﻿
culture_era_tribal = {
	year = 2100
}

culture_era_early_medieval = {	
	year = 2300
	invalid_for_government = tribal_government
	invalid_for_government = nomad_government
	invalid_for_government = herder_government
	invalid_for_government = wanua_government
	
	culture_modifier = {
		culture_tradition_max_add = 1
	}

	custom = more_expensive_court_positions
	custom = increased_activity_cost
	
	##################################################
	# MAA Upgrades

	# Cultural 
	## Longbowmen
	maa_upgrade = {
		men_at_arms = longbowmen
		damage = 10
		toughness = 2
	}

	## Gakgung Archers
	maa_upgrade = {
		men_at_arms = gakgung_archers
		damage = 5
		toughness = 2
	}
}

culture_era_high_medieval = {
	year = 2500
	invalid_for_government = tribal_government
	invalid_for_government = nomad_government
	invalid_for_government = herder_government
	invalid_for_government = wanua_government
	
	culture_modifier = {
		culture_tradition_max_add = 1
	}
	
	character_modifier = {
		mercenary_hire_cost_mult = 0.15
	}

	custom = more_expensive_court_positions
	custom = increased_activity_cost
	
	##################################################
	# MAA Upgrades

	# Cultural 
	## Longbowmen
	maa_upgrade = {
		men_at_arms = longbowmen
		damage = 10
		toughness = 2
	}

	## Gakgung Archers
	maa_upgrade = {
		men_at_arms = gakgung_archers
		damage = 6
		toughness = 2
	}

	## Fire Lancers
	maa_upgrade = {
		men_at_arms = fire_lancers
		damage = 5
		screen = 3
	}
}

culture_era_late_medieval = {
	year = 2750
	invalid_for_government = tribal_government
	invalid_for_government = nomad_government
	invalid_for_government = herder_government
	invalid_for_government = wanua_government
	
	culture_modifier = {
		culture_tradition_max_add = 1
	}

	character_modifier = {
		mercenary_hire_cost_mult = 0.15
	}

	custom = more_expensive_court_positions
	custom = increased_activity_cost
	

	##################################################
	# MAA Upgrades

	# Cultural 
	## Longbowmen
	maa_upgrade = {
		men_at_arms = longbowmen
		damage = 10
		toughness = 2
	}

	## Gakgung Archers
	maa_upgrade = {
		men_at_arms = gakgung_archers
		damage = 8
		toughness = 2
	}

	## Fire Lancers
	maa_upgrade = {
		men_at_arms = fire_lancers
		damage = 8
		screen = 5
	}
}
