﻿# 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

outremer_cavalry = {
	type = heavy_cavalry

	damage = 120
	toughness = 30
	pursuit = 50
	screen = 0

	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		farmlands = { damage = 30 }
		desert = { damage = 30 }
		hills = { damage = -15 }
		mountains = { damage = -30 }
		desert_mountains = { damage = -30 }
		wetlands = { damage = -50 toughness = -15 pursuit = -10 }
		jungle = { damage = -50 toughness = -15 pursuit = -10 }
	}

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

	counters = {
		archers = 1
		light_cavalry = 1
		camel_cavalry = 1
		gunpowder = 1
	}

	can_recruit = {
		OR = {
			# AND = {
			# 	faith.religion = religion:christianity_religion
			# 	# has_title = title:e_outremer
			# 	culture = { has_innovation = innovation_desert_tactics }
			# 	highest_held_title_tier >= tier_empire
			# }
			house = {
				has_house_modifier = recruit_crusader_knights_modifier
			}
			valid_for_maa_trigger = { PARAMETER = unlock_maa_outremer_cavalry }
		}
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	# winter_bonus = {
	# 	normal_winter = { damage = -15 toughness = -5 }
	# 	harsh_winter = { damage = -25 toughness = -10 }
	# }

	buy_cost = { gold = outremer_cavalry_recruitment_cost piety = outremer_cavalry_piety_recruitment_cost }
	low_maintenance_cost = { gold = outremer_cavalry_low_maint_cost  piety = outremer_cavalry_piety_low_maint_cost }
	high_maintenance_cost = { gold = outremer_cavalry_high_maint_cost  piety = outremer_cavalry_piety_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_expensive

	stack = 50
	ai_quality = { value = @[cultural_maa_extra_ai_score + 50 ] }
	icon = outremer_cavalry
}

outremer_infantry = {
	type = heavy_infantry
	
	damage = 50
	toughness = 90
	pursuit = 0
	screen = 50
	
	terrain_bonus = {
		farmlands = { damage = 20 toughness = 10 }
		plains = { damage = 20 toughness = 10 }
		drylands = { damage = 20 toughness = 10 }
		desert = { damage = 10 toughness = 10 }
		hills = { damage = 10 toughness = 10 }
		mountains = { toughness = 15 }
		desert_mountains = { toughness = 15 }
	}
	
	counters = {
		pikemen = 1
		peasant_militia = 2
		heavy_cavalry = 1
	}
	
	can_recruit = {
		OR = {
			# AND = {
			# 	faith.religion = religion:christianity_religion
			# 	# has_title = title:e_outremer
			# 	culture = { has_innovation = innovation_desert_tactics }
			# 	highest_held_title_tier >= tier_empire
			# }
			house = {
				has_house_modifier = recruit_crusader_knights_modifier
			}
			valid_for_maa_trigger = { PARAMETER = unlock_maa_outremer_infantry }
		}
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}
	
	buy_cost = { gold = outremer_infantry_recruitment_cost piety = outremer_infantry_piety_recruitment_cost }
	low_maintenance_cost = { gold = outremer_infantry_low_maint_cost  piety = outremer_infantry_piety_low_maint_cost }
	high_maintenance_cost = { gold = outremer_infantry_high_maint_cost  piety = outremer_infantry_piety_high_maint_cost }
	provision_cost = @provisions_cost_infantry_expensive
	
	stack = 50
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 30 ]
		add = counter_synergy_ai_weight_heavy_infantry
	}
	icon = outremer_infantry
}

pavisiers = {
	type = archers
	
	damage = 45
	toughness = 25
	pursuit = 0
	screen = 10
	
	terrain_bonus = {
		farmlands = { damage = 15 }
		plains = { damage = 15 }
		drylands = { damage = 15 }
		desert = { damage = 15 }
		hills = { damage = 25 toughness = 15 }
		mountains = { damage = 20 toughness = 10 }
		desert_mountains = { damage = 20 toughness = 10 }
	}
	
	counters = {
		heavy_infantry = 1
		heavy_cavalry = 1
		light_cavalry = 1
		camel_cavalry = 1
		archer_cavalry = 1
	}
	
	can_recruit = {
		OR = {
			house = {
				has_house_modifier = recruit_crusader_knights_modifier
			}
			valid_for_maa_trigger = { PARAMETER = unlock_maa_pavisiers }
		}
	}
	
	buy_cost = { gold = pavisiers_recruitment_cost }
	low_maintenance_cost = { gold = pavisiers_low_maint_cost }
	high_maintenance_cost = { gold = pavisiers_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate
	
	stack = 100
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 20 ]
	}
	icon = crossbowmen
}

chasseur = {
	type = light_cavalry
	
	damage = 40
	toughness = 15
	pursuit = 40
	screen = 15
	
	terrain_bonus = {
		plains = { damage = 10 }
		drylands = { damage = 10 }
		desert = { damage = 10 }
		hills = { damage = -5 }
		mountains = { damage = -25 }
		desert_mountains = { damage = -25 }
		wetlands = { damage = -30 toughness = -10 pursuit = -25 screen = -15 }
	}

	counters = {
		archers = 1
		skirmishers = 1
		gunpowder = 1
	}

	winter_bonus = {
		harsh_winter = { damage = -5 toughness = -2 }
	}
	
	can_recruit = {
		OR = {
			house = {
				has_house_modifier = recruit_crusader_knights_modifier
			}
			valid_for_maa_trigger = { PARAMETER = unlock_maa_chasseur }
		}
	}

	buy_cost = { gold = chasseur_recruitment_cost }
	low_maintenance_cost = { gold = chasseur_low_maint_cost }
	high_maintenance_cost = { gold = chasseur_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_moderate
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = light_cavalry
}

asawira = {
	type = archer_cavalry
	
	# 90 / 35 / 35 / 10
	damage = 95
	toughness = 40
	pursuit = 35
	screen = 10
	
	terrain_bonus = {
		plains = { damage = 40 pursuit = 20 }
		drylands = { damage = 40 pursuit = 20 }
		steppe = { damage = 20 pursuit = 10 }
		desert = { damage = 10 pursuit = 10 }
		desert_mountains = { damage = 10 pursuit = 10 }
		hills = { damage = -10 }
		mountains = { damage = -50 }
		wetlands = { damage = -50 toughness = -15 pursuit = -20 }
	}

	counters = {
		skirmishers = 2
		heavy_infantry = 2
		light_cavalry = 2
		camel_cavalry = 2
	}

	winter_bonus = {
		normal_winter = { damage = -15 toughness = -5 }
		harsh_winter = { damage = -30 toughness = -10 }
	}
	
	can_recruit = {
		OR = {
			dynasty ?= {
				has_dynasty_perk = fp3_khvarenah_legacy_4
			}
			valid_for_maa_trigger = { PARAMETER = unlock_maa_asawira }
		}
	}

	buy_cost = { gold = asawira_recruitment_cost }
	low_maintenance_cost = { gold = asawira_low_maint_cost }
	high_maintenance_cost = { gold = asawira_high_maint_cost }
	provision_cost = @provisions_cost_special_moderate
	
	stack = 50
	ai_quality = { value = @[cultural_maa_extra_ai_score + 30] }
	icon = asawira
}

grivpanvar = {
	type = heavy_cavalry
	
	damage = 115
	toughness = 30
	pursuit = 30
	screen = 10
	
	terrain_bonus = {
		oasis = { damage = 30 }
		drylands = { damage = 25 }
		desert = { damage = 10 pursuit = 10 }
		mountains = { damage = -30 }
		wetlands = { damage = -80 toughness = -15 pursuit = -20 }
	}

	counters = {
		heavy_infantry = 1
		heavy_cavalry = 1
		gunpowder = 1
	}

	winter_bonus = {
		normal_winter = { damage = -10 toughness = -5 }
		harsh_winter = { damage = -20 toughness = -5 }
	}
	
	can_recruit = {
		OR = {
			dynasty ?= {
				has_dynasty_perk = fp3_khvarenah_legacy_4
			}
			valid_for_maa_trigger = { PARAMETER = unlock_maa_grivpanvar }
		}
		# faith.religion = religion:zoroastrianism_religion
		# culture = { has_cultural_pillar = heritage_iranian }
		# highest_held_title_tier >= tier_empire
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	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 + 60] }
	icon = tarkhan

}

zhayedan = {
	type = heavy_infantry
	
	damage = 64
	toughness = 72
	pursuit = 24
	screen = 0
	
	siege_value = 0.1
	
	counters = {
		skirmishers = 1
		heavy_infantry = 1
		pikemen = 1
		peasant_militia = 2
	}

	can_recruit = {
		OR = {
			house = {
				has_house_modifier = restore_the_immortals_modifier
			}
			valid_for_maa_trigger = { PARAMETER = unlock_maa_zhayedan }
		}
		# faith.religion = religion:zoroastrianism_religion
		# culture = { has_cultural_pillar = heritage_iranian }
		# highest_held_title_tier >= tier_empire
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}
	
	buy_cost = { gold = zhayedan_recruitment_cost }
	low_maintenance_cost = { gold = zhayedan_low_maint_cost }
	high_maintenance_cost = { gold = zhayedan_high_maint_cost }
	provision_cost = @provisions_cost_infantry_expensive
	
	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ayyar
}

pushtigban = {
	type = heavy_cavalry
	
	damage = 250
	toughness = 100
	pursuit = 50
	screen = 50
	
	terrain_bonus = {
		plains = { damage = 50 pursuit = 25 }
		drylands = { damage = 50 pursuit = 25 }
		desert = { damage = 25 pursuit = 10 }
		desert_mountains = { damage = 10 }
		hills = { damage = -25 }
		mountains = { damage = -75 }
		wetlands = { damage = -100 toughness = -25 pursuit = -25 }
	}

	counters = {
		archers = 4
		heavy_infantry = 4
		gunpowder = 4
	}

	winter_bonus = {
		normal_winter = { damage = -25 toughness = -10 }
		harsh_winter = { damage = -50 toughness = -25 }
	}
	
	can_recruit = {
		OR = {
			house = {
				has_house_modifier = restore_the_immortals_modifier
			}
			valid_for_maa_trigger = { PARAMETER = unlock_maa_pushtigban }
		}
		# faith.religion = religion:zoroastrianism_religion
		# culture = { has_cultural_pillar = heritage_iranian }
		highest_held_title_tier >= tier_empire
		is_independent_ruler = yes
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	buy_cost = { gold = pushtigban_recruitment_cost }
	low_maintenance_cost = { gold = pushtigban_low_maint_cost }
	high_maintenance_cost = { gold = pushtigban_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_bankrupting
	
	max_regiments = 1

	stack = 25
	ai_quality = { value = @[cultural_maa_extra_ai_score + 100] }
	icon = monaspa
}

ghilman_cavalry = {
	type = heavy_cavalry
	
	damage = 50
	toughness = 20
	pursuit = 30
	screen = 15
	
	terrain_bonus = {
		plains = { damage = 15 pursuit = 10 }
		drylands = { damage = 20 pursuit = 10 }
		desert = { damage = 20 pursuit = 10 }
		desert_mountains = { damage = 15 toughness = 10 }
		oasis = { damage = 10 toughness = 10 }
		floodplains = { damage = 10 toughness = 5 }
		hills = { damage = -20 }
		mountains = { damage = -25 }
		wetlands = { damage = -30 toughness = -10 pursuit = -10 }
	}

	counters = {
		archers = 1
		skirmishers = 1
		camel_cavalry = 1
		gunpowder = 1
	}

	winter_bonus = {
		normal_winter = { damage = -8 toughness = -5 }
		harsh_winter = { damage = -15 toughness = -10 }
	}
	
	can_recruit = {
		OR = {
			# AND = {
			# 	exists = title:e_arabia.holder
			# 	top_liege = title:e_arabia.holder
			# 	faith.religion = religion:islam_religion
			# 	title:e_arabia.holder = {
			# 		faith.religion = religion:islam_religion
			# 		faith = { religious_head ?= title:e_arabia.holder }
			# 	}
			# }
			# AND = {
			# 	exists = title:h_dar_al_islam.holder
			# 	top_liege = title:h_dar_al_islam.holder
			# 	faith.religion = religion:islam_religion
			# 	title:h_dar_al_islam.holder = {
			# 		faith.religion = religion:islam_religion
			# 		faith = { religious_head ?= title:h_dar_al_islam.holder }
			# 	}
			# }
			house = {
				has_house_modifier = training_ghilman_cavalry_modifier
			}
			valid_for_maa_trigger = { PARAMETER = unlock_maa_ghilman_cavalry }
		}
		NOT = {
			culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
		}
	}

	buy_cost = { gold = ghilman_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = ghilman_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = ghilman_cavalry_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_moderate
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 50] }
	icon = tarkhan
}
