﻿# 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_steppe_huntress = {
	type = archer_cavalry
	
	damage = 42
	toughness = 25
	pursuit = 40
	screen = 30
	
	terrain_bonus = {
		steppe = { damage = 45 }
		plains = { damage = 20 }
		drylands = { damage = 20 }
		jungle = { damage = -20 pursuit = -20 }
		wetlands = { damage = -30 pursuit = -30 }
		mountains = { damage = -30 pursuit = -30 }
		desert_mountains = { damage = -30 pursuit = -30 }
	}

	holding_bonus = {
		nomad_holding = {
			siege_value = 0.1
		}
		tribal_holding = {
			siege_value = 0.1
		}
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}

	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}

	buy_cost = { gold = horse_archers_recruitment_cost }
	low_maintenance_cost = { gold = horse_archers_low_maint_cost }
	high_maintenance_cost = { gold = horse_archers_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 120] }
	icon = futa_steppe_huntress
}

futa_empyrean_legion = {
	type = archer_cavalry
	
	damage = 75
	toughness = 50
	pursuit = 70
	screen = 50
	siege_value = 0.2
	
	terrain_bonus = {
		steppe = { damage = 75 }
		plains = { damage = 25 }
		drylands = { damage = 25 }
		jungle = { damage = -20 pursuit = -20 }
		wetlands = { damage = -30 pursuit = -30 }
		mountains = { damage = -30 pursuit = -30 }
		desert_mountains = { damage = -30 pursuit = -30 }
	}

	counters = {
		skirmishers = 2
		heavy_infantry = 2
		archer_cavalry = 2
		light_cavalry = 1.5
		heavy_cavalry = 2
		nomadic_horde = 2
		peasant_militia = 2
	}

	holding_bonus = {
		nomad_holding = {
			siege_value = 0.3
		}
		tribal_holding = {
			siege_value = 0.3
		}
	}

	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}

	max_regiments = 1

	buy_cost = { gold = futa_empyrean_legion_recruitment_cost }
	low_maintenance_cost = { gold = futa_empyrean_legion_low_maint_cost }
	high_maintenance_cost = { gold = futa_empyrean_legion_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 980] }
	icon = futa_empyrean_legion
}

futa_skys_hawks = {
	type = light_cavalry
	
	damage = 27
	toughness = 17
	pursuit = 40
	screen = 40
	siege_value = 0.1
	
	terrain_bonus = {
		steppe = { damage = 45 }
		plains = { damage = 20 }
		drylands = { damage = 20 }
		jungle = { damage = -20 pursuit = -20 }
		wetlands = { damage = -25 pursuit = -30 }
		mountains = { damage = -25 pursuit = -30 }
		desert_mountains = { damage = -25 pursuit = -30 }
	}

	holding_bonus = {
		nomad_holding = {
			siege_value = 0.2
		}
		tribal_holding = {
			siege_value = 0.2
		}
	}

	counters = {
		archers = 1.5
	}

	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}

	buy_cost = { gold = light_cavalry_recruitment_cost }
	low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
	high_maintenance_cost = { gold = light_cavalry_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 120] }
	icon = futa_skys_hawks
}