﻿#high valyrians

dragonpikes = {
	type = pikemen

	damage = 30.0
	toughness = 35.0
	pursuit = 0.0
	screen = 15.0

	counters = {
		light_cavalry = 1
		#AGOT Modified
		#heavy_cavalry = 1
		heavy_cavalry = 2
		camel_cavalry = 1
		elephant_cavalry = 1
	}

	terrain_bonus = {
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 8 screen = -5}
		hills = { toughness = 8 }
		floodplains = { toughness = -5 }
		wetlands = { toughness = -5 screen = -5 }
		desert = { 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 = 8 screen = -5 }
		minorroad_desert_mountains = { toughness = 8 screen = -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_desert = { toughness = -5 screen = -5 }
		minorroad_desert = { 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 = -6  toughness = -7  screen = -3 }
		harsh_winter = { damage = -12  toughness = -14  screen = -6 }
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_dragonguard }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	buy_cost = { gold = 100 }
	low_maintenance_cost = { gold = 0.35 }
	high_maintenance_cost = { gold = 1 }
	provision_cost = @provisions_cost_infantry_expensive

	stack = 100.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = dragonguard
}

#Dorne

dayne_guardians = {
	type = heavy_infantry

	damage = 60
	toughness = 60
	pursuit = 12
	screen = 18
	
	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 = -12  toughness = -12  pursuit = -2  screen = -4 }
		harsh_winter = { damage = -24  toughness = -24  pursuit = -5  screen = -7 }
	}

	counters = {
		pikemen = 1
		heavy_infantry = 1
	}

	can_recruit = {
		has_title = title:b_starfall
		title:b_starfall = { holder.dynasty = dynasty:dynn_Dayne }
	}

	buy_cost = { gold = 100 }
	low_maintenance_cost = { gold = 0.4 }
	high_maintenance_cost = { gold = 1.2 }
	provision_cost = @provisions_cost_infantry_bankrupting

	stack = 60
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = sun_spears
	illustration = {
		reference = starfall_guardians
	}
}


starfall_guardians = {
	type = heavy_infantry

	damage = 55
	toughness = 55
	pursuit = 12
	screen = 18
	
	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 = -11  toughness = -11  pursuit = -2  screen = -4 }
		harsh_winter = { damage = -22  toughness = -22  pursuit = -5  screen = -7 }
	}

	counters = {
		pikemen = 1
		heavy_infantry = 0.5
	}

	can_recruit = {
		has_title = title:b_starfall
		NOT = { title:b_starfall = { holder.dynasty = dynasty:dynn_Dayne } }
	}

	buy_cost = { gold = 100 }
	low_maintenance_cost = { gold = 0.4 }
	high_maintenance_cost = { gold = 1.2 }
	provision_cost = @provisions_cost_infantry_bankrupting

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = sun_spears
	illustration = {
		reference = starfall_guardians
	}
}

dornish_footmen = {
	type = skirmishers

	damage = 15
	#AGOT Modified
	# toughness = 16
	toughness = 15
	pursuit = 15
	#AGOT Modified
	# screen = 16
	screen = 25

	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 = -3  toughness = -3  pursuit = -3  screen = -5 }
		harsh_winter = { damage = -6  toughness = -6  pursuit = -6  screen = -10 }
	}

	counters = {
		#AGOT Modified
		#heavy_infantry = 1
		heavy_infantry = 1
		heavy_cavalry = 0.5
	}
	icon = mubarizun
	illustration = {
		reference = dornish_footmen
	}

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

	should_show_when_unavailable = {
		government_allows = subject_men_at_arms
	}

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

	holy_order_fallback = yes

	stack = 150
	ai_quality = { value = culture_ai_weight_skirmishers }

}

yronwood_honor_knights = {
	type = heavy_cavalry

	damage = 110
	toughness = 45
	pursuit = 5
	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 }
		desert = { damage = 20 pursuit = 5 }
		drylands = { damage = 20 pursuit = 5 }
		oasis = { damage = 10  }
		mountains = { damage = -45 pursuit = -10 }
		hills = { damage = -10 toughness = 10 pursuit = -5 }
		desert_mountains = { damage = -45 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_desert = { damage = 20 pursuit = 5 }
		minorroad_desert = { damage = 20 pursuit = 5 }
		majorroad_drylands = { damage = 20 pursuit = 5 }
		minorroad_drylands = { damage = 20 pursuit = 5 }
		majorroad_oasis = { damage = 10 }
		minorroad_oasis = { damage = 10 }
		majorroad_mountains = { damage = -45 pursuit = -10 }
		minorroad_mountains = { damage = -45 pursuit = -10 }
		majorroad_hills = { damage = -10 toughness = 10 pursuit = -5 }
		minorroad_hills = { damage = -20 toughness = 10 pursuit = -5 }
		majorroad_desert_mountains = { damage = -45 pursuit = -10 }
		minorroad_desert_mountains = { damage = -45 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 = {
		has_title = title:c_yronwood
		title:c_yronwood = { holder.dynasty = dynasty:dynn_Yronwood }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	winter_bonus = {
		normal_winter = { damage = -22  toughness = -9  pursuit = -1 }
		harsh_winter = { damage = -44  toughness = -18  pursuit = -2 }
	}

	buy_cost = { gold = 250 }
	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 = yronwood_knights
	}

}

yronwood_knights = {
	type = heavy_cavalry

	damage = 105
	toughness = 40
	pursuit = 5
	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 }
		desert = { damage = 20 pursuit = 5 }
		drylands = { damage = 20 pursuit = 5 }
		oasis = { damage = 10  }
		mountains = { damage = -45 pursuit = -10 }
		hills = { damage = -10 toughness = 10 pursuit = -5 }
		desert_mountains = { damage = -45 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_desert = { damage = 20 pursuit = 5 }
		minorroad_desert = { damage = 20 pursuit = 5 }
		majorroad_drylands = { damage = 20 pursuit = 5 }
		minorroad_drylands = { damage = 20 pursuit = 5 }
		majorroad_oasis = { damage = 10 }
		minorroad_oasis = { damage = 10 }
		majorroad_mountains = { damage = -45 pursuit = -10 }
		minorroad_mountains = { damage = -45 pursuit = -10 }
		majorroad_hills = { damage = -10 toughness = 10 pursuit = -5 }
		minorroad_hills = { damage = -20 toughness = 10 pursuit = -5 }
		majorroad_desert_mountains = { damage = -45 pursuit = -10 }
		minorroad_desert_mountains = { damage = -45 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 = {
		has_title = title:c_yronwood
		NOT = { title:c_yronwood = { holder.dynasty = dynasty:dynn_Yronwood } }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	winter_bonus = {
		normal_winter = { damage = -21  toughness = -8  pursuit = -1 }
		harsh_winter = { damage = -42  toughness = -16  pursuit = -2 }
	}

	buy_cost = { gold = 250 }
	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 = yronwood_knights
	}

}

#Iron Islands

coastal_raiders = {
	type = skirmishers

	buy_cost = { gold = 63 }
	low_maintenance_cost = { gold = 0.15 }
	high_maintenance_cost = { gold = 0.5 }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 150

	damage = 20
	#AGOT Modified
	# toughness = 16
	toughness = 15
	pursuit = 10
	#AGOT Modified
	# screen = 16
	screen = 20

	counters = {
		heavy_infantry = 1
        archers = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_ironborn_reavers }
		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 = bondi
    illustration = {
		reference = coastal_raiders
	}

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

iron_victory_crew = {
	type = heavy_infantry

	buy_cost = { gold = 95 }
	low_maintenance_cost = { gold = 0.35 }
	high_maintenance_cost = { gold = 1.05 }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 100

	damage = 45
	toughness = 30
	pursuit = 10
	screen = 0

	counters = {
		skirmishers = 1
        heavy_infantry = 1
		pikemen = 1
	}

	can_recruit = {
		has_title = title:c_pyke
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = danish_huskarls
    illustration = {
		reference = varangian_veterans
	}

	terrain_bonus = {
		mountains = { toughness = 8 }
		desert_mountains = { toughness = 8 }
		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_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 }
	}

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

harlaw_reapers = {
	type = skirmishers

	buy_cost = { gold = 75 }
	low_maintenance_cost = { gold = 0.25 }
	high_maintenance_cost = { gold = 0.8 }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 100

	damage = 50
	toughness = 15
	pursuit = 20
	screen = 20

	counters = {
		skirmishers = 1
        heavy_infantry = 1
	}

	can_recruit = {
		has_title = title:d_harlaw
        title:d_harlaw = { holder.dynasty = dynasty:dynn_Harlaw }
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = danish_huskarls
    illustration = {
		reference = varangian_veterans
	}

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

harlaw_reapers_2 = {
	type = light_infantry

	buy_cost = { gold = 75 }
	low_maintenance_cost = { gold = 0.25 }
	high_maintenance_cost = { gold = 0.8 }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 100

	damage = 45
	toughness = 15
	pursuit = 18
	screen = 18

	counters = {
		skirmishers = 1
        heavy_infantry = 1
	}

	can_recruit = {
		has_title = title:d_harlaw
        NOT = { title:d_harlaw = { holder.dynasty = dynasty:dynn_Harlaw } }
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = danish_huskarls
    illustration = {
		reference = varangian_veterans
	}

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

blacktyde_chosen = {
	type = heavy_infantry

	buy_cost = { gold = 95 }
	low_maintenance_cost = { gold = 0.35 }
	high_maintenance_cost = { gold = 1.05 }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 100

	damage = 38
	toughness = 35
	pursuit = 5
	screen = 10

	counters = {
        archers = 1
		pikemen = 1
	}

	can_recruit = {
		has_title = title:c_blacktyde
        title:c_blacktyde = { holder.dynasty = dynasty:dynn_Blacktyde }
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = vigmen
    illustration = {
		reference = vigmen
	}

	terrain_bonus = {
		mountains = { toughness = 8 }
		desert_mountains = { toughness = 8 }
		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_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 }
	}

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

#North

stark_sworn_swords = {
	type = heavy_infantry

	damage = 30.0
	toughness = 45.0
	pursuit = 0.0
	screen = 0.0

	counters = {
		heavy_infantry = 0.5
		skirmishers = 0.5
		pikemen = 1
	}

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

		majorroad_hills = { toughness = 5 }
		minorroad_hills = { toughness = 5 }
		majorroad_steppe = { toughness = 5 }
		minorroad_steppe = { toughness = 5 }
		majorroad_taiga = { toughness = 5 }
		minorroad_taiga = { 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_desert = { toughness = -10 screen = -5 }
		minorroad_desert = { toughness = -10 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 }
	}

	

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_winter_wolves }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		has_title = title:b_winterfell
		title:b_winterfell = { holder.dynasty = dynasty:dynn_Stark }
	}

	buy_cost = { gold = 95 }
	low_maintenance_cost = { gold = 0.35 }
	high_maintenance_cost = { gold = 1.05 }
	provision_cost = @provisions_cost_infantry_moderate

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

north_sworn_swords = {
	type = heavy_infantry

	damage = 30.0
	toughness = 40.0
	pursuit = 0.0
	screen = 0.0

	counters = {
		pikemen = 1
	}

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

		majorroad_hills = { toughness = 5 }
		minorroad_hills = { toughness = 5 }
		majorroad_steppe = { toughness = 5 }
		minorroad_steppe = { toughness = 5 }
		majorroad_taiga = { toughness = 5 }
		minorroad_taiga = { 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_desert = { toughness = -10 screen = -5 }
		minorroad_desert = { toughness = -10 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 }
	}

	

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_winter_wolves }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		has_title = title:b_winterfell
		NOT = { title:b_winterfell = { holder.dynasty = dynasty:dynn_Stark } }
	}

	buy_cost = { gold = 95 }
	low_maintenance_cost = { gold = 0.35 }
	high_maintenance_cost = { gold = 1.05 }
	provision_cost = @provisions_cost_infantry_moderate

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

stark_outriders = {
	type = light_cavalry

	damage = 30.0
	toughness = 30.0
	pursuit = 20.0
	screen = 20.0

	terrain_bonus = {
		farmlands = { damage = 15 pursuit = 5 }
		plains = { damage = 15 pursuit = 5 }
		steppe = { damage = 20 pursuit = 10 }
		mountains = { damage = -10 pursuit = -20 }
		desert_mountains = { damage = -10 pursuit = -20 }
		desert = { toughness = -5 screen = -5 }
		glacier = { damage = -10 pursuit = -20 }
		frozen_flats = { pursuit = -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_steppe = { damage = 20 pursuit = 10 }
		minorroad_steppe = { damage = 20 pursuit = 10 }
		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_desert = { toughness = -5 screen = -5 }
		minorroad_desert = { toughness = -5 screen = -5 }
		majorroad_glacier = { damage = -10 pursuit = -20 }
		minorroad_glacier = { damage = -10 pursuit = -20 }
		majorroad_frozen_flats = { pursuit = -5 }
		minorroad_frozen_flats = { pursuit = -5 }
		majorroad_the_bog = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
		minorroad_the_bog = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}

	

	counters = {
		heavy_cavalry = 1
		archers = 2
	}

	can_recruit = {
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		has_title = title:b_winterfell
		title:b_winterfell = { holder.dynasty = dynasty:dynn_Stark }
	}

	buy_cost = { gold = 90 }
	low_maintenance_cost = { gold = 0.3 }
	high_maintenance_cost = { gold = 0.9 }
	provision_cost = @provisions_cost_cavalry_moderate

	stack = 80.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = light_cavalry
	illustration = {
		reference = stark_outriders
	}
}

north_outriders = {
	type = light_cavalry

	damage = 28.0
	toughness = 28.0
	pursuit = 20.0
	screen = 20.0

	terrain_bonus = {
		farmlands = { damage = 15 pursuit = 5 }
		plains = { damage = 15 pursuit = 5 }
		steppe = { damage = 20 pursuit = 10 }
		mountains = { damage = -10 pursuit = -20 }
		desert_mountains = { damage = -10 pursuit = -20 }
		desert = { toughness = -5 screen = -5 }
		glacier = { damage = -10 pursuit = -20 }
		frozen_flats = { pursuit = -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_steppe = { damage = 20 pursuit = 10 }
		minorroad_steppe = { damage = 20 pursuit = 10 }
		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_desert = { toughness = -5 screen = -5 }
		minorroad_desert = { toughness = -5 screen = -5 }
		majorroad_glacier = { damage = -10 pursuit = -20 }
		minorroad_glacier = { damage = -10 pursuit = -20 }
		majorroad_frozen_flats = { pursuit = -5 }
		minorroad_frozen_flats = { pursuit = -5 }
		majorroad_the_bog = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
		minorroad_the_bog = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}

	

	counters = {
		heavy_cavalry = 0.5
		archers = 2
	}

	can_recruit = {
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
		has_title = title:b_winterfell
		NOT = { title:b_winterfell = { holder.dynasty = dynasty:dynn_Stark } }
	}

	buy_cost = { gold = 90 }
	low_maintenance_cost = { gold = 0.3 }
	high_maintenance_cost = { gold = 0.9 }
	provision_cost = @provisions_cost_cavalry_moderate

	stack = 80.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = light_cavalry
	illustration = {
		reference = stark_outriders
	}
}

blackguards = {
	type = heavy_infantry

	buy_cost = { gold = 100 }
	low_maintenance_cost = { gold = 0.45 }
	high_maintenance_cost = { gold = 1.4 }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 100.0

	damage = 35
	toughness = 35
	pursuit = 5
	screen = 5
	
	counters = {
		pikemen = 1
		light_cavalry = 1
	}

	can_recruit = {
		has_title = title:c_the_dreadfort
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry

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

		majorroad_hills = { toughness = 5 }
		minorroad_hills = { toughness = 5 }
		majorroad_steppe = { toughness = 5 }
		minorroad_steppe = { toughness = 5 }
		majorroad_taiga = { toughness = 5 }
		minorroad_taiga = { 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_desert = { toughness = -10 screen = -5 }
		minorroad_desert = { toughness = -10 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 }
	}

	
	illustration = {
		reference = blackguards
	}
}

flayed_men = {
	type = heavy_cavalry

	damage = 105.0
	toughness = 35.0
	pursuit = 25.0
	screen = 10.0

	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 }
	}

		

	counters = {
		archers = 1
		skirmishers = 1
	}

	can_recruit = {
		has_title = title:c_the_dreadfort
		title:c_the_dreadfort = { holder.dynasty = dynasty:dynn_Bolton }
	}

	buy_cost = { gold = 215 }
	low_maintenance_cost = { gold = 0.75 }
	high_maintenance_cost = { gold = 2.3 }
	provision_cost = @provisions_cost_cavalry_expensive

	stack = 50.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = cataphracts
	illustration = {
		reference = flayed_men
	}
}

dread_men = {
	type = heavy_cavalry

	damage = 105.0
	toughness = 35.0
	pursuit = 20.0
	screen = 5.0

	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 }
	}

		

	counters = {
		archers = 1
		skirmishers = 0.5
	}

	can_recruit = {
		has_title = title:c_the_dreadfort
		NOT = { title:c_the_dreadfort = { holder.dynasty = dynasty:dynn_Bolton } }
	}

	buy_cost = { gold = 215 }
	low_maintenance_cost = { gold = 0.75 }
	high_maintenance_cost = { gold = 2.3 }
	provision_cost = @provisions_cost_cavalry_expensive

	stack = 50.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = cataphracts
	illustration = {
		reference = flayed_men
	}
}

karstark_loyalists = {
	type = heavy_infantry

	buy_cost = { gold = 95 }
	low_maintenance_cost = { gold = 0.35 }
	high_maintenance_cost = { gold = 1.05 }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 100.0

	damage = 40
	toughness = 35
	pursuit = 5
	screen = 5
	
	counters = {
		pikemen = 1
		heavy_cavalry = 1
	}

	can_recruit = {
		has_title = title:c_karhold
		title:c_karhold = { holder.dynasty = dynasty:dynn_Stark }

	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = varangian_veterans

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

		majorroad_hills = { toughness = 5 }
		minorroad_hills = { toughness = 5 }
		majorroad_steppe = { toughness = 5 }
		minorroad_steppe = { toughness = 5 }
		majorroad_taiga = { toughness = 8 }
		minorroad_taiga = { toughness = 8 }
		majorroad_mountains = { toughness = 12 }
		minorroad_mountains = { toughness = 12 }
		majorroad_floodplains = { toughness = -5 }
		minorroad_floodplains = { toughness = -5 }
		majorroad_wetlands = { toughness = -5 screen = -5 }
		minorroad_wetlands = { toughness = -5 screen = -5 }
		majorroad_desert = { toughness = -10 screen = -5 }
		minorroad_desert = { toughness = -10 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 }
	}

	
	illustration = {
		reference = varangian_veterans
	}
}

umber_greataxes = {
	type = heavy_infantry

	buy_cost = { gold = 95 }
	low_maintenance_cost = { gold = 0.35 }
	high_maintenance_cost = { gold = 1.05 }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 100.0

	damage = 42
	toughness = 32
	pursuit = 15
	screen = 0
	
	counters = {
		pikemen = 1
		heavy_infantry = 1
	}

	can_recruit = {
		has_title = title:c_last_hearth
		title:c_last_hearth = { holder.dynasty = dynasty:dynn_Umber }

	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = danish_huskarls

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

		majorroad_hills = { toughness = 5 }
		minorroad_hills = { toughness = 5 }
		majorroad_steppe = { toughness = 5 }
		minorroad_steppe = { toughness = 5 }
		majorroad_taiga = { toughness = 8 }
		minorroad_taiga = { toughness = 8 }
		majorroad_mountains = { toughness = 12 }
		minorroad_mountains = { toughness = 12 }
		majorroad_floodplains = { toughness = -5 }
		minorroad_floodplains = { toughness = -5 }
		majorroad_wetlands = { toughness = -5 screen = -5 }
		minorroad_wetlands = { toughness = -5 screen = -5 }
		majorroad_desert = { toughness = -10 screen = -5 }
		minorroad_desert = { toughness = -10 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 }
	}

	
	illustration = {
		reference = varangian_guard
	}
}

last_hearth_greataxes = {
	type = heavy_infantry

	buy_cost = { gold = 95 }
	low_maintenance_cost = { gold = 0.35 }
	high_maintenance_cost = { gold = 1.05 }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 100.0

	damage = 40
	toughness = 30
	pursuit = 15
	screen = 0
	
	counters = {
		pikemen = 1
		heavy_infantry = 0.5
	}

	can_recruit = {
		has_title = title:c_last_hearth
		NOT = { title:c_last_hearth = { holder.dynasty = dynasty:dynn_Umber } }

	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = danish_huskarls

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

		majorroad_hills = { toughness = 5 }
		minorroad_hills = { toughness = 5 }
		majorroad_steppe = { toughness = 5 }
		minorroad_steppe = { toughness = 5 }
		majorroad_taiga = { toughness = 5 }
		minorroad_taiga = { 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_desert = { toughness = -10 screen = -5 }
		minorroad_desert = { toughness = -10 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 }
	}

	
	illustration = {
		reference = varangian_guard
	}
}

#Reach

highgarden_knights = {
	type = heavy_cavalry

	damage = 110
	toughness = 40
	pursuit = 22
	screen = 10

	terrain_bonus = {
		plains = { damage = 30 pursuit = 5 }
		farmlands = { damage = 30 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_mountains = { damage = -75 pursuit = -10 }
		minorroad_mountains = { damage = -75 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 = -2  screen = -1 }
		harsh_winter = { damage = -22  toughness = -8  pursuit = -4  screen = -2 }
	}

	counters = {
		heavy_infantry = 0.5
		archers = 1
	}

	can_recruit = {
		has_title = title:b_highgarden
	}

	buy_cost = { gold = 275 }
	low_maintenance_cost = { gold = 0.7 }
	high_maintenance_cost = { gold = 2.1 }
	provision_cost = @provisions_cost_cavalry_expensive

	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = summer_knights
}

#Riverlands

bracken_horsemen = {
	type = heavy_cavalry

	damage = 105
	toughness = 35
	pursuit = 20
	screen = 20

	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 }
		mountains = { damage = -75 pursuit = -10 }
		desert_mountains = { damage = -75 pursuit = -10 }
		glacier = { damage = -75 pursuit = -10 }
		frozen_flats = { pursuit = -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 = -75 pursuit = -10 }
		minorroad_mountains = { damage = -75 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_the_bog = { damage = -75 toughness = -20 pursuit = -20 screen = -10 }
		minorroad_the_bog = { damage = -75 toughness = -20 pursuit = -20 screen = -10 }
	}

	counters = {
		archers = 2
		#AGOT Disabled
		# gunpowder = 1
		#AGOT Added
	}

	can_recruit = {
		OR = {
			AND = {
				has_title = title:c_stone_hedge
				title:c_stone_hedge = { holder.dynasty = dynasty:dynn_Bracken }
			}
			AND = {
				has_title = title:k_the_riverlands
				title:k_the_riverlands = { holder.dynasty = dynasty:dynn_Tully }
				title:c_stone_hedge = { holder.dynasty = dynasty:dynn_Bracken } 
				title:c_raventree = { holder.dynasty = dynasty:dynn_Blackwood }
			}
			AND = {
				has_title = title:e_the_riverlands
				title:e_the_riverlands = { holder.dynasty = dynasty:dynn_Tully }
				title:c_stone_hedge = { holder.dynasty = dynasty:dynn_Bracken } 
				title:c_raventree = { holder.dynasty = dynasty:dynn_Blackwood }
			}
		}

	}


	winter_bonus = {
		normal_winter = { damage = -11  toughness = -4  pursuit = -2  screen = -2 }
		harsh_winter = { damage = -21  toughness = -7  pursuit = -4  screen = -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_western

	illustration = {
		reference = bracken_horsemen
	}
}

stone_hedge_horsemen = {
	type = heavy_cavalry

	damage = 105
	toughness = 35
	pursuit = 20
	screen = 10

	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 }
		mountains = { damage = -75 pursuit = -10 }
		desert_mountains = { damage = -75 pursuit = -10 }
		glacier = { damage = -75 pursuit = -10 }
		frozen_flats = { pursuit = -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 = -75 pursuit = -10 }
		minorroad_mountains = { damage = -75 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_the_bog = { damage = -75 toughness = -20 pursuit = -20 screen = -10 }
		minorroad_the_bog = { damage = -75 toughness = -20 pursuit = -20 screen = -10 }
	}

	counters = {
		archers = 1
		#AGOT Disabled
		# gunpowder = 1
		#AGOT Added
	}

	can_recruit = {
		has_title = title:c_stone_hedge
		NOT = { title:c_stone_hedge = { holder.dynasty = dynasty:dynn_Bracken } }

	}

	winter_bonus = {
		normal_winter = { damage = -11  toughness = -4  pursuit = -2  screen = -1 }
		harsh_winter = { damage = -21  toughness = -7  pursuit = -4  screen = -2 }
	}

	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_western

	illustration = {
		reference = bracken_horsemen
	}
}

blackwood_archers = {
	type = archers

	damage = 45.0
	toughness = 15.0
	pursuit = 10.0
	screen = 10.0

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

		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 = { toughness = 4 screen = 4 }
		minorroad_taiga = { toughness = 4 screen = 4 }
		majorroad_wetlands = { damage = 10 pursuit = 5 }
		minorroad_wetlands = { damage = 10 pursuit = 5 }
		majorroad_floodplains = { damage = 10 pursuit = 5 }
		minorroad_floodplains = { damage = 10 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 = -5 screen = -5 }
		minorroad_the_bog = { toughness = -5 screen = -5 }
	}

	counters = {
		skirmishers = 1
		heavy_cavalry = 1
		pikemen = 1
	}

	can_recruit = {
		OR = {
			AND = {
				has_title = title:c_raventree
				title:c_raventree = { holder.dynasty = dynasty:dynn_Blackwood }
			}
			AND = {
				has_title = title:k_the_riverlands
				title:k_the_riverlands = { holder.dynasty = dynasty:dynn_Tully }
				title:c_stone_hedge = { holder.dynasty = dynasty:dynn_Bracken } 
				title:c_raventree = { holder.dynasty = dynasty:dynn_Blackwood }
			}
			AND = {
				has_title = title:e_the_riverlands
				title:e_the_riverlands = { holder.dynasty = dynasty:dynn_Tully }
				title:c_stone_hedge = { holder.dynasty = dynasty:dynn_Bracken } 
				title:c_raventree = { holder.dynasty = dynasty:dynn_Blackwood }
			}
		}

	}

	buy_cost = { gold = 66 }
	low_maintenance_cost = { gold = 0.25 }
	high_maintenance_cost = { gold = 0.75 }
	provision_cost = @provisions_cost_infantry_cheap

	stack = 100.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bowmen
	illustration = {
		reference = blackwood_archers
	}

	winter_bonus = {
		normal_winter = { damage = -5  toughness = -2  pursuit = -1  screen = -1 }
		harsh_winter = { damage = -9  toughness = -3  pursuit = -2  screen = -2 }
	}
}

raventree_archers = {
	type = archers

	damage = 45.0
	toughness = 10.0
	pursuit = 10.0
	screen = 5.0

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

		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 = { toughness = 4 screen = 4 }
		minorroad_taiga = { toughness = 4 screen = 4 }
		majorroad_wetlands = { damage = 10 pursuit = 5 }
		minorroad_wetlands = { damage = 10 pursuit = 5 }
		majorroad_floodplains = { damage = 10 pursuit = 5 }
		minorroad_floodplains = { damage = 10 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 = -5 screen = -5 }
		minorroad_the_bog = { toughness = -5 screen = -5 }
	}

	counters = {
		skirmishers = 1
		heavy_cavalry = 0.5
		pikemen = 1
	}

	can_recruit = {
		has_title = title:c_raventree
		NOT = { title:c_raventree = { holder.dynasty = dynasty:dynn_Blackwood } }

	}

	buy_cost = { gold = 66 }
	low_maintenance_cost = { gold = 0.25 }
	high_maintenance_cost = { gold = 0.75 }
	provision_cost = @provisions_cost_infantry_cheap

	stack = 100.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bowmen
	illustration = {
		reference = blackwood_archers
	}

	winter_bonus = {
		normal_winter = { damage = -5  toughness = -1  pursuit = -1  screen = -1 }
		harsh_winter = { damage = -9  toughness = -2  pursuit = -2  screen = -1 }
	}
}

guards_of_seagard = {
	type = heavy_infantry

	#AGOT Modified
	# damage = 32
	# toughness = 22
	damage = 35
	toughness = 35
	pursuit = 0
	screen = 0

	counters = {
		pikemen = 1
	}

	#AGOT Added
	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 }
	}

	can_recruit = {
		has_title = title:c_seagard

	}

	buy_cost = { gold = 95 }
	low_maintenance_cost = { gold = 0.4 }
	high_maintenance_cost = { gold = 1.2 }
	#AGOT Modified
	#provision_cost = @provisions_cost_infantry_moderate
	provision_cost = @provisions_cost_infantry_expensive

	holy_order_fallback = yes

	stack = 100
	ai_quality = {
		value = culture_ai_weight_heavy_infantry
		add = counter_synergy_ai_weight_heavy_infantry
	}

	illustration = {
		reference = heavy_infantry
	}

	winter_bonus = {
		normal_winter = { damage = -4  toughness = -4 }
		harsh_winter = { damage = -7  toughness = -7 }
	}
}

#Stormlands

baratheon_sentinels = {
	type = heavy_infantry

	damage = 42
	toughness = 32
	pursuit = 15
	screen = 5
	
	terrain_bonus = {
		hills = { toughness = 8 }
		forest = { damage = 8 toughness = 5 }
		cloudforest = { damage = 8 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_forest = { damage = 8 toughness = 5 }
		minorroad_forest = { damage = 8 toughness = 5 }
		majorroad_cloudforest = { damage = 8 toughness = 5 }
		minorroad_cloudforest = { damage = 8 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 = -4  toughness = -3  pursuit = -2  screen = -1 }
		harsh_winter = { damage = -8  toughness = -6  pursuit = -3  screen = -1 }
	}

	counters = {
		heavy_infantry = 0.5
		pikemen = 1
	}

	can_recruit = {
		has_title = title:b_storms_end
		title:b_storms_end = { holder.dynasty = dynasty:dynn_Baratheon }
	}

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

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	illustration = {
		reference = baratheon_sentinels
	}
}



stormlands_sentinels = {
	type = heavy_infantry

	damage = 40
	toughness = 30
	pursuit = 12
	screen = 5
	
	terrain_bonus = {
		hills = { toughness = 8 }
		forest = { damage = 8 toughness = 5 }
		cloudforest = { damage = 8 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_forest = { damage = 8 toughness = 5 }
		minorroad_forest = { damage = 8 toughness = 5 }
		majorroad_cloudforest = { damage = 8 toughness = 5 }
		minorroad_cloudforest = { damage = 8 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 = -4  toughness = -3  pursuit = -1  screen = -1 }
		harsh_winter = { damage = -8  toughness = -6  pursuit = -2  screen = -1 }
	}

	counters = {
		pikemen = 1
	}

	can_recruit = {
		has_title = title:b_storms_end
		NOT = {
			title:b_storms_end = { holder.dynasty = dynasty:dynn_Baratheon }
		}
	}

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

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	illustration = {
		reference = baratheon_sentinels
	}
}

#Vale

vale_eyrie_guards = {
	type = heavy_infantry

	damage = 35
	toughness = 40
	pursuit = 0
	screen = 0
	
	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 }
		harsh_winter = { damage = -4  toughness = -4 }
	}	

	counters = {
		pikemen = 1
	}

	can_recruit = {
		has_title = title:b_the_bloody_gate
	}

	buy_cost = { gold = 90 }
	low_maintenance_cost = { gold = 0.35 }
	high_maintenance_cost = { gold = 1 }
	provision_cost = @provisions_cost_infantry_expensive

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry
	illustration = {
		reference = vale_guards
	}
}

rune_knights = {
	type = heavy_cavalry

	damage = 100.0
	toughness = 45.0
	pursuit = 15.0
	screen = 15.0

	terrain_bonus = {
		plains = { damage = 30 pursuit = 5 }
		farmlands = { damage = 30 pursuit = 5 }
		desert_mountains = { damage = -35 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_desert_mountains = { damage = -35 pursuit = -10 }
		minorroad_desert_mountains = { damage = -35 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 = {
		heavy_infantry = 0.5
		archers = 1
	}

	can_recruit = {
		has_title = title:c_runestone
		title:c_runestone = { holder.dynasty = dynasty:dynn_Royce }

	}

	buy_cost = { gold = 200 }
	low_maintenance_cost = { gold = 0.6 }
	high_maintenance_cost = { gold = 1.8 }
	provision_cost = @provisions_cost_cavalry_expensive

	stack = 50.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = winged_knights
	illustration = {
		reference = rune_knights
	}

	winter_bonus = {
		normal_winter = { damage = -5  toughness = -2  pursuit = -1  screen = -1 }
		harsh_winter = { damage = -10  toughness = -5  pursuit = -2  screen = -2 }
	}
}

gulltown_guards = {
	type = heavy_infantry

	damage = 30.0
	toughness = 30.0
	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 = -2  toughness = -2 }
		harsh_winter = { damage = -3  toughness = -3 }
	}

	can_recruit = {
		has_title = title:c_gulltown
	}

	buy_cost = { gold = 120 }
	low_maintenance_cost = { gold = 0.45 }
	high_maintenance_cost = { gold = 1.3 }
	provision_cost = @provisions_cost_infantry_expensive

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

#Westerlands

clegane_brigands = {
	type = light_cavalry

	buy_cost = { gold = 200 }
	low_maintenance_cost = { gold = 0.5 }
	high_maintenance_cost = { gold = 1.5 }
	provision_cost = @provisions_cost_cavalry_expensive
	stack = 50

	damage = 85
	toughness = 35
	pursuit = 60
	screen = 0

	counters = {
		archers = 2
	}

	can_recruit = {
		OR = {
			AND = {
				has_title = title:d_casterly_rock
				title:b_cleganes_keep = { holder.dynasty = dynasty:dynn_Clegane }
			}
			AND = {
				has_title = title:b_cleganes_keep
				title:b_cleganes_keep = { holder.dynasty = dynasty:dynn_Clegane }
			}
		}
	}

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = conrois
	illustration = {
		reference = clegane_brigands
	}

	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 = -9  toughness = -4  pursuit = -6 }
		harsh_winter = { damage = -17  toughness = -7  pursuit = -12 }
	}
}