﻿# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
@cultural_maa_extra_ai_score = 80 # Equivalent to having 8 extra regiments beyond what the code scoring would indicate (see NEGATIVE_SCORE_PER_EXISTING_REGIMENT)

# Must be synced between files with the values located at "# Provisions Costs #".
@provisions_cost_infantry_cheap = 3
@provisions_cost_infantry_moderate = 7
@provisions_cost_infantry_expensive = 12
@provisions_cost_infantry_bankrupting = 15

@provisions_cost_cavalry_cheap = 7
@provisions_cost_cavalry_moderate = 15
@provisions_cost_cavalry_expensive = 21
@provisions_cost_cavalry_bankrupting = 30

@provisions_cost_special_cheap = 6
@provisions_cost_special_moderate = 12
@provisions_cost_special_expensive = 18
@provisions_cost_special_bankrupting = 24

cilician_akritai = {
	type = skirmishers

	damage = 12
	toughness = 16
	pursuit = 12
	screen = 20

	terrain_bonus = {
		mountains = { damage = 12 toughness = 10 }
		desert_mountains = { damage = 7 toughness = 6 }
		hills = { damage = 7 toughness = 6 }
		forest = { toughness = 4 }
		wetlands = { toughness = 4 }
	}

	counters = {
		heavy_infantry = 1
		light_cavalry = 1
		camel_cavalry = 1
		archer_cavalry = 0.5
	}

	can_recruit = {
		has_global_variable = strengthening_cilician_gates_cooldown
		OR = {
			culture = { has_cultural_pillar = heritage_byzantine }
			culture = { has_cultural_pillar = heritage_ancient_greek }
		}
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = akritai_low_maint_cost }
	high_maintenance_cost = { gold = akritai_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap

	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score - 90] }
	icon = akritai
}