﻿# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 3.5
@cultural_maa_extra_ai_score = 60 # Equivalent to having 6 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

accolade_maa_lancers = {
	type = heavy_cavalry
	
	can_recruit = {
		any_accolade = {
			accolade_attribute_level = {
				type = lancer_attribute
				level >= 2
			}
		}
		NOT = { exists = scope:title }
	}

	max_regiments = 1
	
	damage = 200
	toughness = 70
	pursuit = 40
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 60 }
		drylands = { damage = 60 }
		hills = { damage = -10 }
		mountains = { damage = -35 }
		desert_mountains = { damage = -35 }
		wetlands = { damage = -35 toughness = -5 pursuit = -5 }
	}

	counters = {
		archers = 2
		gunpowder = 2
	}

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

	buy_cost = { gold = accolade_heavy_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_expensive
	
	stack = 50
	allowed_in_hired_troops = no
	ai_quality = {
		value = culture_ai_weight_heavy_cavalry
		add = 100
	}

	illustration = {
		trigger = {
			should_use_asian_maa_graphics = yes
		}

		reference = heavy_cavalry_asia
	}

	illustration = {
		reference = 0s_accolade_lancers
	}
}
