vale_eyrie_guards = {
	type = heavy_infantry

	damage = 35
	toughness = 40
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { toughness = 5 }
		mountains = { damage = 8 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_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 = 2 toughness = 2 }
	}	

	counters = {
		pikemen = 1
	}

	can_recruit = {
		has_title = title:b_the_bloody_gate
	}

	buy_cost = { gold = 90 }
	low_maintenance_cost = { gold = 0.35 }
	high_maintenance_cost = { gold = 1 }
	provision_cost = @provisions_cost_infantry_expensive

	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry
	illustration = {
		reference = vale_guards
	}
}

#Lower Valemen
winged_knights = {
	type = heavy_cavalry

	damage = 125.0
	toughness = 35.0
	pursuit = 30.0
	screen = 0.0

	terrain_bonus = {
		plains = { damage = 30 pursuit = 5 }
		farmlands = { damage = 30 pursuit = 5 }
		desert_mountains = { damage = -35 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_desert_mountains = { damage = -35 pursuit = -10 }
		minorroad_desert_mountains = { damage = -35 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 = {
		heavy_infantry = 0.5
		heavy_cavalry = 0.5
		archers = 1
	}

	can_recruit = {
		valid_for_maa_trigger = { PARAMETER = unlock_maa_winged_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 = 0.7 }
	high_maintenance_cost = { gold = 2.1 }
	provision_cost = @provisions_cost_cavalry_expensive

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

#Finger Valemen
finger_scouts = {
	type = light_cavalry

	damage = 20.0
	toughness = 25.0
	pursuit = 30.0
	screen = 35.0

	terrain_bonus = {
		farmlands = { damage = 15 pursuit = 5 }
		plains = { damage = 15 pursuit = 5 }
		hills = { toughness = 5 }
		desert_mountains = { damage = -10 pursuit = -20 }
		glacier = { damage = -10 pursuit = -20 }
		frozen_flats = { pursuit = -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_hills = { toughness = 5 }
		minorroad_hills = { toughness = 5 }
		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_the_bog = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
		minorroad_the_bog = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}

	counters = {
		archers = 2
	 }

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

	buy_cost = { gold = 85 }
	low_maintenance_cost = { gold = 0.35 }
	high_maintenance_cost = { gold = 1.05 }
	provision_cost = @provisions_cost_cavalry_cheap

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

hunters_of_the_moon = {
	type = archers

	buy_cost = { gold = 55 }
	low_maintenance_cost = { gold = 0.2 }
	high_maintenance_cost = { gold = 0.6 }
	provision_cost = @provisions_cost_infantry_cheap
	stack = 100

	damage = 30
	toughness = 15
	pursuit = 5
	screen = 0

	counters = {
		skirmishers = 1
		pikemen = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = vigmen
	illustration = {
		reference = maturkan_warriors
	}

	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		mountains = { damage = 12 toughness = 4 pursuit = 5  }
		desert_mountains = { damage = 6 toughness = 4 screen = -5 }
		desert = { toughness = -4 screen = -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_mountains = { damage = 12 toughness = 4 pursuit = 5  }
		minorroad_mountains = { damage = 12 toughness = 4 pursuit = 5  }
		majorroad_desert_mountains = { damage = 6 toughness = 4 screen = -5 }
		minorroad_desert_mountains = { damage = 6 toughness = 4 screen = -5 }
		majorroad_desert = { toughness = -4 screen = -4 }
		minorroad_desert = { toughness = -4 screen = -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 }
	}
}

vale_heavy_infantry = {
	type = heavy_infantry

	buy_cost = { gold = 95 }
	low_maintenance_cost = { gold = 0.4 }
	high_maintenance_cost = { gold = 1.2 }
	provision_cost = @provisions_cost_infantry_expensive
	stack = 100

	damage = 35
	toughness = 30
	pursuit = 0
	screen = 5

	counters = {
		pikemen = 1
	}

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

	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry
	illustration = {
		reference = vale_guards
	}

	terrain_bonus = {
		hills = { toughness = 5 }
		mountains = { damage = 8 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_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 }
	}
}

rune_knights = {
	type = heavy_cavalry

	damage = 100.0
	toughness = 45.0
	pursuit = 15.0
	screen = 15.0

	terrain_bonus = {
		plains = { damage = 30 pursuit = 5 }
		farmlands = { damage = 30 pursuit = 5 }
		desert_mountains = { damage = -35 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_desert_mountains = { damage = -35 pursuit = -10 }
		minorroad_desert_mountains = { damage = -35 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 = {
		heavy_infantry = 0.5
		archers = 1
	}

	can_recruit = {
		has_title = title:c_runestone
		title:c_runestone = { holder.dynasty = dynasty:dynn_Royce }

	}

	buy_cost = { gold = 200 }
	low_maintenance_cost = { gold = 0.6 }
	high_maintenance_cost = { gold = 1.8 }
	provision_cost = @provisions_cost_cavalry_expensive

	stack = 50.0
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = winged_knights
	illustration = {
		reference = rune_knights
	}
}

gulltown_guards = {
	type = heavy_infantry

	damage = 30.0
	toughness = 30.0
	pursuit = 0.0
	screen = 0.0

	counters = {
		pikemen = 1
        heavy_infantry = 0.5
	}

	terrain_bonus = {
		hills = { toughness = 5 }
		urban = { damage = 5 toughness = 5 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 = 5 toughness = 5 pursuit = 5 }
		minorroad_urban = { damage = 5 toughness = 5 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_gulltown
	}

	buy_cost = { gold = 120 }
	low_maintenance_cost = { gold = 0.45 }
	high_maintenance_cost = { gold = 1.3 }
	provision_cost = @provisions_cost_infantry_expensive

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

