﻿@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0

@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

0s_ordonnance_archer = {
	type = archer_cavalry
	
	damage = 50
	toughness = 25
	pursuit = 40
	screen = 25
	
	terrain_bonus = {
		steppe = { damage = 20 }
		plains = { damage = 20 }
		drylands = { damage = 35 }
		desert = { damage = -10 }		
		jungle = { damage = -30 pursuit = -30 }
		wetlands = { damage = -40 pursuit = -40 }
		mountains = { damage = -20 pursuit = -20 }
		desert_mountains = { damage = -25 pursuit = -25 }
	}

	counters = {
		skirmishers = 1
		light_cavalry = 1
	}

	buy_cost = { gold = horse_archers_recruitment_cost }
	low_maintenance_cost = { gold = horse_archers_low_maint_cost }
	high_maintenance_cost = { gold = horse_archers_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_moderate
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = 0s_ordonnance_archer
}

0s_almogavers = {
	type = skirmishers	
	
	damage = 30
	toughness = 18
	pursuit = 25
	screen = 27
	
	terrain_bonus = {
		hills = { damage = 15 toughness = 10 }
		mountains = { damage = 20 toughness = 15 }
		desert_mountains = { damage = 20 toughness = 15 }
		drylands = { damage = 10 }
	}

	counters = {
		heavy_cavalry = 2.0
		heavy_infantry = 1.0
	}

	buy_cost = { gold = goedendag_recruitment_cost }
	low_maintenance_cost = { gold = goedendag_low_maint_cost }
	high_maintenance_cost = { gold = goedendag_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap	
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = 0s_almogavers
}

0s_gothic_knight = {
	type = heavy_infantry
	
	damage = 70
	toughness = 50
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 2 toughness = 8 }
		mountains = { damage = 3 toughness = 12 }
		desert_mountains = { damage = 2 toughness = 12 }
	}

	counters = {
		pikemen = 3
		heavy_infantry = 2
	}

	buy_cost = { gold = varangian_veterans_recruitment_cost }
	low_maintenance_cost = { gold = varangian_veterans_low_maint_cost }
	high_maintenance_cost = { gold = varangian_veterans_high_maint_cost }	
	provision_cost = @provisions_cost_infantry_expensive
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = 0s_gothic_knight
}

0s_harnischgetue = {
	type = heavy_infantry

	damage = 55
	toughness = 50
	pursuit = 5
	screen = 5
	
	counters = {
		pikemen = 1
		archers = 3
	}
	
	buy_cost = { gold = mubarizun_recruitment_cost }
	low_maintenance_cost = { gold = mubarizun_low_maint_cost }
	high_maintenance_cost = { gold = mubarizun_high_maint_cost }
	provision_cost = @provisions_cost_infantry_expensive
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = 0s_harnischgetue	
}

outremer_knight = {
	type = heavy_infantry
	
	damage = 45
	toughness = 35
	pursuit = 20
	screen = 15
	
	terrain_bonus = {	
		desert = { damage = 25 toughness = 15 }
		drylands = { damage = 20 toughness = 15 }
		oasis = { damage = 25 }
		floodplains = { damage = 5 }
		hills = { damage = 10 }
		desert_mountains = { damage = 10 pursuit = 10 }
		mountains = { damage = 15 pursuit = 20 }
	}
	
	counters = {
		pikemen = 1
		heavy_infantry = 0.5
		camel_cavalry = 1
	}

	winter_bonus = {
		normal_winter = { damage = -15 }
		harsh_winter = { damage = -20 toughness = -30 }
	}
	
	buy_cost = { gold = huscarls_recruitment_cost }
	low_maintenance_cost = { gold = huscarls_low_maint_cost }
	high_maintenance_cost = { gold = huscarls_high_maint_cost }
	provision_cost = @provisions_cost_infantry_expensive
	
	stack = 100
	ai_quality = { value = cultural_maa_extra_ai_score }
	icon = outremer_knight
	fallback_in_hired_troops_if_unlocked = yes
}

#0s_canons_of_holy_sepulchre = {
#	type = heavy_infantry
#
#	can_recruit = {
#		dynasty = {
#			has_dynasty_perk = crusader_legacy_4
#		}
#	}
#	
#	damage = 60
#	toughness = 45
#	pursuit = 10
#	screen = 20
#	
#	terrain_bonus = {	
#		desert = { damage = 20 }
#		hills = { damage = 10 }
#		desert_mountains = { damage = 10 pursuit = 10 }
#		mountains = { damage = 5 pursuit = 10 }
#	}
#	
#	counters = {
#		pikemen = 0.5
#		heavy_infantry = 1.0
#		skirmishers = 1
#	}
#
#	winter_bonus = {
#		normal_winter = { damage = -15 toughness = -30 }
#		harsh_winter = { damage = -20 toughness = -30 }
#	}
#	
#	buy_cost = { gold = huscarls_recruitment_cost }
#	low_maintenance_cost = { gold = huscarls_low_maint_cost }
#	high_maintenance_cost = { gold = huscarls_high_maint_cost }
#	provision_cost = @provisions_cost_infantry_expensive
#
#	max_regiments = 1
#	
#	stack = 50
#	ai_quality = { value = cultural_maa_extra_ai_score }
#	icon = 0s_canons_of_holy_sepulchre
#	fallback_in_hired_troops_if_unlocked = yes
#}

0s_knight_calatrava = {
	type = heavy_cavalry	
	
	damage = 115
	toughness = 25
	pursuit = 20
	screen = 10
	
	terrain_bonus = {
		plains = { damage = 20 }
		drylands = { damage = 35 }
		hills = { damage = -5 }
		mountains = { damage = -30 }
		desert_mountains = { damage = -40 }
		wetlands = { damage = -60 }
	}

	counters = {
		archers = 1
		heavy_infantry = 1.5
		skirmishers = 1
	}

	winter_bonus = {
		normal_winter = { damage = -30 toughness = -15 }
		harsh_winter = { damage = -30 toughness = -20 }
	}

	buy_cost = { gold = gendarme_recruitment_cost }
	low_maintenance_cost = { gold = gendarme_low_maint_cost }
	high_maintenance_cost = { gold = gendarme_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_expensive
	
	stack = 50
	ai_quality = { value = cultural_maa_extra_ai_score }
	icon = 0s_knight_calatrava
	fallback_in_hired_troops_if_unlocked = yes
}

0s_knight_lazarus = {
	type = heavy_cavalry	
	
	damage = 130
	toughness = 10
	pursuit = 15
	screen = 20
	
	terrain_bonus = {
		plains = { damage = 30 }
		desert = { damage = 50 }
		drylands = { damage = 60 }
		hills = { damage = -40 }
		mountains = { damage = -60 }
		desert_mountains = { damage = -75 }
		wetlands = { damage = -80 }
	}

	counters = {
	}

	winter_bonus = {
		normal_winter = { damage = -30 toughness = -15 }
		harsh_winter = { damage = -30 toughness = -20 }
	}

	buy_cost = { gold = gendarme_recruitment_cost }
	low_maintenance_cost = { gold = gendarme_low_maint_cost }
	high_maintenance_cost = { gold = gendarme_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_expensive
	
	stack = 50
	ai_quality = { value = cultural_maa_extra_ai_score }
	icon = 0s_knight_lazarus
	fallback_in_hired_troops_if_unlocked = yes
}

0s_cyprus_knights = {
	type = heavy_cavalry
	
	damage = 125
	toughness = 50
	pursuit = 20
	screen = 25
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 20 }
		hills = { damage = -10 }
		jungle = { damage = -30 }
		mountains = { damage = -40 }
		desert_mountains = { damage = -40 }
		wetlands = { damage = -50 }
	}

	counters = {
	}

	winter_bonus = {
		normal_winter = { damage = -40 toughness = -40 }
		harsh_winter = { damage = -50 toughness = -50 }
	}

	buy_cost = { gold = gendarme_recruitment_cost }
	low_maintenance_cost = { gold = gendarme_low_maint_cost }
	high_maintenance_cost = { gold = gendarme_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_expensive
	
	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = 0s_cyprus_knights
}

0s_hospitaller_late = {
	type = heavy_infantry
	
	damage = 70
	toughness = 60
	pursuit = 20
	screen = 15
	
	terrain_bonus = {
		hills = { damage = 4 toughness = 10 }
		mountains = { damage = 5 toughness = 15 }
		desert_mountains = { damage = 5 toughness = 15 }
		desert = { damage = 30 }
		drylands = { damage = 20 }
	}

	counters = {
		pikemen = 0.5
		archers = 1
		light_cavalry = 1
	}

	buy_cost = { gold = varangian_veterans_recruitment_cost }
	low_maintenance_cost = { gold = varangian_veterans_low_maint_cost }
	high_maintenance_cost = { gold = varangian_veterans_high_maint_cost }	
	provision_cost = @provisions_cost_infantry_expensive
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = 0s_hospitaller_late
}

0s_fussknecht = {
	type = pikemen
	
	damage = 30
	toughness = 30
	pursuit = 0
	screen = 12
	
	terrain_bonus = {
		forest = { damage = 15 toughness = 8 }
		taiga = { damage = 15 toughness = 8 }
		wetlands = { damage = 12 toughness = 8 }		
	}	
	
	era_bonus = {
		culture_era_high_medieval = {
			damage = 4
			toughness = 4
		}
		culture_era_late_medieval = {
			damage = 6
			toughness = 4
		}
	}	

	counters = {
		light_cavalry = 1.5
		heavy_cavalry = 1.5
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = 4 toughness = 4 }
		harsh_winter = { damage = 2 toughness = 2 }
	}		

	buy_cost = { gold = landsknecht_recruitment_cost }
	low_maintenance_cost = { gold = landsknecht_low_maint_cost }
	high_maintenance_cost = { gold = landsknecht_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = 0s_fussknecht
}

0s_ritterbruder = {
	type = heavy_infantry
	
	damage = 90
	toughness = 65
	pursuit = 5
	screen = 5
	
	terrain_bonus = {
		forest = { damage = 10 pursuit = 10 }		
		taiga = { damage = 10 pursuit = 10 }
		hills = { damage = 5 toughness = 5 }
	}

	counters = {
		heavy_infantry = 1
		pikemen = 1
	}

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

	buy_cost = { gold = varangian_veterans_recruitment_cost }
	low_maintenance_cost = { gold = varangian_veterans_low_maint_cost }
	high_maintenance_cost = { gold = varangian_veterans_high_maint_cost }
	provision_cost = @provisions_cost_infantry_expensive
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = 0s_ritterbruder
}

streltsy = {
	type = gunpowder
	icon = streltsy

	damage = 60
	toughness = 15
	pursuit = 0
	screen = 5

	terrain_bonus = {
		jungle = { damage = -50 toughness = 5 }
		forest = { damage = -25 toughness = 10 }
		taiga = { damage = -25 toughness = 10 }
		hills = { damage = 10 toughness = 10 }
		mountains = { damage = 5 toughness = 10 }
		desert_mountains = { damage = 5 toughness = 10 }
		wetlands = { damage = -25 toughness = -20 }
	}

	counters = {
		skirmishers = 0.5
		heavy_infantry = 0.75
		archers = 1
		pikemen = 1
		light_cavalry = 1.25
		heavy_cavalry = 0.75
		archer_cavalry = 1.25
	}

	winter_bonus = {
		normal_winter = { damage = 5 }
		harsh_winter = { damage = 10 }
	}

	buy_cost = { gold = handgunner_recruitment_cost }
	low_maintenance_cost = { gold = handgunner_low_maint_cost }
	high_maintenance_cost = { gold = handgunner_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	can_recruit = {
		culture = {
			has_innovation = innovation_arquebus
			has_innovation = innovation_tsardom
		}
		NOR = {
			government_has_flag = government_is_nomadic
			government_has_flag = government_is_herder
		}
	}

	should_show_when_unavailable = {
		government_allows = subject_men_at_arms
		culture = { has_cultural_era_or_later = culture_era_renaissance }
	}

	ai_quality = {
		value = counter_synergy_ai_weight_archers
	}

	holy_order_fallback = yes
	stack = 100
}

kozaki = {
	type = light_cavalry
	icon = kozaki

	damage = 35
	toughness = 20
	pursuit = 30
	screen = 30

	terrain_bonus = {
		plains = { damage = 20 }
		drylands = { damage = 20 }
		steppe = { damage = 40 }
		hills = { damage = -15 }
		mountains = { damage = -15 pursuit = -40 }
		desert_mountains = { damage = -20 pursuit = -50 }
		wetlands = { damage = -15 toughness = -10 pursuit = -50 screen = -20 }
	}

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

	winter_bonus = {
		normal_winter = { damage = 5 }
		harsh_winter = { damage = 10 }
	}

	can_recruit = {
		culture = { has_innovation = innovation_kozaki }
		NOR = {
			government_has_flag = government_is_nomadic
			government_has_flag = government_is_herder
		}
	}

	should_show_when_unavailable = {
		government_allows = subject_men_at_arms
		culture = { has_cultural_era_or_later = culture_era_renaissance }
	}

	buy_cost = { gold = light_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap

	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 20] }
}

pomenstnoe_voisko = {
	type = archer_cavalry
	icon = pomenstnoe_voisko

	damage = 25
	toughness = 20
	pursuit = 20
	screen = 15

	terrain_bonus = {
		plains = { damage = 20 }
		drylands = { damage = 20 }
		steppe = { damage = 40 }
		hills = { damage = -15 }
		mountains = { damage = -15 pursuit = -40 }
		desert_mountains = { damage = -20 pursuit = -50 }
		wetlands = { damage = -15 toughness = -10 pursuit = -50 screen = -20 }
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}

	can_recruit = {
		culture = { has_innovation = innovation_tsardom }
		NOR = {
			government_has_flag = government_is_nomadic
			government_has_flag = government_is_herder
		}
	}

	should_show_when_unavailable = {
		government_allows = subject_men_at_arms
		culture = { has_cultural_era_or_later = culture_era_renaissance }
	}

	buy_cost = { gold = light_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap

	stack = 100
	ai_quality = { value = counter_synergy_ai_weight_archer_cavalry }
}

houfnice = {
	type = siege_weapon
	icon = houfnice
	fights_in_main_phase = yes

	damage = 250
	toughness = 15
	pursuit = 0
	screen = 0

	terrain_bonus = {
		plains = { damage = 15 toughness = -10 }
		drylands = { damage = 15 toughness = -10 }
		jungle = { damage = -50 toughness = 5 }
		forest = { damage = -25 toughness = 10 }
		taiga = { damage = -25 toughness = 10 }
		hills = { damage = 20 toughness = 10 }
		mountains = { damage = 25 toughness = 10 }
		desert_mountains = { damage = 25 toughness = 10 }
		wetlands = { damage = -25 toughness = -15 }
	}

	counters = {
		skirmishers = 3
		heavy_infantry = 2.5
		archers = 3
		pikemen = 3
		light_cavalry = 2
		heavy_cavalry = 2
		archer_cavalry = 2
		camel_cavalry = 2
		elephant_cavalry = 2.5
	}

	can_recruit = {
		culture = { has_innovation = innovation_czech_firearms }
		NOR = {
			government_has_flag = government_is_nomadic
			government_has_flag = government_is_herder
		}
	}

	should_show_when_unavailable = {
		government_allows = subject_men_at_arms
		culture = { has_cultural_era_or_later = culture_era_renaissance }
	}

	siege_tier = 4
	siege_value = 0.6

	buy_cost = { gold = bombard_recruitment_cost }
	low_maintenance_cost = { gold = bombard_low_maint_cost }
	high_maintenance_cost = { gold = bombard_high_maint_cost }
	provision_cost = @provisions_cost_special_bankrupting

	stack = 10
	allowed_in_hired_troops = no
}

0s_billmen = {
	type = pikemen
	
	damage = 38
	toughness = 40
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 10 }
		hills = { toughness = 5 damage = 5 }
		forest = { toughness = 5 }
		wetlands = { damage = -15 toughness = -10 }
	}

	counters = {
		heavy_cavalry = 1.5
		heavy_infantry = 1.0
	}


	can_recruit = {
		culture = { has_innovation = innovation_bills }
		NOR = {
			government_has_flag = government_is_nomadic
			government_has_flag = government_is_herder
		}
	}

	should_show_when_unavailable = {
		government_allows = subject_men_at_arms
		culture = { has_cultural_era_or_later = culture_era_high_medieval }
	}

	buy_cost = { gold = picchieri_recruitment_cost }
	low_maintenance_cost = { gold = picchieri_low_maint_cost }
	high_maintenance_cost = { gold = picchieri_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = 0s_billmen
}