﻿# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 3.5
@cultural_maa_extra_ai_score = 60 # Equivalent to having 6 extra regiments beyond what the code scoring would indicate (see NEGATIVE_SCORE_PER_EXISTING_REGIMENT)

# Must be synced between files with the values located at "# Provisions Costs #".
@provisions_cost_infantry_cheap = 3
@provisions_cost_infantry_moderate = 7
@provisions_cost_infantry_expensive = 12
@provisions_cost_infantry_bankrupting = 15

@provisions_cost_cavalry_cheap = 7
@provisions_cost_cavalry_moderate = 15
@provisions_cost_cavalry_expensive = 21
@provisions_cost_cavalry_bankrupting = 30

@provisions_cost_special_cheap = 6
@provisions_cost_special_moderate = 12
@provisions_cost_special_expensive = 18
@provisions_cost_special_bankrupting = 24

accolade_maa_archers = {
	type = archers

	can_recruit = {
		any_active_accolade = { 
			primary_type = {
				this = accolade_type:archer_attribute
			}
			accolade_rank >= 3
		}
	}
	
	damage = 30
	toughness = 15
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		#AGOT Modified/Added
		#hills = { damage = 10 toughness = 4 }
		#forest = { toughness = 4 screen = 4 }
		#taiga = { toughness = 4 screen = 4 }
		hills = { damage = 10 toughness = 4 }
		forest = { toughness = 4 screen = 4 }
		cloudforest = { toughness = 4 screen = 4 }
		taiga = { toughness = 4 screen = 4 }
		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 = { toughness = 4 screen = 4 }
		minorroad_taiga = { toughness = 4 screen = 4 }
		majorroad_the_bog = { toughness = -10 screen = -10 }
		minorroad_the_bog = { toughness = -10 screen = -10 }
	}

	#AGOT Added
	winter_bonus = {
		normal_winter = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		harsh_winter = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
	}

	counters = {
		#AGOT Modified
		# skirmishers = 2
		skirmishers = 1
		pikemen = 1
		archer_cavalry = 1
	}

	buy_cost = { gold = accolade_bowmen_recruitment_cost }
	low_maintenance_cost = { gold = bowmen_low_maint_cost }
	high_maintenance_cost = { gold = bowmen_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap

	max_sub_regiments = 8
	
	stack = 100
	ai_quality = {
		value = culture_ai_weight_archers
		add = 50
	}

	illustration = {
		trigger = {
			should_use_asian_maa_graphics = yes
		}

		reference = bowmen_asia
	}

	#AGOT Added
	illustration = {
		trigger = {
			should_use_mena_maa_graphics = yes
		}
		reference = bowmen_mena
	}

	illustration = {
		reference = bowmen
	}
}

accolade_maa_skirmishers = {
	type = skirmishers

	can_recruit = {
		any_active_accolade = {
			primary_type = {
				this = accolade_type:skirmisher_attribute
			} 
			accolade_rank >= 3
		}
	}
	
	damage = 20
	toughness = 20
	pursuit = 16
	screen = 20
	
	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 }
	}

	#AGOT Added
	winter_bonus = {
		normal_winter = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		harsh_winter = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
	}

	counters = {
		#AGOT Modified
		# heavy_infantry = 2
		light_cavalry = 2
	}


	buy_cost = { gold = accolade_skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap

	max_sub_regiments = 8
	
	stack = 100
	ai_quality = {
		value = culture_ai_weight_skirmishers
		add = 50
	}

	illustration = {
		trigger = {
			should_use_asian_maa_graphics = yes
		}

		reference = skirmishers_asia
	}

	#AGOT Added
	illustration = {
		trigger = {
			should_use_mena_maa_graphics = yes
		}
		reference = skirmishers_mena
	}

	illustration = {
		reference = skirmishers
	}
}

accolade_maa_pikes = {
	type = pikemen

	can_recruit = {
		any_active_accolade = {
			primary_type = {
				this = accolade_type:pike_attribute
			} 
			accolade_rank >= 3
		}
	}
	
	damage = 30
	toughness = 30
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		#AGOT Modified/Added
		#mountains = { toughness = 12 }
		#desert_mountains = { toughness = 12 }
		#hills = { toughness = 8 }
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
		floodplains = { toughness = -5 }
		wetlands = { toughness = -5 screen = -5 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -10 screen = -10 }

		majorroad_mountains = { toughness = 12 }
		minorroad_mountains = { toughness = 12 }
		majorroad_desert_mountains = { toughness = 12 }
		minorroad_desert_mountains = { toughness = 12 }
		majorroad_hills = { toughness = 8 }
		minorroad_hills = { toughness = 8 }
		majorroad_floodplains = { toughness = -5 }
		minorroad_floodplains = { toughness = -5 }
		majorroad_wetlands = { toughness = -5 screen = -5 }
		minorroad_wetlands = { toughness = -5 screen = -5 }
		majorroad_taiga_bog = { toughness = -5 }
		minorroad_taiga_bog = { toughness = -5 }
		majorroad_the_bog = { toughness = -10 screen = -10 }
		minorroad_the_bog = { toughness = -10 screen = -10 }
	}

	#AGOT Added
	winter_bonus = {
		normal_winter = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		harsh_winter = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
	}

	counters = {
		#AGOT Modified
		# light_cavalry = 2
		# heavy_cavalry = 2
		# camel_cavalry = 2
		# elephant_cavalry = 2
		light_cavalry = 0.25
		camel_cavalry = 1
		heavy_cavalry = 2
		elephant_cavalry = 1
		chariot_cavalry = 1
	}

	buy_cost = { gold = accolade_pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap

	max_sub_regiments = 6
	
	stack = 100
	ai_quality = {
		value = culture_ai_weight_pikemen
		add = 50
	}

	illustration = {
		trigger = {
			should_use_asian_maa_graphics = yes
		}

		reference = pikemen_asia
	}

	#AGOT Added
	illustration = {
		trigger = {
			should_use_mena_maa_graphics = yes
		}
		reference = pikemen_mena
	}

	illustration = {
		reference = pikemen
	}
}

accolade_maa_outriders = {
	type = light_cavalry

	can_recruit = {
		any_active_accolade = {
			primary_type = {
				this = accolade_type:outrider_attribute
			}  
			accolade_rank >= 3
		}
	}
	
	damage = 30
	toughness = 20
	pursuit = 40
	screen = 40
	
	terrain_bonus = {
		#AGOT Modified/Added
		#plains = { damage = 15 }
		#drylands = { damage = 15 }
		#hills = { damage = -5 }
		#mountains = { damage = -10 pursuit = -20 }
		#desert_mountains = { damage = -15 pursuit = -20 }
		#wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
		farmlands = { damage = 15 pursuit = 5 }
		plains = { damage = 15 pursuit = 5 }
		drylands = { damage = 15 }
		hills = { damage = -5 }
		mountains = { damage = -10 pursuit = -20 }
		desert_mountains = { damage = -10 pursuit = -20 }
		glacier = { damage = -10 pursuit = -20 }
		frozen_flats = { pursuit = -5 }
		wetlands = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
		the_bog = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }

		majorroad_farmlands = { damage = 15 pursuit = 5 }
		minorroad_farmlands = { damage = 15 pursuit = 5 }
		majorroad_plains = { damage = 15 pursuit = 5 }
		minorroad_plains = { damage = 15 pursuit = 5 }
		majorroad_drylands = { damage = 15 }
		minorroad_drylands = { damage = 15 }
		majorroad_hills = { damage = -5 }
		minorroad_hills = { damage = -5 }
		majorroad_mountains = { damage = -10 pursuit = -20 }
		minorroad_mountains = { damage = -10 pursuit = -20 }
		majorroad_desert_mountains = { damage = -10 pursuit = -20 }
		minorroad_desert_mountains = { damage = -10 pursuit = -20 }
		majorroad_glacier = { damage = -10 pursuit = -20 }
		minorroad_glacier = { damage = -10 pursuit = -20 }
		majorroad_frozen_flats = { pursuit = -5 }
		minorroad_frozen_flats = { pursuit = -5 }
		majorroad_wetlands = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
		minorroad_wetlands = { damage = -5 toughness = -5 pursuit = -5 screen = -5 }
		majorroad_the_bog = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
		minorroad_the_bog = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}

	#AGOT Added
	winter_bonus = {
		normal_winter = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		harsh_winter = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
	}
	
	counters = {
		archers = 2
		#AGOT Disabled
		# gunpowder = 2
	}

	#AGOT Disabled
	# winter_bonus = {
	# 	harsh_winter = { damage = -5 toughness = -2 }
	# }

	buy_cost = { gold = accolade_light_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap

	max_sub_regiments = 6
	
	stack = 100
	ai_quality = {
		value = culture_ai_weight_light_cavalry
		add = 50
	}

	illustration = {
		trigger = {
			should_use_asian_maa_graphics = yes
		}

		reference = light_cavalry_asia
	}

	#AGOT Added
	illustration = {
		trigger = {
			should_use_mena_maa_graphics = yes
		}
		reference = light_cav_mena
	}

	illustration = {
		reference = light_cavalry
	}
}

accolade_maa_vanguards = {
	type = heavy_infantry

	can_recruit = {
		any_active_accolade = {
			primary_type = {
				this = accolade_type:vanguard_attribute
			}
			accolade_rank >= 3
		}
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	damage = 45
	toughness = 35
	pursuit = 0
	screen = 0
	
	#AGOT Added
	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 }
	}

	#AGOT Added
	winter_bonus = {
		normal_winter = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		harsh_winter = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
	}
	
	counters = {
		#AGOT Modified
		# pikemen = 2
		# peasant_militia = 4
		skirmishers = 1
		pikemen = 1
	}
	
	buy_cost = { gold = accolade_heavy_infantry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
	provision_cost = @provisions_cost_infantry_expensive

	max_sub_regiments = 6
	
	stack = 100
	ai_quality = {
		value = culture_ai_weight_heavy_infantry
		add = 75
	}

	illustration = {
		trigger = {
			should_use_asian_maa_graphics = yes
		}

		reference = heavy_infantry_asia
	}

	#AGOT Added
	illustration = {
		trigger = {
			should_use_mena_maa_graphics = yes
		}
		reference = heavy_inf_mena
	}

	illustration = {
		reference = heavy_infantry
	}
}

accolade_maa_lancers = {
	type = heavy_cavalry
	
	can_recruit = {
		any_active_accolade = {
			primary_type = {
				this = accolade_type:lancer_attribute
			}
			accolade_rank >= 3
		}
	}
	
	damage = 200
	toughness = 70
	pursuit = 40
	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 }
		hills = { damage = -20 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_hills = { damage = -20 pursuit = -5 }
		minorroad_hills = { damage = -20 pursuit = -5 }
		majorroad_desert_mountains = { damage = -75 pursuit = -10 }
		minorroad_desert_mountains = { damage = -75 pursuit = -10 }
		majorroad_glacier = { damage = -75 pursuit = -10 }
		minorroad_glacier = { damage = -75 pursuit = -10 }
		majorroad_frozen_flats = { damage = -75 pursuit = -10 }
		minorroad_frozen_flats = { damage = -75 pursuit = -10 }
		majorroad_wetlands = { damage = -45 pursuit = -10 screen = -10 }
		minorroad_wetlands = { damage = -45 pursuit = -10 screen = -10 }
		majorroad_the_bog = { damage = -75 toughness = -20 pursuit = -20 screen = -10 }
		minorroad_the_bog = { damage = -75 toughness = -20 pursuit = -20 screen = -10 }
	}

	#AGOT Added
	winter_bonus = {
		normal_winter = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		harsh_winter = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
	}

	counters = {
		#AGOT Modified
		# archers = 2
		# gunpowder = 2
		archers = 1
		skirmishers = 1
		heavy_infantry = 1
	}

	#AGOT Disabled
	# winter_bonus = {
	# 	normal_winter = { damage = -10 toughness = -5 }
	# 	harsh_winter = { damage = -20 toughness = -10 }
	# }

	buy_cost = { gold = accolade_heavy_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_expensive

	max_sub_regiments = 6
	
	stack = 50
	ai_quality = {
		value = culture_ai_weight_heavy_cavalry
		add = 100
	}

	illustration = {
		trigger = {
			should_use_asian_maa_graphics = yes
		}

		reference = heavy_cavalry_asia
	}

	#AGOT Added
	illustration = {
		trigger = {
			should_use_mena_maa_graphics = yes
		}
		reference = heavy_cav_mena
	}

	illustration = {
		reference = heavy_cavalry
	}
}

accolade_maa_crossbowers = {
	type = archers

	can_recruit = {
		any_active_accolade = {
			primary_type = {
				this = accolade_type:crossbowmen_attribute
			}
			accolade_rank >= 3
		}
	}
	
	damage = 60
	toughness = 30
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		#AGOT Modified/Added
		#hills = { damage = 10 }
		#plains = { toughness = -8 }
		#drylands = { toughness = -8 }
		#desert = { toughness = -8 }
		hills = { damage = 8 }
		plains = { toughness = -10 }
		drylands = { toughness = -10 }
		desert = { toughness = -10 }
		the_bog = { toughness = -10 screen = -10 }
		canyon = { toughness = -10 }
		glacier = { toughness = -10 }
		frozen_flats = { toughness = -10 }

		majorroad_hills = { damage = 8 }
		minorroad_hills = { damage = 10 }
		majorroad_plains = { toughness = -10 }
		minorroad_plains = { toughness = -10 }
		majorroad_drylands = { toughness = -10 }
		minorroad_drylands = { toughness = -10 }
		majorroad_desert = { toughness = -10 }
		minorroad_desert = { toughness = -10 }
		majorroad_the_bog = { toughness = -10 screen = -10 }
		minorroad_the_bog = { toughness = -10 screen = -10 }
		majorroad_canyon = { toughness = -10 }
		minorroad_canyon = { toughness = -10 }
		majorroad_glacier = { toughness = -10 }
		minorroad_glacier = { toughness = -10 }
		majorroad_frozen_flats = { toughness = -10 }
		minorroad_frozen_flats = { toughness = -10 }
	}

	#AGOT Added
	winter_bonus = {
		normal_winter = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		harsh_winter = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
	}

	counters = {
		#AGOT Modified
		# heavy_infantry = 2
		# heavy_cavalry = 2
		# archer_cavalry = 1
		heavy_infantry = 2
		heavy_cavalry = 1
		elephant_cavalry = 1
		chariot_cavalry = 2
	}

	buy_cost = { gold = accolade_crossbowmen_recruitment_cost }
	low_maintenance_cost = { gold = crossbowmen_low_maint_cost }
	high_maintenance_cost = { gold = crossbowmen_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	max_sub_regiments = 6
	
	stack = 100
	ai_quality = {
		value = culture_ai_weight_archers
		add = 100
	}

	illustration = {
		trigger = {
			should_use_asian_maa_graphics = yes
		}

		reference = crossbowmen_asia
	}

	#AGOT Added
	illustration = {
		trigger = {
			should_use_mena_maa_graphics = yes
		}
		reference = dornish_crossbows
	}

	illustration = {
		reference = crossbowmen
	}
}

accolade_maa_cameliers = {
	type = camel_cavalry
	icon = camel_riders

	can_recruit = {
		any_active_accolade = {
			primary_type = {
				this = accolade_type:camelry_attribute
			} 
			accolade_rank >= 3
		}
	}
	
	damage = 30
	toughness = 20
	pursuit = 30
	screen = 30
	
	terrain_bonus = {
		#AGOT Modified
		# desert = { damage = 40 toughness = 16 }
		# drylands = { damage = 30 toughness = 16 }
		# oasis = { damage = 30 }
		# floodplains = { damage = 10 }
		# hills = { damage = -5 }
		# desert_mountains = { damage = -5 pursuit = -5 }
		# mountains = { damage = -8 pursuit = -10 }
		# wetlands = { damage = -8 toughness = -5 pursuit = -10 screen = -10 }
		drylands = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
		desert = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
		oasis = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
		plains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		farmlands = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		desert_mountains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		floodplains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		urban = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		hills = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		jungle = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		forest = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		steppe = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		taiga = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		frozen_flats = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		glacier = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		cloudforest = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		highlands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		taiga_bog = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }

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

	#AGOT ADDED
	winter_bonus = {
		normal_winter = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		harsh_winter = { damage = -15  toughness = -15  pursuit = -15 screen = -15 }
	}
	
	counters = {
		#AGOT Modified
		# light_cavalry = 2
		archers = 1
		light_cavalry = 1
	}

	#AGOT Disabled
	# winter_bonus = {
	# 	normal_winter = { damage = -3 }
	# 	harsh_winter = { damage = -5 toughness = -2 }
	# }
	
	buy_cost = { gold = accolade_camel_rider_recruitment_cost }
	low_maintenance_cost = { gold = camel_rider_low_maint_cost }
	high_maintenance_cost = { gold = camel_rider_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_moderate

	max_sub_regiments = 6
	
	stack = 100
	ai_quality = {
		value = culture_ai_weight_camels
		add = 75
	}
}

accolade_maa_elephantiers = {
	type = elephant_cavalry
	icon = war_elephants

	can_recruit = {
		any_active_accolade = {
			primary_type = {
				this = accolade_type:elephantry_attribute
			} 
			accolade_rank >= 3
		}
	}
	
	damage = 400
	toughness = 100
	pursuit = 0
	screen = 0
	
	siege_value = 0.2
	
	terrain_bonus = {
		#AGOT Modified
		# jungle = { damage = 100 }
		# terraced_hills = { damage = 25 }
		# mountains = { damage = -100 }
		# desert_mountains = { damage = -100 }
		# wetlands = { damage = -150 toughness = -20 }
		jungle = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
		wetlands = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
		hills = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
		plains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		farmlands = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		oasis = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		forest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		floodplains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		desert = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		desert_mountains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		steppe = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		drylands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		highlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		taiga = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		frozen_flats = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		glacier = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		cloudforest = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		taiga_bog = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		urban = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }

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

	#AGOT ADDED
	winter_bonus = {
		normal_winter = { damage = -100  toughness = -100  pursuit = -100 screen = -100 }
		harsh_winter = { damage = -150  toughness = -150  pursuit = -150 screen = -150 }
	}
	
	counters = {
		#AGOT Modified
		# skirmishers = 2
		# heavy_infantry = 2
		heavy_infantry = 1
		light_cavalry = 2
		heavy_cavalry = 1
	}

	#AGOT Disabled
	# winter_bonus = {
	# 	normal_winter = { damage = -30 toughness = -5 }
	# 	harsh_winter = { damage = -60 toughness = -10 }
	# }

	buy_cost = { gold = accolade_war_elephant_recruitment_cost }
	low_maintenance_cost = { gold = war_elephant_low_maint_cost }
	high_maintenance_cost = { gold = war_elephant_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_bankrupting
	
	max_sub_regiments = 4
	
	stack = 25
	hired_stack_size = 10
	ai_quality = {
		value = culture_ai_weight_elephants
		add = 100
	}
}

accolade_maa_horse_archers = {
	type = archer_cavalry
	icon = horse_archers

	can_recruit = {
		any_active_accolade = {
			primary_type = {
				this = accolade_type:horse_archer_attribute
			}
			accolade_rank >= 3
		}
	}
	
	damage = 45
	toughness = 20
	pursuit = 40
	screen = 30
	
	terrain_bonus = {
		#AGOT Modified
		# steppe = { damage = 45 }
		# plains = { damage = 20 }
		# drylands = { damage = 20 }
		# jungle = { damage = -20 pursuit = -20 }
		# wetlands = { damage = -30 pursuit = -30 }
		# mountains = { damage = -30 pursuit = -30 }
		# desert_mountains = { damage = -30 pursuit = -30 }
		hills = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
		steppe = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
		plains = { damage = 10  toughness = 10  pursuit = 10 screen = 10 }
		farmlands = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		forest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		floodplains = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		cloudforest = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		highlands = { damage = 5  toughness = 5  pursuit = 5 screen = 5 }
		mountains = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		oasis = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		taiga = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		wetlands = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		urban = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		desert = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		desert_mountains = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		jungle = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		drylands = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		frozen_flats = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		glacier = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		taiga_bog = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
		the_bog = { damage = -30  toughness = -30  pursuit = -30 screen = -30 }

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

	#AGOT Added
	winter_bonus = {
		normal_winter = { damage = -5  toughness = -5  pursuit = -5 screen = -5 }
		harsh_winter = { damage = -10  toughness = -10  pursuit = -10 screen = -10 }
	}

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

	buy_cost = { gold = accolade_horse_archers_recruitment_cost }
	low_maintenance_cost = { gold = horse_archers_low_maint_cost }
	high_maintenance_cost = { gold = horse_archers_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap
	
	max_sub_regiments = 5
	
	stack = 100
	ai_quality = {
		value = @cultural_maa_extra_ai_score
		add = 100
	}
}

#AGOT Disabled
# accolade_maa_handgunners = {
# 	type = gunpowder
	
# 	damage = 56
# 	toughness = 20 # ARMOR
# 	pursuit = 0
# 	screen = 5

# 	can_recruit = {
# 		any_active_accolade = {
# 			primary_type = {
# 				this = accolade_type:gunpowder_attribute
# 			}
# 			accolade_rank >= 3
# 		}
# 		# no powder magazine requirements for Accolade Handgunners
# 		culture = { has_innovation = innovation_gunpowder }
# 	}
	
# 	terrain_bonus = {
# 	}

# 	counters = {
# 		heavy_infantry = 1
# 	}

# 	buy_cost = { gold = handgunner_recruitment_cost }
# 	low_maintenance_cost = { gold = handgunner_low_maint_cost }
# 	high_maintenance_cost = { gold = handgunner_high_maint_cost }
# 	provision_cost = @provisions_cost_infantry_moderate

# 	max_sub_regiments = 8
	
# 	stack = 100
# 	ai_quality = {
# 		value = counter_synergy_ai_weight_gunpowder
# 	}

# 	icon = gunpowder
# }
