#Stormlanders
storm_knights = {
	type = heavy_cavalry

	damage = 110.0
	toughness = 40.0
	pursuit = 15.0
	screen = 0.0

	terrain_bonus = {
		plains = { damage = 30 pursuit = 5 }
		farmlands = { damage = 30 pursuit = 5 }
		forest = { damage = 5 toughness = 5 }
		cloudforest = { damage = 5 toughness = 5 }
		hills = { damage = -10 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_forest = { damage = 5 toughness = 5 }
		minorroad_forest = { damage = 5 toughness = 5 }
		majorroad_cloudforest = { damage = 5 toughness = 5 }
		minorroad_cloudforest = { damage = 5 toughness = 5 }
		majorroad_mountains = { damage = -75 pursuit = -10 }
		minorroad_mountains = { damage = -75 pursuit = -10 }
		majorroad_hills = { damage = -10 pursuit = -5 }
		minorroad_hills = { damage = -10 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 }
	}

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

	counters = {
		archers = 1
	}

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

	buy_cost = { gold = 210 }
	low_maintenance_cost = { gold = 0.7 }
	high_maintenance_cost = { gold = 2.1 }
	provision_cost = @provisions_cost_cavalry_expensive

	stack = 50.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = storm_knights
}


# innovation_agot_stormlands_fighting aka Temperstuous Warfare
stormlands_heavy_infantry = {
	type = heavy_infantry

	damage = 38.0
	toughness = 30.0
	pursuit = 5.0
	screen = 5.0

	terrain_bonus = {
		hills = { toughness = 5 }
		mountains = { toughness = 8 }
		forest = { damage = 6 toughness = 5 }
		cloudforest = { damage = 8 toughness = 5 }
		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_forest = { damage = 6 toughness = 5 }
		minorroad_forest = { damage = 6 toughness = 5 }
		majorroad_cloudforest = { damage = 8 toughness = 5 }
		minorroad_cloudforest = { damage = 8 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 = -4 toughness = -4 }
		harsh_winter = { damage = -8 toughness = -8 }
	}

	counters = {
		pikemen	= 1
	}

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

	buy_cost = { gold = 95 }
	low_maintenance_cost = { gold = 0.4 }
	high_maintenance_cost = { gold = 1.2 }
	provision_cost = @provisions_cost_infantry_expensive

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



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

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

	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
	}
}