@cultural_maa_extra_ai_score_1 = -30 # value = minus 3 regiments 
@cultural_maa_extra_ai_score_2 = 10
@cultural_maa_extra_ai_score_3 = 40
@cultural_maa_extra_ai_score_4 = 100

yin_cultivator_1 = {
    type = skirmishers
    
    damage = 35
    toughness = 35
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = yin_bloodline_1
			has_trait = yin_bloodline_2
			has_trait = yin_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { prestige = 30 piety = 50 }
    low_maintenance_cost = { piety = 0.2 }
    high_maintenance_cost = { piety = 0.5 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = yin_cultivator_1
}

yin_cultivator_2 = {
    type = skirmishers
    
    damage = 45
    toughness = 45
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = yin_bloodline_2
			has_trait = yin_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 100 }
    low_maintenance_cost = { piety = 0.4 }
    high_maintenance_cost = { piety = 1 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = yin_cultivator_2
}

yin_cultivator_3 = {
    type = heavy_infantry
    
    damage = 50
    toughness = 50
    pursuit = 10
    screen = 10
        
    can_recruit = {
		has_trait = yin_bloodline_3

        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 250 }
    low_maintenance_cost = { piety = 0.5 }
    high_maintenance_cost = { piety = 1.0 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = yin_cultivator_3
}

yang_cultivator_1 = {
    type = skirmishers
    
    damage = 35
    toughness = 35
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = yang_bloodline_1
			has_trait = yang_bloodline_2
			has_trait = yang_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { prestige = 30 piety = 50 }
    low_maintenance_cost = { piety = 0.2 }
    high_maintenance_cost = { piety = 0.5 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = yang_cultivator_1
}

yang_cultivator_2 = {
    type = skirmishers
    
    damage = 45
    toughness = 45
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = yang_bloodline_2
			has_trait = yang_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 100 }
    low_maintenance_cost = { piety = 0.4 }
    high_maintenance_cost = { piety = 1 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = yang_cultivator_2
}

yang_cultivator_3 = {
    type = heavy_infantry
    
    damage = 50
    toughness = 50
    pursuit = 10
    screen = 10
        
    can_recruit = {
		has_trait = yang_bloodline_3
        
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 250 }
    low_maintenance_cost = { piety = 0.5 }
    high_maintenance_cost = { piety = 1.0 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = yang_cultivator_3
}

dragon_cultivator_1 = {
    type = skirmishers
    
    damage = 35
    toughness = 35
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = dragon_bloodline_1
			has_trait = dragon_bloodline_2
			has_trait = dragon_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { prestige = 30 piety = 50 }
    low_maintenance_cost = { piety = 0.2 }
    high_maintenance_cost = { piety = 0.5 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = dragon_cultivator_1
}

dragon_cultivator_2 = {
    type = skirmishers
    
    damage = 45
    toughness = 45
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = dragon_bloodline_2
			has_trait = dragon_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 100 }
    low_maintenance_cost = { piety = 0.4 }
    high_maintenance_cost = { piety = 1 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = dragon_cultivator_2
}

dragon_cultivator_3 = {
    type = heavy_infantry
    
    damage = 50
    toughness = 50
    pursuit = 10
    screen = 10
        
    can_recruit = {
		has_trait = dragon_bloodline_3

        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 250 }
    low_maintenance_cost = { piety = 0.5 }
    high_maintenance_cost = { piety = 1.0 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = dragon_cultivator_3
}

phoenix_cultivator_1 = {
    type = skirmishers
    
    damage = 35
    toughness = 35
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = phoenix_bloodline_1
			has_trait = phoenix_bloodline_2
			has_trait = phoenix_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { prestige = 30 piety = 50 }
    low_maintenance_cost = { piety = 0.2 }
    high_maintenance_cost = { piety = 0.5 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = phoenix_cultivator_1
}

phoenix_cultivator_2 = {
    type = skirmishers
    
    damage = 45
    toughness = 45
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = phoenix_bloodline_2
			has_trait = phoenix_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 100 }
    low_maintenance_cost = { piety = 0.4 }
    high_maintenance_cost = { piety = 1 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = phoenix_cultivator_2
}

phoenix_cultivator_3 = {
    type = heavy_infantry
    
    damage = 50
    toughness = 50
    pursuit = 10
    screen = 10
        
    can_recruit = {
		has_trait = phoenix_bloodline_3

        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 250 }
    low_maintenance_cost = { piety = 0.5 }
    high_maintenance_cost = { piety = 1.0 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = phoenix_cultivator_3
}

anchestor_cultivator_1 = {
    type = skirmishers
    
    damage = 35
    toughness = 35
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = anchestor_bloodline_1
			has_trait = anchestor_bloodline_2
			has_trait = anchestor_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { prestige = 30 piety = 50 }
    low_maintenance_cost = { piety = 0.2 }
    high_maintenance_cost = { piety = 0.5 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = anchestor_cultivator_1
}

anchestor_cultivator_2 = {
    type = skirmishers
    
    damage = 45
    toughness = 45
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = anchestor_bloodline_2
			has_trait = anchestor_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 100 }
    low_maintenance_cost = { piety = 0.4 }
    high_maintenance_cost = { piety = 1 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = anchestor_cultivator_2
}

anchestor_cultivator_3 = {
    type = heavy_infantry
    
    damage = 50
    toughness = 50
    pursuit = 10
    screen = 10
        
    can_recruit = {
		has_trait = anchestor_bloodline_3

        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 250 }
    low_maintenance_cost = { piety = 0.5 }
    high_maintenance_cost = { piety = 1.0 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = anchestor_cultivator_3
}

poison_cultivator_1 = {
    type = skirmishers
    
    damage = 35
    toughness = 35
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = poison_bloodline_1
			has_trait = poison_bloodline_2
			has_trait = poison_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { prestige = 30 piety = 50 }
    low_maintenance_cost = { piety = 0.2 }
    high_maintenance_cost = { piety = 0.5 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = poison_cultivator_1
}

poison_cultivator_2 = {
    type = skirmishers
    
    damage = 45
    toughness = 45
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = poison_bloodline_2
			has_trait = poison_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 100 }
    low_maintenance_cost = { piety = 0.4 }
    high_maintenance_cost = { piety = 1 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = poison_cultivator_2
}

poison_cultivator_3 = {
    type = heavy_infantry
    
    damage = 50
    toughness = 50
    pursuit = 10
    screen = 10
        
    can_recruit = {
		has_trait = poison_bloodline_3

        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 250 }
    low_maintenance_cost = { piety = 0.5 }
    high_maintenance_cost = { piety = 1.0 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = poison_cultivator_3
}

cursed_cultivator_1 = {
    type = skirmishers
    
    damage = 35
    toughness = 35
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = cursed_bloodline_1
			has_trait = cursed_bloodline_2
			has_trait = cursed_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { prestige = 30 piety = 50 }
    low_maintenance_cost = { piety = 0.2 }
    high_maintenance_cost = { piety = 0.5 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = cursed_cultivator_1
}

cursed_cultivator_2 = {
    type = skirmishers
    
    damage = 45
    toughness = 45
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = cursed_bloodline_2
			has_trait = cursed_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 100 }
    low_maintenance_cost = { piety = 0.4 }
    high_maintenance_cost = { piety = 1 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = cursed_cultivator_2
}

cursed_cultivator_3 = {
    type = heavy_infantry
    
    damage = 50
    toughness = 50
    pursuit = 10
    screen = 10
        
    can_recruit = {
		has_trait = cursed_bloodline_3

        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 250 }
    low_maintenance_cost = { piety = 0.5 }
    high_maintenance_cost = { piety = 1.0 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = cursed_cultivator_3
}

demon_cultivator_1 = {
    type = skirmishers
    
    damage = 35
    toughness = 35
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = demon_bloodline_1
			has_trait = demon_bloodline_2
			has_trait = demon_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { prestige = 30 piety = 50 }
    low_maintenance_cost = { piety = 0.2 }
    high_maintenance_cost = { piety = 0.5 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = demon_cultivator_1
}

demon_cultivator_2 = {
    type = skirmishers
    
    damage = 45
    toughness = 45
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = demon_bloodline_2
			has_trait = demon_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 100 }
    low_maintenance_cost = { piety = 0.4 }
    high_maintenance_cost = { piety = 1 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = demon_cultivator_2
}

demon_cultivator_3 = {
    type = heavy_infantry
    
    damage = 50
    toughness = 50
    pursuit = 10
    screen = 10
        
    can_recruit = {
		has_trait = demon_bloodline_3

        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 250 }
    low_maintenance_cost = { piety = 0.5 }
    high_maintenance_cost = { piety = 1.0 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = demon_cultivator_3
}

primal_cultivator_1 = {
    type = skirmishers
    
    damage = 35
    toughness = 35
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = primal_bloodline_1
			has_trait = primal_bloodline_2
			has_trait = primal_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { prestige = 30 piety = 50 }
    low_maintenance_cost = { piety = 0.2 }
    high_maintenance_cost = { piety = 0.5 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = primal_cultivator_1
}

primal_cultivator_2 = {
    type = skirmishers
    
    damage = 45
    toughness = 45
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = primal_bloodline_2
			has_trait = primal_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 100 }
    low_maintenance_cost = { piety = 0.4 }
    high_maintenance_cost = { piety = 1 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = primal_cultivator_2
}

primal_cultivator_3 = {
    type = heavy_infantry
    
    damage = 50
    toughness = 50
    pursuit = 10
    screen = 10
        
    can_recruit = {
		has_trait = primal_bloodline_3
		
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 250 }
    low_maintenance_cost = { piety = 0.5 }
    high_maintenance_cost = { piety = 1.0 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = primal_cultivator_3
}

spirit_cultivator_1 = {
    type = skirmishers
    
    damage = 35
    toughness = 35
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = spirit_bloodline_1
			has_trait = spirit_bloodline_2
			has_trait = spirit_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { prestige = 30 piety = 50 }
    low_maintenance_cost = { piety = 0.2 }
    high_maintenance_cost = { piety = 0.5 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = spirit_cultivator_1
}

spirit_cultivator_2 = {
    type = skirmishers
    
    damage = 45
    toughness = 45
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = spirit_bloodline_2
			has_trait = spirit_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 100 }
    low_maintenance_cost = { piety = 0.4 }
    high_maintenance_cost = { piety = 1 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = spirit_cultivator_2
}

spirit_cultivator_3 = {
    type = heavy_infantry
    
    damage = 50
    toughness = 50
    pursuit = 10
    screen = 10
        
    can_recruit = {
		has_trait = spirit_bloodline_3

        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 250 }
    low_maintenance_cost = { piety = 0.5 }
    high_maintenance_cost = { piety = 1.0 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = spirit_cultivator_3
}

sun_cultivator_1 = {
    type = skirmishers
    
    damage = 35
    toughness = 35
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = sun_bloodline_1
			has_trait = sun_bloodline_2
			has_trait = sun_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { prestige = 30 piety = 50 }
    low_maintenance_cost = { piety = 0.2 }
    high_maintenance_cost = { piety = 0.5 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = sun_cultivator_1
}

sun_cultivator_2 = {
    type = heavy_infantry
    
    damage = 45
    toughness = 45
    pursuit = 5
    screen = 5
        
    can_recruit = {
        OR = { 
			has_trait = sun_bloodline_2
			has_trait = sun_bloodline_3
        } 
        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 100 }
    low_maintenance_cost = { piety = 0.4 }
    high_maintenance_cost = { piety = 1 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = sun_cultivator_2
}

sun_cultivator_3 = {
    type = heavy_infantry
    
    damage = 50
    toughness = 50
    pursuit = 10
    screen = 10
        
    can_recruit = {
		has_trait = sun_bloodline_3

        cultivation_has_martial_arts_1 = yes
    }
    
    terrain_bonus = {
        farmlands = { damage = 8 toughness = 4 }
        plains = { damage = 8 toughness = 4 }
        terraced_hills = { damage = 10 toughness = 8 }
        hills = { damage = 10 toughness = 8 }
    }
    
    counters = {
        pikemen = 1
        peasant_militia = 3
        archers = 4
        heavy_infantry = 1
        skirmishers = 2
        light_cavalry = 1
    }
    
    buy_cost = { piety = 250 }
    low_maintenance_cost = { piety = 0.5 }
    high_maintenance_cost = { piety = 1.0 }
    provision_cost = 0
    
    holy_order_fallback = no
    allowed_in_hired_troops = no
    
    stack = 100
    ai_quality = { value = @cultural_maa_extra_ai_score_1 }

    icon = sun_cultivator_3
}