﻿# 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_cult_bait = {
	type = skirmishers
	
	damage = 16
	toughness = 10
	pursuit = 4
	screen = 0
	
	terrain_bonus = {
		forest = { damage = 12 toughness = 4 pursuit = 16 }
		taiga = { damage = 12 toughness = 4 pursuit = 16 }
		jungle = { damage = 12 toughness = 4 pursuit = 16 }
	}

	counters = {
	}
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	winter_bonus = {
	}
	
	siege_tier = 1
	siege_value = 0.1

	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 = 25
	allowed_in_hired_troops = no
	ai_quality = { value = culture_ai_weight_skirmishers }
	icon = cult_bait
}

futa_cult_saboteurs = {
	type = skirmishers
	
	damage = 22
	toughness = 16
	pursuit = 8
	screen = 0
	
	terrain_bonus = {
		forest = { damage = 16 toughness = 14 pursuit = 32 }
		taiga = { damage = 16 toughness = 14 pursuit = 32 }
		jungle = { damage = 16 toughness = 14 pursuit = 32 }
	}

	counters = {
	}
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	winter_bonus = {
	}
	
	siege_tier = 2
	siege_value = 0.5

	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 = 30
	allowed_in_hired_troops = no
	ai_quality = { value = culture_ai_weight_skirmishers }
	icon = cult_saboteurs
}

futa_assassins = {
	type = skirmishers
	
	damage = 80
	toughness = 8
	pursuit = 17
	screen = 0
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	# Finisher: Rebalanced the assassins to make them more lucrative to use. Maybe went a bit overboard? Yes, very overboard!
	terrain_bonus = {		
		forest = { damage = 20 toughness = 18 pursuit = 33 screen = 20 }
		taiga = { damage = 20 toughness = 18 pursuit = 33 screen = 20 }
		jungle = { damage = 20 toughness = 18 pursuit = 33 screen = 20 }
		wetlands = { damage = 20 toughness = 18 pursuit = 33 screen = 20 }
		mountains = { damage = 20 toughness = 12 screen = 24 }
		desert_mountains = { damage = 20 toughness = 12 screen = 24 }
		plains = { damage = -10 toughness = -8 }
		steppe = { damage = -10 toughness = -8 }
	}

	counters = {
		heavy_infantry = 1.5
		pikemen = 2
		archers = 3
		peasant_militia = 3
	}

	winter_bonus = {
		normal_winter = { damage = 4 pursuit = 5 }
	}

	buy_cost = { gold =  futa_assassins_recruitment_cost }
	low_maintenance_cost = { gold = futa_assassins_low_maint_cost }
	high_maintenance_cost = { gold = futa_assassins_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap
	
	stack = 40
	allowed_in_hired_troops = no
	ai_quality = { value = @[cultural_maa_extra_ai_score + 20] }
	icon = futa_assassins
}

# ---------------------------------------------------------------------------- #
#                            Brigand / Bandit Troops                           #
# ---------------------------------------------------------------------------- #
# Lower Size than default (Half) to invoke the feeling of "small roaming bandit bands" and not just a full on army.
# Their stats will look higher than usual, but always remember to divide by how much smaller they are than default.
# i.e: If a regiment is size 50, divide their stats by 2 to compare them to default units. Size 25, divide by 4 etc.
# These units should also gain bonuses and fight better at "ambush" locations, such as wetlands and wooded terrain, but should not do well in open terrain.

# Futa Renegades
futa_brigand_renegades = {
	type = skirmishers
	
	damage = 26
	toughness = 30
	pursuit = 20
	screen = 30
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	terrain_bonus = {		
		forest = { damage = 12 toughness = 10 pursuit = 15 screen = 10 }
		taiga = { damage = 12 toughness = 10 pursuit = 15 screen = 10 }
		jungle = { damage = 8 toughness = 8 pursuit = 10 screen = 5 }
		wetlands = { damage = 5 screen = -10 }
		mountains = { damage = 8 toughness = 4 screen = 6 }
	}

	counters = {
		heavy_infantry = 1.5
		pikemen = 1.5
	}

	winter_bonus = {
	}

	buy_cost = { gold =  futa_brigand_renegades_recruitment_cost }
	low_maintenance_cost = { gold = futa_brigand_renegades_low_maint_cost }
	high_maintenance_cost = { gold = futa_brigand_renegades_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap
	
	stack = 50
	allowed_in_hired_troops = yes
	ai_quality = { value = @[cultural_maa_extra_ai_score + 20] }
	icon = futa_brigand_renegades
}

# Futa Trappers
futa_brigand_trappers = {
	type = pikemen
	
	damage = 30
	toughness = 43
	pursuit = 0
	screen = 16
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	terrain_bonus = {		
		forest = { damage = 22 toughness = 28  pursuit = 10 screen = 26 }
		taiga = { damage = 22 toughness = 28  pursuit = 10 screen = 26 }
		jungle = { damage = 22 toughness = 28  pursuit = 10 screen = 26 }
		wetlands = { damage = 22 toughness = 28  pursuit = 10 screen = 26 }
		mountains = { damage = 8 toughness = 4 screen = 6 }
		desert_mountains = { damage = 8 toughness = 4 screen = 6 }
		plains = { damage = -20 toughness = -20 screen = -10 }
		steppe = { damage = -20 toughness = -20 screen = -10 }
	}

	counters = {
		light_cavalry = 2
		heavy_cavalry = 2
		elephant_cavalry = 2
		camel_cavalry = 2
		archers = 1
		archer_cavalry = 1.5
	}

	winter_bonus = {
	}

	buy_cost = { gold =  futa_brigand_trappers_recruitment_cost }
	low_maintenance_cost = { gold = futa_brigand_trappers_low_maint_cost }
	high_maintenance_cost = { gold = futa_brigand_trappers_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap
	
	stack = 50
	allowed_in_hired_troops = no
	ai_quality = { value = @[cultural_maa_extra_ai_score + 20] }
	icon = futa_brigand_trappers
}

# Futa Ambushers
futa_brigand_ambushers = {
	type = archers
	
	damage = 45
	toughness = 29
	pursuit = 0
	screen = 10
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	terrain_bonus = {		
		forest = { damage = 24 toughness = 33  pursuit = 10 screen = 26 }
	}

	counters = {
		skirmishers = 2
		heavy_infantry = 2
		heavy_cavalry = 2
		fcivilian = 2
		peasant_militia = 2.5
	}

	winter_bonus = {
	}

	buy_cost = { gold =  futa_brigand_ambushers_recruitment_cost }
	low_maintenance_cost = { gold = futa_brigand_ambushers_low_maint_cost }
	high_maintenance_cost = { gold = futa_brigand_ambushers_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap
	
	stack = 75
	allowed_in_hired_troops = no
	ai_quality = { value = @[cultural_maa_extra_ai_score + 20] }
	icon = futa_brigand_ambushers
}



# High stats but very expensive and half regiment size (50) per stack, Numbers can be changed. Didn't really use them yet.
# Keep in mind they are a mid / late game regiment, as the "intended" way of getting them will take a minimum of 100 years.
# They require at least 5 successful invasions, as that is how you unlock their culture tradition.
# Not to mention the time required to unlock invasions in the first place, as they unlock at enclave tier 4. (and you need to stay at level 4)
# So I feel like their stats are justified.
# Stats are nearly comparable to elephant or heavy cav.
futa_realm_guard = {
	type = heavy_infantry
	
	damage = 105
	toughness = 120
	pursuit = 5
	screen = 60
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	terrain_bonus = {
		hills = { damage = 5 toughness = 10 screen = 20 }
		mountains = { damage = 25 toughness = 30 screen = 40 }
		desert_mountains = { damage = 25 toughness = 30 screen = 40 }
	}
	
	counters = {
		pikemen = 2
		heavy_cavalry = 1.5
		light_cavalry = 1.5
		archers = 2
		peasant_militia = 2
	}

	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 = 50
	ai_quality = { value = @[cultural_maa_extra_ai_score + 80] }
	icon = futa_guard
}

femboi_sappers = {
	type = siege_weapon
	
	damage = 1
	toughness = 1
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
	}

	counters = {
	}
	
	can_recruit = {
		dynasty ?= {
            has_dynasty_modifier = sanctioned_fembois
        }
	}
	
	winter_bonus = {
	}
	
	siege_tier = 2
	siege_value = 1

	fights_in_main_phase = no

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

	stack = 30
	allowed_in_hired_troops = no
	ai_quality = { value = culture_ai_weight_skirmishers }
	icon = femboi_sappers
}

enclave_personal_guard = { #Based on House Guard (house_guard) for cost, stat budget total from Picchieri (picchieri)
	type = pikemen
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	damage = 69
	toughness = 60
	pursuit = 0
	screen = 0

	terrain_bonus = { #Regular pikemen terrain (doubled to account for half-size) to represent common castle spots plus farmlands and floodplains to represent urban spaces.
		mountains = { toughness = 20 }
		desert_mountains = { toughness = 20 }
		hills = { toughness = 16 }
		farmlands = { toughness = 12 }
		floodplains = { toughness = 12 }
	}
	
	counters = {
		light_cavalry = 2
		heavy_cavalry = 2
		camel_cavalry = 2
		elephant_cavalry = 2
		peasant_militia = 2
	}
	
	buy_cost = { gold = 50 }
	low_maintenance_cost = { gold = 0 }
	high_maintenance_cost = { gold = 1 }
	provision_cost = 7
	
	max_regiments = 1
	
	stack = 69
	icon = enclave_personal_guard
}