= {
			has_building_or_higher = agot_upcliffs_haven_02
		}
	}

	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 }
	}
}

#Wildling Tribal
wildling_cavalry = {
	type = light_cavalry

	buy_cost = { gold = light_cavalry_recruitment_cost_very_cheap }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost_very_cheap }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost_very_cheap }
	provision_cost = @provisions_cost_cavalry_cheap
	stack = 50

	damage = 20
	toughness = 15
	pursuit = 15
	screen = 30

	counters = {
		archers = 2
	}

	can_recruit = {
		AND = {
			capital_province ?= {
				geographical_region = world_westeros_beyond_the_wall
			}
			government_has_flag = government_is_tribal
		}
		NOR = {
			government_has_flag = government_is_nomadic
			government_has_flag = government_is_herder
			government_has_flag = government_is_nw
		}
	}

	should_show_when_unavailable = {
		government_allows = subject_men_at_arms
		NOT = { has_access_to_maa = steppe_raiders }
	}

	access_through_subject = {
		NOT = { has_access_to_maa = steppe_raiders }
	}

	holy_order_fallback = yes

	ai_quality = {
		value = culture_ai_weight_light_cavalry
		add = counter_synergy_ai_weight_light_cavalry
	}
	icon = light_cavalry

	terrain_bonus = {
		steppe = { damage = 10 pursuit = 5 }
		taiga = { damage = 10 pursuit = 5 }
		mountains = { damage = -15 pursuit = -10 }
		glacier = { toughness = 5 screen = 5 }
		frozen_flats = { damage = 15 pursuit = 15 }
		wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		desert = { toughness = -10  pursuit = -10 screen = -10 }
		desert_mountains = { damage = -20 purusit = -10 screen = -10 }
		drylands = { toughness = -5 screen = -5 }
		plains = { damage = 20 pursuit = 10 }
		farmlands = { damage = 20 pursuit = 10 }
		the_bog = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }

		majorroad_steppe = { damage = 10 pursuit = 5 }
		minorroad_steppe = { damage = 10 pursuit = 5 }
		majorroad_taiga = { damage = 10 pursuit = 5 }
		minorroad_taiga = { damage = 10 pursuit = 5 }
		majorroad_mountains = { damage = -15 pursuit = -10 }
		minorroad_mountains = { damage = -15 pursuit = -10 }
		majorroad_glacier = { toughness = 5 screen = 5 }
		minorroad_glacier = { toughness = 5 screen = 5 }
		majorroad_frozen_flats = { damage = 15 pursuit = 15 }
		minorroad_frozen_flats = { damage = 15 pursuit = 15 }
		majorroad_wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		minorroad_wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		majorroad_floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		minorroad_floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		majorroad_desert = { toughness = -10  pursuit = -10 screen = -10 }
		minorroad_desert = { toughness = -10  pursuit = -10 screen = -10 }
		majorroad_desert_mountains = { damage = -20 purusit = -10 screen = -10 }
		minorroad_desert_mountains = { damage = -20 purusit = -10 screen = -10 }
		majorroad_drylands = { toughness = -5 screen = -5 }	
		minorroad_drylands = { toughness = -5 screen = -5 }
		majorroad_plains = { damage = 20 pursuit = 10 }
		minorroad_plains = { damage = 20 pursuit = 10 }
		majorroad_farmlands = { damage = 20 pursuit = 10 }
		minorroad_farmlands = { damage = 20 pursuit = 10 }
		majorroad_the_bog = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		minorroad_the_bog = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
	}

	winter_bonus = {
		normal_winter = { damage = -2  toughness = -2  pursuit = -2  screen = -3 }
		harsh_winter = { damage = -4  toughness = -3  pursuit = -3  screen = -6 }
	}
}

#Triarchs of Volantis
triarchs_herd = {
	type = elephant_cavalry

	buy_cost = { gold = elephant_cavalry_recruitment_cost_cheap }
	low_maintenance_cost = { gold = elephant_cavalry_low_maint_cost_expensive }
	high_maintenance_cost = { gold = elephant_cavalry_high_maint_cost_expensive }
	provision_cost = @provisions_cost_cavalry_bankrupting
	stack = 30

	damage = 250
	toughness = 50
	pursuit = 0
	screen = 0

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_triarchs_herd }
		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 = war_elephants

	terrain_bonus = {
		mountains = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
		hills = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
		desert_mountains = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
		highlands = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		glacier = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		drylands = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		forest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		urban = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		oasis = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		farmlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		jungle = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		taiga = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		taiga_bog = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		wetlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		frozen_flats = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		cloudforest = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		steppe = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }

		majorroad_mountains = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
		majorroad_hills = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
		majorroad_desert_mountains = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
		majorroad_highlands = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		majorroad_glacier = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		majorroad_drylands = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		majorroad_forest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		majorroad_urban = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		majorroad_oasis = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		majorroad_floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		majorroad_plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		majorroad_farmlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		majorroad_jungle = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		majorroad_taiga = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		majorroad_taiga_bog = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		majorroad_wetlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		majorroad_frozen_flats = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		majorroad_cloudforest = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		majorroad_steppe = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		majorroad_desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		majorroad_the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }
		minorroad_mountains = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
		minorroad_hills = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
		minorroad_desert_mountains = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
		minorroad_highlands = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		minorroad_glacier = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		minorroad_drylands = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		minorroad_forest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		minorroad_urban = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		minorroad_oasis = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		minorroad_floodplains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		minorroad_plains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		minorroad_farmlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		minorroad_jungle = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		minorroad_taiga = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		minorroad_taiga_bog = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		minorroad_wetlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		minorroad_frozen_flats = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		minorroad_cloudforest = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		minorroad_steppe = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		minorroad_desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		minorroad_the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }
	}

	winter_bonus = {
		normal_winter = { damage = -25  toughness = -5 }
		harsh_winter = { damage = -50  toughness = -10 }
	}
}

#Wights
wights = {
	type = skirmishers

	buy_cost = { gold = skirmisher_recruitment_cost_very_cheap }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost_very_cheap }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost_very_cheap }
	stack = 300

	damage = 10
	toughness = 27
	pursuit = 10
	screen = 10

	can_recruit = {
		#culture = { has_cultural_parameter = unlock_maa_wights }
		always = no
		NOT = { has_government = nights_watch_government }
	}

	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 }
	}

	winter_bonus = {
		normal_winter = { damage = -1  toughness = -3  pursuit = -1  screen = -1 }
		harsh_winter = { damage = -2  toughness = -5  pursuit = -2  screen = -2 }
	}

	counters = {
		heavy_infantry = 1
	}
}