﻿@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

alemannic_guard = {
	type = heavy_infantry	
	
	damage = 90
	toughness = 65
	pursuit = 5
	screen = 5
	
	terrain_bonus = {
		hills = { damage = 5 toughness = 5 }
		mountains = { damage = 5 toughness = 5 }
		desert_mountains = { damage = 5 toughness = 5 }
	}

	counters = {
		heavy_infantry = 1
		heavy_cavalry = 1
	}

	can_recruit = {
		AND = {
			OR = { 
				has_title = title:k_serbia
				has_title = title:e_serbia
			}
			culture = { has_innovation = innovation_alemannic_guard }
		}
	}

	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
	
	max_regiments = 1	
	
	stack = 200
	ai_quality = { value = @cultural_maa_extra_ai_score }
	allowed_in_hired_troops = no	
	icon = alemannic_guard
}

warhounds = {
	type = light_cavalry
	
	damage = 8
	toughness = 8
	pursuit = 20
	screen = 30
	
	terrain_bonus = {
		forest = { toughness = 6 pursuit = 6 screen = 6 }
		taiga = { toughness = 6 pursuit = 6 screen = 6 }
	}
	
	counters = {
		archers = 2
	}


	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	max_sub_regiments = 6	
	
	mercenary_fallback = no
	holy_order_fallback = no
	
	stack = 100
	ai_quality = { value = @culture_ai_weight_skirmishers }
	icon = warhounds
	allowed_in_hired_troops = no	
}

0s_papal_guard = {
	type = pikemen
	
	damage = 38
	toughness = 28
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		forest = { damage = 5 toughness = 5 }
		mountains = { damage = 8 toughness = 5 }
		desert_mountains = { damage = 8 toughness = 5 }
		hills = { damage = 8 toughness = 10 }		
	}	
	
	era_bonus = {
		culture_era_high_medieval = {
			damage = 4
			toughness = 3
		}
		culture_era_late_medieval = {
			damage = 5
			toughness = 3
		}
		culture_era_renaissance = {
			damage = 6
			toughness = 3
		}
	}	

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

	can_recruit = {
		AND = {
			has_title = title:k_papal_state
			culture = { has_cultural_era_or_later = culture_era_early_medieval }
		}
	}

	winter_bonus = {

	}		

	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_cheap
	
	stack = 150
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = 0s_papal_guard
}

0s_archdukes_retinue = {
	type = heavy_cavalry
	
	damage = 115
	toughness = 50
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		forest = { damage = 5 }
		hills = { damage = 10 }
		jungle = { damage = -20 }
		mountains = { damage = 10 }
		desert_mountains = { damage = 10 }
		wetlands = { damage = -50 }
		steppe = { damage = 15 }
		plains = { damage = 15 }
	}

	counters = {
		archers = 2
		skirmishers = 1
	}

	can_recruit = {
		AND = {
			has_title = title:k_austria
			culture = { has_innovation = innovation_archdukes_retinue }
		}
	}

	winter_bonus = {
		normal_winter = { damage = -10 toughness = -5 }
		harsh_winter = { damage = -25 toughness = -5 }
	}

	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_archdukes_retinue
}

0s_ducal_guard = {
	type = heavy_cavalry
	
	damage = 130
	toughness = 40
	pursuit = 15
	screen = 10
	
	terrain_bonus = {
		plains = { damage = 50 }
		drylands = { damage = 30 }
		hills = { damage = -15 }
		jungle = { damage = -30 }
		mountains = { damage = -50 }
		desert_mountains = { damage = -50 }
		wetlands = { damage = -75 }
	}

	counters = {
		archers = 1
	}

	can_recruit = {
		AND = {
			OR = { 
				has_title = title:k_d_burgundy
				has_title = title:d_burgundy
				has_title = title:e_d_burgundy
				has_title = title:e_hre
			}
			culture = { has_innovation = innovation_ordonnances_royales }
		}
	}

	winter_bonus = {
		normal_winter = { damage = -15 toughness = -5 }
		harsh_winter = { damage = -30 toughness = -10 }
	}

	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_ducal_guard
}

garde_ecossaise = {
	type = heavy_infantry		
	
	damage = 90
	toughness = 70
	pursuit = 10
	screen = 5
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 5 }
		mountains = { damage = 10 toughness = 5 }
		desert_mountains = { damage = 5 toughness = 5 }
	}

	counters = {
		heavy_infantry = 1
		peasant_militia = 2
		pikemen = 1		
		archers = 1
	}

	can_recruit = {
		AND = {
			OR = { 
				has_title = title:k_france
				has_title = title:e_france		
			}
		culture = { has_innovation = innovation_garde_ecossaise }
		}	
	}

	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

	max_regiments = 1	
	
	stack = 200
	ai_quality = { value = @cultural_maa_extra_ai_score }
	allowed_in_hired_troops = no	
	icon = garde_ecossaise
}

0s_kings_men = {
	type = heavy_cavalry
	
	damage = 125
	toughness = 40
	pursuit = 25
	screen = 5
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		hills = { damage = -10 }
		mountains = { damage = -50 }
		desert_mountains = { damage = -50 }
		wetlands = { damage = -80 }
		forest = { damage = 10 pursuit = 10 }
	}
	
	counters = {
		skirmishers = 0.5
		heavy_infantry = 0.5		
		heavy_cavalry = 1
	}

	can_recruit = {
		AND = {
			OR = { 
				has_title = title:k_england
				has_title = title:e_britannia		
			}
		culture = { has_innovation = innovation_kings_men }
		}	
	}

	buy_cost = { gold = cataphract_recruitment_cost }
	low_maintenance_cost = { gold = cataphract_low_maint_cost }
	high_maintenance_cost = { gold = cataphract_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_expensive
	
	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = 0s_kings_men
	fallback_in_hired_troops_if_unlocked = yes	
}