
	#Marchers
marcher_longbowmen = {
	type = archers

	damage = 63.0
	toughness = 28.0
	pursuit = 7.0
	screen = 7.0

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

	terrain_bonus = {
		hills = { damage = 12 toughness = 6 }
		mountains = { damage = 10 toughness = 4 }
		desert_mountains = { damage = 5 toughness = 2 }
		forest = { toughness = 5 screen = 5 }
		cloudforest = { toughness = 5 screen = 5 }
		taiga = { toughness = 5 screen = 5 }
		the_bog = { toughness = -10 screen = -10 }

		majorroad_hills = { damage = 12 toughness = 6 }
		minorroad_hills = { damage = 12 toughness = 6 }
		majorroad_mountains = { damage = 10 toughness = 4 }
		minorroad_mountains = { damage = 10 toughness = 4 }
		majorroad_desert_mountains = { damage = 5 toughness = 2 }
		minorroad_desert_mountains = { damage = 5 toughness = 2 }
		majorroad_forest = { toughness = 5 screen = 5 }
		minorroad_forest = { toughness = 5 screen = 5 }
		majorroad_cloudforest = { toughness = 5 screen = 5 }
		minorroad_cloudforest = { toughness = 5 screen = 5 }
		majorroad_taiga = { toughness = 5 screen = 5 }
		minorroad_taiga = { toughness = 5 screen = 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_marcher_longbowmen }
		NOT = { government_has_flag = government_is_nw }
	}
	buy_cost = { gold = 66 }
	low_maintenance_cost = { gold = 0.25 }
	high_maintenance_cost = { gold = 0.75 }
	provision_cost = @provisions_cost_infantry_cheap

	stack = 80.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bowmen
}

greycloaks = {
	type = heavy_infantry

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

	counters = {
		heavy_infantry = 0.5
		pikemen = 1
	}

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

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

	can_recruit = {
		has_title = title:c_oldtown
	}

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

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

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

	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
}


#Mandermen Tradition
summer_knights = {
	type = heavy_cavalry

	damage = 100
	toughness = 35
	pursuit = 20
	screen = 0

	counters = {
		archers = 1
	}

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

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

	buy_cost = { gold = 250 }
	low_maintenance_cost = { gold = 0.8 }
	high_maintenance_cost = { gold = 2.4 }
	provision_cost = @provisions_cost_cavalry_expensive

	stack = 60
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = summer_knights

	terrain_bonus = {
		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 }
	}
}

honeywine_quirrels = {
	type = archers

	buy_cost = { gold = 90 }
	low_maintenance_cost = { gold = 0.3 }
	high_maintenance_cost = { gold = 1.0 }
	provision_cost = @provisions_cost_infantry_expensive
	stack = 120

	damage = 45
	toughness = 20
	pursuit = 0
	screen = 0

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

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = crossbowmen

	terrain_bonus = {
		hills = { damage = 8 }
		plains = { toughness = -10 }
		drylands = { toughness = -10 }
		desert = { toughness = -10 }
		the_bog = { toughness = -10 screen = -10 }
		canyon = { toughness = -10 }
		glacier = { toughness = -10 }
		frozen_flats = { toughness = -10 }

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

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

arbor_marines = {
	type = skirmishers

	buy_cost = { gold = 50 }
	low_maintenance_cost = { gold = 0.15 }
	high_maintenance_cost = { gold = 0.45 }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 150

	damage = 10
	toughness = 15
	pursuit = 15
	screen = 20

	counters = {
		archers = 0.5
		heavy_infantry = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers

	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		cloudforest = { damage = 4 toughness = 6 }
		taiga_bog = { toughness = -5 }
		the_bog = { toughness = -5 screen = -5 }

		majorroad_forest = { damage = 4 toughness = 6 }
		minorroad_forest = { damage = 4 toughness = 6 }
		majorroad_taiga = { damage = 4 toughness = 6 }
		minorroad_taiga = { damage = 4 toughness = 6 }
		majorroad_cloudforest = { damage = 4 toughness = 6 }
		minorroad_cloudforest = { damage = 4 toughness = 6 }
		majorroad_taiga_bog = { toughness = -5 }
		minorroad_taiga_bog = { toughness = -5 }
		majorroad_the_bog = { toughness = -5 screen = -5 }
		minorroad_the_bog = { toughness = -5 screen = -5 }
	}

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

# innovation_agot_reach_fighting aka Verdant Warfare
reach_light_cavalry = {
	type = light_cavalry

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

	damage = 20
	toughness = 15
	pursuit = 35
	screen = 35

	counters = {
		archers = 2
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = reach_cav

	terrain_bonus = {
		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 }
	}

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