#Crownlanders
goldcloaks = {
	type = heavy_infantry

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

	counters = {
		pikemen = 1
		heavy_infantry = 0.5
	}

	terrain_bonus = {
		hills = { toughness = 5 }
		urban = { damage = 8 toughness = 8 pursuit = 5 }
		mountains = { toughness = 8 }
		floodplains = { toughness = -5 }
		wetlands = { toughness = -5 screen = -5 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -10 screen = -10 }

		majorroad_hills = { toughness = 5 }
		minorroad_hills = { toughness = 5 }
		majorroad_urban = { damage = 8 toughness = 8 pursuit = 5 }
		minorroad_urban = { damage = 8 toughness = 8 pursuit = 5 }
		majorroad_mountains = { toughness = 8 }
		minorroad_mountains = { toughness = 8 }
		majorroad_floodplains = { toughness = -5 }
		minorroad_floodplains = { toughness = -5 }
		majorroad_wetlands = { toughness = -5 screen = -5 }
		minorroad_wetlands = { toughness = -5 screen = -5 }
		majorroad_taiga_bog = { toughness = -5 }
		minorroad_taiga_bog = { toughness = -5 }
		majorroad_the_bog = { toughness = -10 screen = -10 }
		minorroad_the_bog = { toughness = -10 screen = -10 }
	}

	winter_bonus = {
		normal_winter = { damage = -4 toughness = -4 }
		harsh_winter = { damage = -8 toughness = -8 }
	}

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

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

	stack = 120.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry
	illustration = {
		reference = gold_cloaks
	}
}

sea_watch = {
	type = skirmishers

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

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

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

	winter_bonus = {
		normal_winter = { damage = -2 toughness = -2 }
		harsh_winter = { damage = -5 toughness = -5 }
	}

	counters = {
		heavy_infantry = 1
		archers = 0.5
	}

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

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

	stack = 150.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bondi
	illustration = {
		reference = sea_watch
	}
}

royal_crossbowmen = {
	type = archers

	damage = 45.0
	toughness = 20.0
	pursuit = 5.0
	screen = 0.0


	terrain_bonus = {
		hills = { damage = 10 }
		urban = { damage = 10 }
		the_bog = { toughness = -10 screen = -10 }
		drylands = { toughness = -10 }
		desert = { toughness = -10 screen = -5 }
		canyon = { toughness = -10 }
		glacier = { toughness = -10 }
		frozen_flats = { toughness = -10 }

		majorroad_hills = { damage = 10 }
		minorroad_hills = { damage = 10 }
		majorroad_urban = { damage = 10 }
		minorroad_urban = { damage = 10 }
		majorroad_the_bog = { toughness = -10 screen = -10 }
		minorroad_the_bog = { toughness = -10 screen = -10 }
		majorroad_drylands = { toughness = -10 }
		minorroad_drylands = { toughness = -10 }
		majorroad_desert = { toughness = -10 screen = -5 }
		minorroad_desert = { toughness = -10 screen = -5 }
		majorroad_canyon = { toughness = -10 }
		minorroad_canyon = { toughness = -10 }
		majorroad_glacier = { toughness = -10 }
		minorroad_glacier = { toughness = -10 }
		majorroad_frozen_flats = { toughness = -10 }
		minorroad_frozen_flats = { toughness = -10 }
	}

	winter_bonus = {
		normal_winter = { damage = -4 toughness = -4 }
		harsh_winter = { damage = -8 toughness = -8 }
	}

	counters = {
		heavy_infantry = 1
		heavy_cavalry = 1
		elephant_cavalry = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_royal_crossbowmen }
		NOT = { government_has_flag = government_is_nw }
	}

	buy_cost = { gold = 105 }
	low_maintenance_cost = { gold = 0.35 }
	high_maintenance_cost = { gold = 1 }
	provision_cost = @provisions_cost_infantry_bankrupting

	stack = 120.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = crossbowmen
	illustration = {
		reference = royal_crossbows
	}
}

#High Valyrians
dragonguard = {
	type = heavy_infantry

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

	counters = {
		pikemen = 1
	}

	terrain_bonus = {
		hills = { toughness = 5 }
		mountains = { toughness = 8 }
		desert_mountains = { toughness = 5 screen = -5}
		floodplains = { toughness = -5 }
		wetlands = { toughness = -5 screen = -5 }
		desert = { 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_desert_mountains = { toughness = 5 screen = -5 }
		minorroad_desert_mountains = { toughness = 5 screen = -5 }
		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 = -4 toughness = -4 }
		harsh_winter = { damage = -8 toughness = -8 }
	}

	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
}


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 = -4 toughness = -4 }
		harsh_winter = { damage = -8 toughness = -8 }
	}

	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
}

# innovation_agot_crownlands_fighting aka Blackwater Warfare
crownlands_spears = {
	type = pikemen

	buy_cost = { gold = 80 }
	low_maintenance_cost = { gold = 0.3 }
	high_maintenance_cost = { gold = 0.9 }
	provision_cost = @provisions_cost_infantry_moderate
	stack = 100

	damage = 20
	toughness = 30
	pursuit = 0
	screen = 5

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

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = pikemen
	illustration = {
		reference = crown_spears
	}

	terrain_bonus = {
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		urban = { damage = 5 toughness = 5 pursuit = 5 }
		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_urban = { damage = 5 toughness = 5 pursuit = 5 }
		minorroad_urban = { damage = 5 toughness = 5 pursuit = 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_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 = -4 }
		harsh_winter = { damage = -8 toughness = -8 }
	}
	
}

knights_of_the_dragon = {
	type = heavy_cavalry

	damage = 105
	toughness = 40
	pursuit = 20
	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 }
		urban = { damage = 10 toughness = 10 pursuit = 5 }
		hills = { damage = -20 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_urban = { damage = 10 toughness = 10 pursuit = 5 }
		minorroad_urban = { damage = 10 toughness = 10 pursuit = 5 }
		majorroad_mountains = { damage = -45 pursuit = -10 }
		minorroad_mountains = { damage = -45 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 }
	}

	counters = {
		archers = 2
	}

	can_recruit = {
		culture = { has_innovation = innovation_agot_valyrian_knights }
		NOT = { government_has_flag = government_is_nw }
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

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

	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 = dragon_knights

	illustration = {
		reference = dragon_knights
	}
}