﻿# 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_vikings = {
	type = skirmishers
	
	damage = 34
	toughness = 30
	pursuit = 26
	screen = 13
	
	terrain_bonus = {
		hills = { screen = 10 pursuit = 10 }
	}

	counters = {
		heavy_infantry = 2
	}
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	winter_bonus = {
		normal_winter = { damage = 8 pursuit = 8 toughness = 6 screen = 6 }
		harsh_winter = { damage = 8 pursuit = 8 toughness = 6 screen = 6 }
	}

	buy_cost = { gold = skirmisher_recruitment_cost }
	low_maintenance_cost = { gold = skirmisher_high_maint_cost }
	high_maintenance_cost = { gold = skirmisher_low_maint_cost }
	provision_cost = 9

	stack = 100
	allowed_in_hired_troops = yes
	ai_quality = { value = @[cultural_maa_extra_ai_score + 20] }
	icon = futa_vikings
}

futa_valk_polianitsa = {
	type = heavy_cavalry
	
	damage = 130
	toughness = 35
	pursuit = 40
	screen = 5
	
	holding_bonus = {
		tribal_holding = {
			siege_value = 0.1
		}
	}
	
	terrain_bonus = {
		plains = { damage = 50 pursuit = 25 }
		taiga = { 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 = -65 toughness = -10 pursuit = -50 screen = -10 }
	}

	counters = {
		heavy_infantry = 1.5
		skirmishers = 2
		archers = 2
		peasant_militia = 3
	}
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	winter_bonus = {
		normal_winter = { damage = 8 pursuit = 8 toughness = 6 screen = 6 }
		harsh_winter = { damage = 8 pursuit = 8 toughness = 6 screen = 6 }
	}

	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
	allowed_in_hired_troops = yes
	ai_quality = { value = @[cultural_maa_extra_ai_score + 100] }
	icon = valk_polianitsa
}

futa_valk_kharvaa = {
	type = archer_cavalry
	
	damage = 51
	toughness = 30
	pursuit = 44
	screen = 20
	
	terrain_bonus = {
		steppe = { damage = 42 }
		taiga = { damage = 35 }
		plains = { damage = 20 }
		drylands = { damage = 20 }
		jungle = { damage = -20 pursuit = -20 }
		wetlands = { damage = -30 pursuit = -30 screen = -25 }
		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 = {
		archer_cavalry = 1.2
		skirmishers = 1
		nomadic_horde = 2
	}

	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	winter_bonus = {
		normal_winter = { damage = 8 pursuit = 8 toughness = 6 screen = 6 }
		harsh_winter = { damage = 8 pursuit = 8 toughness = 6 screen = 6 }
	}

	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_expensive
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 100] }
	icon = valk_kharvaa
}

futa_valk_serjeants = {
	type = heavy_infantry
	
	damage = 80
	toughness = 50
	pursuit = 20
	screen = 10
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	terrain_bonus = {
		farmlands = { toughness = 2 pursuit = 10 }
		hills = { toughness = 6 pursuit = 5 }
		plains = { toughness = 2 pursuit = 10 }
	}
	
	counters = {
		skirmishers = 1.5
		peasant_militia = 2
	}
	
	winter_bonus = {
		normal_winter = { damage = 8 pursuit = 8 toughness = 6 screen = 6 }
		harsh_winter = { damage = 8 pursuit = 8 toughness = 6 screen = 6 }
	}

	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 = 50
	ai_quality = { value = @[cultural_maa_extra_ai_score + 1] }
	icon = valk_serjeants
}

futa_valk_gaja = {
	type = elephant_cavalry
	
	damage = 240
	toughness = 50
	pursuit = 10
	screen = 0
	
	siege_value = 0.1
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	terrain_bonus = {
		plains = { damage = 3 pursuit = 8 }
		jungle = { damage = 50 }
		terraced_hills = { damage = 25 }
		mountains = { damage = -100 }
		desert_mountains = { damage = -100 }
		wetlands = { damage = -150 toughness = -20 }
	}
	
	counters = {
		skirmishers = 2
		peasant_militia = 2
		heavy_infantry = 2
	}
	
	winter_bonus = {
		normal_winter = { pursuit = 2 }
		harsh_winter = { damage = -8 pursuit = -8 toughness = -12 screen = -30 }
	}

	buy_cost = { gold = war_elephant_recruitment_cost }
	low_maintenance_cost = { gold = war_elephant_low_maint_cost }
	high_maintenance_cost = { gold = war_elephant_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_bankrupting
	
	stack = 50
	ai_quality = { value = culture_ai_weight_elephants }
	icon = valk_gaja
}

futa_valk_askari = {
	type = pikemen
	
	damage = 30
	toughness = 20
	pursuit = 30
	screen = 0
	
	terrain_bonus = {
		floodplains = { screen = 10 pursuit = 10 }
		wetlands = { screen = 10 pursuit = 10 }
		plains = { screen = 10 pursuit = 10 }
		desert_mountains = { screen = 10 toughness = 10 }
		oasis = { damage = 10 pursuit = 10 }
	}

	counters = {
		light_cavalry = 1
		camel_cavalry = 2
		elephant_cavalry = 1
		peasant_militia = 1.3
	}
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	winter_bonus = {
		normal_winter = { damage = 4 pursuit = 4 toughness = 3 screen = 3 }
		harsh_winter = { damage = 4 pursuit = 4 toughness = 3 screen = 3 }
	}

	buy_cost = { prestige = accolade_pikemen_recruitment_cost }
	low_maintenance_cost = { gold = pikemen_low_maint_cost }
	high_maintenance_cost = { gold = pikemen_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap

	stack = 100
	allowed_in_hired_troops = yes
	ai_quality = { value = @[cultural_maa_extra_ai_score + 10] }
	icon = valk_askari
}

futa_valk_ruga = {
	type = camel_cavalry
	
	damage = 70
	toughness = 20
	pursuit = 66
	screen = 30
	
	terrain_bonus = {
		desert = { damage = 40 toughness = 16 }
		drylands = { damage = 30 toughness = 16 }
		oasis = { damage = 30 }
		floodplains = { damage = 10 }
		desert_mountains = { damage = -5 pursuit = -5 }
		mountains = { damage = -8 pursuit = -10 }
		wetlands = { damage = -8 toughness = -5 pursuit = -10 screen = -10 }
	}
	
	counters = {
		light_cavalry = 2
		skirmishers = 1
	}
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	winter_bonus = {
		normal_winter = { pursuit = 2 }
		harsh_winter = { damage = -8 pursuit = -8 toughness = -12 screen = -30 }
	}

	buy_cost = { gold = accolade_camel_rider_recruitment_cost }
	low_maintenance_cost = { gold = camel_rider_low_maint_cost }
	high_maintenance_cost = { gold = camel_rider_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_moderate

	stack = 50
	allowed_in_hired_troops = yes
	ai_quality = { value = @[cultural_maa_extra_ai_score + 10] }
	icon = valk_ruga
}

futa_valk_kensei = {
	type = heavy_infantry
	
	damage = 130
	toughness = 30
	pursuit = 0
	screen = 0
	
	can_recruit = {
		culture = { has_cultural_parameter = futa_unlock_realm_guard }
	}
	
	terrain_bonus = {
		farmlands = { pursuit = 10 }
		mountains = { screen = 6 }
	}
	
	counters = {
		heavy_infantry = 2.5
		peasant_militia = 4
	}
	
	winter_bonus = {
		normal_winter = { damage = 8 pursuit = 8 toughness = 6 screen = 6 }
		harsh_winter = { damage = 8 pursuit = 8 toughness = 6 screen = 6 }
	}

	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 = 50
	ai_quality = { value = @[cultural_maa_extra_ai_score + 1] }
	icon = valk_kensei
}