﻿# 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

bog_blasters = {
	type = skirmishers
	
	damage = 20
	toughness = 14
	pursuit = 18
	screen = 10
	
	terrain_bonus = {
	    wetlands = { damage = 55 toughness = 40  pursuit = 45 screen = 55 siege_value = 1 }
		hills = { damage = 14 toughness = 12  pursuit = 5 screen = 5 }
		farmlands = { damage = 20 toughness = 20  pursuit = 12 screen = 10 }
		oasis = { damage = 12 toughness = 17  pursuit = 22 screen = 27 }
		plains = { damage = -6 toughness = -5 pursuit = -4 screen = -10 }
		steppe = { damage = -6 toughness = -8 pursuit = -5 screen = -10 }
		drylands = { damage = -6 toughness = -8 pursuit = -5 screen = -10 }
		desert = { damage = -12 toughness = -12 pursuit = -30 screen = -20 }
	}
	
	holding_bonus = {
		tribal_holding = {
			siege_value = 0.1
		}
	}

	counters = {
	    heavy_cavalry = 1
		heavy_infantry = 2
		peasant_militia = 0.5
	}
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	winter_bonus = {
	}

	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 = 70
	allowed_in_hired_troops = no
	ai_quality = { value = @[cultural_maa_extra_ai_score + 480] }
	icon = bog_blasters
}

futa_priestesses_of_boann = {
	type = fcivilian
	
	damage = 0
	toughness = 20
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		wetlands = { siege_value = 1.5 }
	}
	
	holding_bonus = {
		tribal_holding = {
			siege_value = 0.1
		}
	}

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

	fights_in_main_phase = no
	max_sub_regiments = 1

	siege_tier = 0.5
	siege_value = 0.5
	

	buy_cost = { gold = 0 }
	low_maintenance_cost = { gold = 0 }
	high_maintenance_cost = { gold = 0 }
	provision_cost = @provisions_cost_special_moderate

	stack = 10
	allowed_in_hired_troops = no
	ai_quality = { value = @[cultural_maa_extra_ai_score + 510] }
	icon = futa_priestesses_of_boann
}

futa_vagrant_drengs = {
	type = skirmishers
	
	damage = 23
	toughness = 28
	pursuit = 13
	screen = 0
	
	terrain_bonus = {
		forest = { damage = 15 toughness = 10 pursuit = 10 }
		taiga = { damage = 8 toughness = 5 screen = 5 }
		hills = { damage = 6 toughness = 15 screen = 10 }
		mountains = { toughness = 10 }
	}

	counters = {
	    archers = 1
	}
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	winter_bonus = {
	    normal_winter = { damage = 4 pursuit = 5 }
		harsh_winter = { damage = 4 pursuit = 5 }
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = 0.7 }
	high_maintenance_cost = { gold = 2.5 }
	provision_cost = @provisions_cost_infantry_cheap

	stack = 150
	allowed_in_hired_troops = no
	ai_quality = { value = culture_ai_weight_skirmishers }
	icon = futa_vagrant_drengs
}

futa_vagrant_drengs_preggo = {
	type = fcivilian
	
	damage = 10
	toughness = 8
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
	}

	counters = {
	}
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	winter_bonus = {
	    normal_winter = { toughness = 6 }
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_low_maint_cost }
	high_maintenance_cost = { gold = skirmisher_high_maint_cost }
	provision_cost = 16

	stack = 50
	allowed_in_hired_troops = no
	ai_quality = { value = @[cultural_maa_extra_ai_score + 3] }
	icon = futa_vagrant_drengs_preggo
}

futa_boga_shortbows = {
	type = archers
	
	damage = 17
	toughness = 13
	pursuit = 30
	screen = 0
	
	terrain_bonus = {
		forest = { damage = 10 toughness = 4 pursuit = 10 }
		taiga = { damage = 10 toughness = 4 pursuit = 10 }
		jungle = { damage = 10 toughness = 4 pursuit = 7 }
		hills = { damage = 4 toughness = 2 screen = 12 }
		wetlands = { damage = 8 toughness = -4 pursuit = 5 }
	}

	counters = {
	    heavy_infantry = 0.75
	}
	
	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 = 100
	allowed_in_hired_troops = yes
	ai_quality = { value = culture_ai_weight_archers }
	icon = futa_boga_shortbows
}

futa_burial_wardens = {
	type = pikemen
	
	damage = 50
	toughness = 50
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
	    forest = { damage = 15 toughness = 20 }
		hills = { damage = 8 toughness = 10 screen = 10 }
		wetlands = { toughness = 3 }
	}

	counters = {
	    skirmishers = 2
	}
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	winter_bonus = {
	}

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

	stack = 100
	allowed_in_hired_troops = no
	ai_quality = { value = @[cultural_maa_extra_ai_score + 1] }
	icon = futa_burial_wardens
}