#Trident Rivermen
river_bows = {
	type = archers

	damage = 45.0
	toughness = 10.0
	pursuit = 10.0
	screen = 0.0

	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
		archers = 0.5
		pikemen = 1
	}

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

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

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

# innovation_agot_riverlands_fighting aka Trident Warfare
riverlands_light_infantry = {
	type = skirmishers

	damage = 15.0
	toughness = 18.0
	pursuit = 15.0
	screen = 18.0

	terrain_bonus = {
		forest = { damage = 4 toughness = 6 }
		taiga = { damage = 4 toughness = 6 }
		cloudforest = { damage = 4 toughness = 6 }
		wetlands = { damage = 8 pursuit = 5 }
		hills = { damage = 4 toughness = 6 }
		floodplains = { damage = 8 pursuit = 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_wetlands = { damage = 8 pursuit = 5 }
		minorroad_wetlands = { damage = 8 pursuit = 5 }
		majorroad_hills = { damage = 4 toughness = 6 }
		minorroad_hills = { damage = 4 toughness = 6 }
		majorroad_floodplains = { damage = 8 pursuit = 5 }
		minorroad_floodplains = { damage = 8 pursuit = 5 }
		majorroad_the_bog = { toughness = -5 screen = -5 }
		minorroad_the_bog = { toughness = -5 screen = -5 }
	}

	counters = {
		light_cavalry = 0.5
		heavy_infantry = 1
	}

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

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


	stack = 150.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	illustration = {
		reference = riverlands_light_infantry
	}
	icon = skirmishers
}

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 = -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 = 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 = -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 = 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
	}
}

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
	}
}

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
	}
}

