key = {
	type = type_name

	# ( optional ) Triggered illustrations used for MaA type. Can be repeated multiple times with different triggers and images
	# fist valid will be chosen for display
	# It's highly recommended to have last illustration without any triggers as a fallback or when illustration
	# is shown without army or regiment or potential owner character - when it's impossible to run a trigger
	#
	# If no illustration is provided, object key will be used as file name,just like other icons for other scipt types
	#
	# root: - culture
	illustration = {
		trigger = { ... }				# trigger that enables specific illustration

		reference = file_name			# Name of .dds texture file in REGIMENTYPE_HORIZONTAL_IMAGE_PATH and REGIMENTYPE_VERTICAL_IMAGE_PATH
	}

	icon = file_name	# ( optional ) Override for key when no illustrations are provided

	special_recruit_only = no # Can *never* be directly recruited in GUI or by AI, only created via code or effect (use this instead of `can_recruit = { always = no }`)

	can_recruit = {}	# Trigger in character scope for whether you can recruit it. Optional. Mutually exclusive with being unlocked by innovation
						# Has scope:title set when trying to recruit title MaA

	pursuit = 10		# Damage dealt in pursuit phase if on winning side
	screen = 10			# Damage mitigated in pursuit phase if on losing side
	damage = 50			# Damage dealt
	toughness = 40		# Ability to absorb damage
	siege_value = 0.1	# How much it contributes to sieges
	max = 3				# Overrides base MaA size limit. Is added with any other MaA size bonuses

	fights_in_main_phase = no # If set, only affects the pursuit phase. Handy for siege weapons
	siege_tier = 1		# How good it is at countering forts

	buy_cost = { gold = 0 prestige = 0 piety = 0 } # Costs. Support gold, prestige, and piety
	low_maintenance_cost = { gold = 2 }		# Maintenance paid when the regiment is unraised and fully reinforced or when reinforcement is disabled
	high_maintenance_cost = { gold = 10 }	# Maintenance paid when the regiment is raised or not fully reinforced

	# Terrain bonuses pursuit, siege_value, etc.
	terrain_bonus = {
		plains = { damage = 10 }
	}

	# What archetypes it counters, and how much. The number is how many subregiments it counters
	counters = {
		pikemen = 1
		archers = 1
	}

	stack = 100 # Size of one sub-regiment
	hired_stack_size = 25 # size of sub-regiment for the purpose of hired troops. If not set, this will be the same as the "stack" value

	ai_quality = { ... }	# Script value in character scope. Used in addition to a quality calculation (based on TOUGHNESS_SCORE_MULT, etc.) to figure out what the AI should buy/disband

	fallback_in_hired_troops_if_unlocked = yes	# Mercs/holy orders won't have a preference towards this MaA if it is unlocked
	mercenary_fallback = no						# Mercenary will have a lower priority to use this type
	holy_order_fallback = no					# Holy order will have a lower priority to use this type
	allowed_in_hired_troops = yes				# MaA type can be used in hired troops
	max_sub_regiments = -1						# If positive, only one reginemt of this type can be created, and have this maximum size. Unaffected by bonuses to MaA regiment size

	provision_cost = 0		# The amount of provison cost for this MAA type when moving your domicile
}

== Base type modifiers ==
All get prefixed with the base type. E.G., "max_size_add" will become type_key_max_size_add.
max_size_add/mult
siege_value_add/mult
damage_add/mult
toughness_add/mult
pursuit_add/mult
screen_add/mult
maintenance_mult
recruitment_cost_mult
