﻿# standard costs
@maa_buy_cost = 110
@maa_low_maintenance_cost = 0.8
@maa_high_maintenance_cost = 3.8
@cultural_maa_extra_ai_score = 60
@cultural_maa_extra_extra_ai_score = 80


# 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

futa_lust_starved_berserkers = {
	type = skirmishers
	
	damage = 70
	toughness = 50
	pursuit = 110
	screen = 12
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	terrain_bonus = {
		plains = { pursuit = 30 screen = 5 }
		steppe = { pursuit = 30 screen = 5 }
		drylands = { pursuit = 30 screen = 5 }
		wetlands = { damage = -15 toughness = -34 pursuit = -70 }
		desert = { toughness = -5 pursuit = -70 }
		desert_mountains = { toughness = -5 pursuit = -80 }
		floodplains = { toughness = -5 pursuit = -60 }
	}
	
	counters = {
		skirmishers = 3
		peasant_militia = 4
	}

	buy_cost = { gold = futa_realm_guard_recruitment_cost }
	low_maintenance_cost = { gold = futa_realm_guard_low_maint_cost }
	high_maintenance_cost = { gold = futa_realm_guard_high_maint_cost }
	provision_cost = @provisions_cost_infantry_expensive
	
	stack = 55
	ai_quality = { value = @[cultural_maa_extra_ai_score + 800] }
	icon = futa_lust_starved_berserkers
}

futa_battle_nuns = {
	type = heavy_infantry
	
	damage = 32
	toughness = 29
	pursuit = 0
	screen = 20
	
	terrain_bonus = {
		farmlands = { toughness = 15 }
	}

	counters = {
		fdemon = 1
		peasant_militia = 1
	}
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	winter_bonus = {
	}

	buy_cost = { gold = 60 }
	low_maintenance_cost = { gold = 0.2 }
	high_maintenance_cost = { gold = 1.5 }
	provision_cost = 9

	stack = 100
	allowed_in_hired_troops = no
	ai_quality = { value = @[cultural_maa_extra_ai_score + 480] }
	icon = futa_battle_nuns
}

futa_hermillia_matrons = {
	type = heavy_infantry
	
	damage = 40
	toughness = 60
	pursuit = 0
	screen = 14
	
	terrain_bonus = {
	}

	counters = {
	    fdemon = 1
		heavy_infantry = 1
	}
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	winter_bonus = {
	}

	buy_cost = { piety = skirmisher_recruitment_cost }
	low_maintenance_cost = { piety = skirmisher_low_maint_cost }
	high_maintenance_cost = { piety = skirmisher_high_maint_cost }
	provision_cost = 10

	stack = 100
	allowed_in_hired_troops = no
	ai_quality = { value = @[cultural_maa_extra_ai_score + 800] }
	icon = futa_hermillia_matrons
}

futa_hermillias_imbued_matrons = {
	type = heavy_infantry
	
	damage = 125
	toughness = 130
	pursuit = 16
	screen = 30
	
	terrain_bonus = {
	}

	counters = {
	    fdemon = 2
		heavy_infantry = 2
		skirmishers = 2
		pikemen = 1
		light_cavalry = 1
	}
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	winter_bonus = {
	}

	buy_cost = { piety = skirmisher_recruitment_cost }
	low_maintenance_cost = { piety = skirmisher_low_maint_cost }
	high_maintenance_cost = { piety = skirmisher_high_maint_cost }
	provision_cost = 15

	stack = 40
	allowed_in_hired_troops = no
	ai_quality = { value = @[cultural_maa_extra_ai_score + 910] }
	icon = futa_hermillias_imbued_matrons
}

futa_forlorn_mercenaries = {
	type = heavy_infantry
	
	damage = 46
	toughness = 32
	pursuit = 10
	screen = 6
	
	terrain_bonus = {
		farmlands = { damage = 10 toughness = 5 }
		plains = { damage = 10 pursuit = 10 }
		drylands = { damage = 5 pursuit = 8 }
		desert_mountains = { toughness = 10 }
	}

	counters = {
	    fcivilian = 1
		peasant_militia = 2
		light_cavalry = 0.5
		skirmishers = 1
	}
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	winter_bonus = {
	}

	buy_cost = { gold = 110 }
	low_maintenance_cost = { gold = 0.5 }
	high_maintenance_cost = { gold = 3.6 }
	provision_cost = 7

	stack = 95
	allowed_in_hired_troops = yes
	ai_quality = { value = @[cultural_maa_extra_ai_score + 30] }
	icon = futa_forlorn_mercenaries
}

futa_spite_imp = {
	type = fdemon
	
	damage = 26
	toughness = 40
	pursuit = 60
	screen = 0
	
	terrain_bonus = {
		mountains = {  toughness = 15 pursuit = 30 }
		desert_mountains = {  toughness = 15 pursuit = 30 }
	}

	counters = {
	}
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	winter_bonus = {
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap

	stack = 1
	allowed_in_hired_troops = no
	ai_quality = { value = culture_ai_weight_skirmishers }
	icon = futa_spite_imp
}

#THIS SHOULD BE ADDED TO HOLY ORDERS
futa_seed_sworn = {
	type = heavy_infantry
	
	damage = 41
	toughness = 30
	pursuit = 5
	screen = 14
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	terrain_bonus = {
		farmlands = { damage = 3 toughness = 5 }
		hills = { damage = 3 toughness = 5 screen = 5 }
		mountains = { damage = 5 toughness = 10 screen = 10 }
		desert_mountains = { damage = 5 toughness = 10 screen = 10 }
	}
	
	counters = {
		pikemen = 1.5
		peasant_militia = 2
	}

	buy_cost = { gold = heavy_infantry_recruitment_cost }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
	provision_cost = @provisions_cost_infantry_expensive
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 80] }
	icon = futa_seed_sworn
}

futa_futadom_fighters = {
	type = pikemen
	
	damage = 32
	toughness = 37
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
	    forest = { toughness = 7 }
		hills = { toughness = 10 }
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
		camel_cavalry = 1
		elephant_cavalry = 1
		peasant_militia = 1
	}
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	winter_bonus = {
	}

	buy_cost = { gold = pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	provision_cost = 6

	stack = 130
	allowed_in_hired_troops = no
	ai_quality = { value = @[cultural_maa_extra_ai_score + 1] }
	icon = futa_futadom_fighters
}

futa_champions = {
	type = skirmishers
	
	damage = 40
	toughness = 22
	pursuit = 28
	screen = 27
	
	terrain_bonus = {
		hills = { toughness = 5 pursuit = 5 }
		mountains = { toughness = 3 }
	}

	counters = {
		skirmishers = 1.2
		heavy_infantry = 1
		peasant_militia = 1
	}
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	winter_bonus = {
	}

	buy_cost = { prestige = 410 }
	low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
	high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
	provision_cost = 9

	stack = 120
	allowed_in_hired_troops = yes
	ai_quality = { value = @[cultural_maa_extra_ai_score + 20] }
	icon = futa_champions
}

juvenile_serpent_spirit = {
	type = siege_weapon
	
	damage = 100
	toughness = 100
	pursuit = 100
	screen = 100
	
	terrain_bonus = {
	}

	counters = {
		light_cavalry = 1.5
		heavy_cavalry = 1.5
		camel_cavalry = 1.5
		elephant_cavalry = 1.5
		archer_cavalry = 1.5
		peasant_militia = 4
	}
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	winter_bonus = {
	}
	
	siege_tier = 2
	siege_value = 1

	fights_in_main_phase = yes

	buy_cost = { piety = tawashi_recruitment_cost }
	low_maintenance_cost = { piety = tawashi_low_maint_cost }
	high_maintenance_cost = { piety = tawashi_high_maint_cost }
	provision_cost = @provisions_cost_special_moderate

	stack = 5
	allowed_in_hired_troops = no
	ai_quality = { value = @[cultural_maa_extra_ai_score + 999] }
	icon = juvenile_serpent_spirit
}


##############################
##### Artifact Only MAAs #####
##############################

# Heavy Cav. Damage focused unit. Stats are comparable to Cataphracts. Lower defense and screen in exchange for higher damage and pursuit. More expensive
futa_heavy_lancers = {
	type = heavy_cavalry
	
	damage = 150
	toughness = 20
	pursuit = 50
	screen = 0
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	terrain_bonus = {
		plains = { damage = 50 pursuit = 25 }
		drylands = { damage = 50 pursuit = 25 }
		steppe = { damage = 50 pursuit = 25 }
		hills = { damage = -20 pursuit = -10 }
		mountains = { damage = -50 pursuit = -25 }
		desert_mountains = { damage = -50 pursuit = -25 }
		wetlands = { damage = -75 toughness = -10 pursuit = -50 }
	}
	
	counters = {
		heavy_cavalry = 1
		light_cavalry = 1
		heavy_infantry = 1.5
		peasant_militia = 2
	}

	buy_cost = { gold = futa_heavy_lancer_recruitment_cost }
	low_maintenance_cost = { gold = futa_heavy_lancer_low_maint_cost }
	high_maintenance_cost = { gold = futa_heavy_lancer_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_bankrupting
	
	stack = 50
	ai_quality = { value = @[cultural_maa_extra_ai_score + 80] }
	icon = futa_heavy_lancers
}

# Light Cav. Damage focused unit. Stats are comparable to Konni. Lower defense and screen in exchange for higher damage and pursuit. More expensive
futa_light_lancers = {
	type = light_cavalry
	
	damage = 39
	toughness = 10
	pursuit = 90
	screen = 0
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	terrain_bonus = {
		plains = { damage = 20 pursuit = 10 }
		drylands = { damage = 20 pursuit = 10 }
		steppe = { damage = 20 pursuit = 10 }
		hills = { damage = -20 pursuit = -10 }
		mountains = { damage = -25 pursuit = -45 }
		desert_mountains = { damage = -25 pursuit = -45 }
		wetlands = { damage = -35 toughness = -10 pursuit = -90 }
	}
	
	counters = {
		heavy_cavalry = 1
		light_cavalry = 1
		archers = 1.5
		peasant_militia = 1
	}

	buy_cost = { gold = futa_light_lancer_recruitment_cost }
	low_maintenance_cost = { gold = futa_light_lancer_low_maint_cost }
	high_maintenance_cost = { gold = futa_light_lancer_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_bankrupting
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 80] }
	icon = futa_light_lancers
}
