﻿# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
@cultural_maa_extra_ai_score = 80 # Equivalent to having 8 extra regiments beyond what the code scoring would indicate (see NEGATIVE_SCORE_PER_EXISTING_REGIMENT)

# 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

auxiliary_huscarl = {
	type = heavy_infantry

	damage = 38
	toughness = 24
	pursuit = 0
	screen = 22
	
	terrain_bonus = {
		taiga = { damage = 8 }
		forest = { damage = 8 }
	}
	
	counters = {
		pikemen = 1
		archers = 1
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_huscarls }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
			NOT = {
				culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
			}
		}
	}

	winter_bonus = {
		normal_winter = { toughness = 6 screen = 6 }
		harsh_winter = { toughness = 6 screen = 6 }
	}
	
	buy_cost = { gold = huscarls_recruitment_cost }
	low_maintenance_cost = { gold = huscarls_low_maint_cost }
	high_maintenance_cost = { gold = huscarls_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = danish_huskarls
}

auxiliary_landsknecht = {
	type = pikemen
	
	damage = 28
	toughness = 22
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		mountains = { damage = 5 toughness = 12 }
		desert_mountains = { damage = 5 toughness = 12 }
		hills = { damage = 3 toughness = 8 }
	}

	counters = {
		pikemen = 0.5
		light_cavalry = 2
		heavy_cavalry = 2
	}
	
	can_recruit = {
		any_realm_county = { 
			culture = { 
				has_cultural_pillar = heritage_central_germanic 
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			} 
		}
	}

	buy_cost = { gold = landsknecht_recruitment_cost }
	low_maintenance_cost = { gold = landsknecht_low_maint_cost }
	high_maintenance_cost = { gold = landsknecht_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = pikemen
}

auxiliary_longbowmen = {
	type = archers
	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_longbowmen }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	
	damage = 18
	toughness = 6
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 12 toughness = 4 }
	}

	counters = {
		skirmishers = 1
		heavy_cavalry = 1
	}

	buy_cost = { gold = longbowmen_recruitment_cost }
	low_maintenance_cost = { gold = longbowmen_low_maint_cost }
	high_maintenance_cost = { gold = longbowmen_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bowmen
}

auxiliary_goedendag = {
	type = skirmishers
	
	damage = 11
	toughness = 16
	pursuit = 0
	screen = 14
	
	counters = {
		heavy_infantry = 1
		heavy_cavalry = 1
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				has_innovation = innovation_adaptive_militia
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	buy_cost = { gold = goedendag_recruitment_cost }
	low_maintenance_cost = { gold = goedendag_low_maint_cost }
	high_maintenance_cost = { gold = goedendag_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers
}

auxiliary_gendarme = {
	type = heavy_cavalry
	
	damage = 123
	toughness = 38
	pursuit = 18
	screen = 8
	
	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		hills = { damage = -10 }
		jungle = { damage = -25 }
		mountains = { damage = -50 }
		desert_mountains = { damage = -50 }
		wetlands = { damage = -75 }
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				has_innovation = innovation_valets
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	counters = {
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = -15 toughness = -5 }
		harsh_winter = { damage = -30 toughness = -10 }
	}

	buy_cost = { gold = gendarme_recruitment_cost }
	low_maintenance_cost = { gold = gendarme_low_maint_cost }
	high_maintenance_cost = { gold = gendarme_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_expensive
	
	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_cavalry
}

auxiliary_chasseur = {
	type = light_cavalry
	
	damage = 38
	toughness = 13
	pursuit = 38
	screen = 13
	
	terrain_bonus = {
		plains = { damage = 10 }
		drylands = { damage = 10 }
		desert = { damage = 10 }
		hills = { damage = -5 }
		mountains = { damage = -25 }
		desert_mountains = { damage = -25 }
		wetlands = { damage = -30 toughness = -10 pursuit = -25 screen = -15 }
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				has_innovation = innovation_desert_tactics
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	counters = {
		archers = 1
	}

	winter_bonus = {
		harsh_winter = { damage = -5 toughness = -2 }
	}

	buy_cost = { gold = chasseur_recruitment_cost }
	low_maintenance_cost = { gold = chasseur_low_maint_cost }
	high_maintenance_cost = { gold = chasseur_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_moderate
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = light_cavalry
}

auxiliary_picchieri = {
	type = pikemen
	
	damage = 38
	toughness = 22
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 10 }
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				has_innovation = innovation_pike_columns
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
		camel_cavalry = 1
		elephant_cavalry = 1
	}

	buy_cost = { gold = picchieri_recruitment_cost }
	low_maintenance_cost = { gold = picchieri_low_maint_cost }
	high_maintenance_cost = { gold = picchieri_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = pikemen
}

auxiliary_praetorian = {
	type = heavy_infantry
	
	damage = 58
	toughness = 28
	pursuit = 0
	screen = 18
	
	counters = {
		pikemen = 1
	}
	
	can_recruit = {
		any_realm_county = {
			culture = {
				has_innovation = innovation_legionnaires
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	buy_cost = { gold = praetorian_recruitment_cost }
	low_maintenance_cost = { gold = praetorian_low_maint_cost }
	high_maintenance_cost = { gold = praetorian_high_maint_cost }
	provision_cost = @provisions_cost_infantry_bankrupting
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry
}

auxiliary_caballero = {
	type = light_cavalry
	
	damage = 20
	toughness = 14
	pursuit = 28
	screen = 48
	
	terrain_bonus = {
		hills = { damage = 15 toughness = 10 }
		plains = { damage = 10 }
		drylands = { damage = 10 }
		mountains = { damage = -8 pursuit = -10 }
		desert_mountains = { damage = -12 pursuit = -20 }
		wetlands = { damage = -15 toughness = -10 pursuit = -20 screen = -20 }
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				has_innovation = innovation_caballeros
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	counters = {
		archers = 1
	}

	winter_bonus = {
		harsh_winter = { damage = -5 toughness = -2 }
	}

	buy_cost = { gold = caballero_recruitment_cost }
	low_maintenance_cost = { gold = caballero_low_maint_cost }
	high_maintenance_cost = { gold = caballero_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 20] }
	icon = light_cavalry
}

auxiliary_monaspa = {
	type = heavy_cavalry
	
	damage = 108
	toughness = 28
	pursuit = 23
	screen = 8
	
	terrain_bonus = {
		hills = { damage = 20 pursuit = 10 }
		mountains = { damage = 20 pursuit = 10 }
		desert_mountains = { damage = -30 }
		wetlands = { damage = -80 toughness = -15 pursuit = -20 }
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_monaspa }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
			NOT = {
				culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
			}
		}
	}
	counters = {
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = -10 toughness = -5 }
		harsh_winter = { damage = -20 toughness = -5 }
	}
	

	buy_cost = { gold = monaspa_recruitment_cost }
	low_maintenance_cost = { gold = monaspa_low_maint_cost }
	high_maintenance_cost = { gold = monaspa_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_moderate
	
	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = monaspa
}

auxiliary_cataphract = {
	type = heavy_cavalry
	
	damage = 123
	toughness = 33
	pursuit = 10
	screen = 0
	
	terrain_bonus = {
		plains = { damage = 30 toughness = 5 }
		drylands = { damage = 30 }
		hills = { damage = -10 }
		mountains = { damage = -50 }
		desert_mountains = { damage = -50 }
		wetlands = { damage = -80 toughness = -15 pursuit = -10 }
	}

	counters = {
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = -15 toughness = -5 }
		harsh_winter = { damage = -30 toughness = -10 }
	}
	
	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_cataphract }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
			NOT = {
				culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
			}
		}
	}

	buy_cost = { gold = cataphract_recruitment_cost }
	low_maintenance_cost = { gold = cataphract_low_maint_cost }
	high_maintenance_cost = { gold = cataphract_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_bankrupting
	
	stack = 50
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = cataphracts
}

auxiliary_hobelar = {
	type = light_cavalry
	
	damage = 20
	toughness = 13
	pursuit = 48
	screen = 28
	
	terrain_bonus = {
		forest = { damage = 15 }
		hills = { damage = 10 }
		mountains = { damage = -10 pursuit = -30 }
		desert_mountains = { damage = -15 pursuit = -30 }
		wetlands = { damage = -10 pursuit = -20 screen = -15 }
	}

	counters = {
		archers = 1
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				has_innovation = innovation_hobbies
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	winter_bonus = {
		harsh_winter = { damage = -5 }
	}

	buy_cost = { gold = hobelar_recruitment_cost }
	low_maintenance_cost = { gold = hobelar_low_maint_cost }
	high_maintenance_cost = { gold = hobelar_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = light_cavalry
}

auxiliary_schiltron = {
	type = pikemen
	
	damage = 34
	toughness = 26
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { toughness = 8 }
		plains = { damage = 8 }
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				has_innovation = innovation_rectilinear_schiltron
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
	}

	buy_cost = { gold = schiltron_recruitment_cost }
	low_maintenance_cost = { gold = schiltron_low_maint_cost }
	high_maintenance_cost = { gold = schiltron_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = pikemen
}

auxiliary_metsanvartija = {
	type = archers
	
	damage = 28
	toughness = 12
	pursuit = 8
	screen = 8
	
	terrain_bonus = {
		forest = { damage = 10 toughness = 4 }
		taiga = { damage = 10 toughness = 4 }
	}

	counters = {
		skirmishers = 1
	}
	
	winter_bonus = {
		normal_winter = { toughness = 4 screen = 8 }
		harsh_winter = { toughness = 4 screen = 8 }
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_metsanvartija }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	buy_cost = { gold = metsanvartija_recruitment_cost }
	low_maintenance_cost = { gold = metsanvartija_low_maint_cost }
	high_maintenance_cost = { gold = metsanvartija_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bowmen
}

auxiliary_horse_archers = {
	type = archer_cavalry
	
	damage = 34
	toughness = 16
	pursuit = 38
	screen = 28
	
	terrain_bonus = {
		steppe = { damage = 45 }
		plains = { damage = 20 }
		drylands = { damage = 20 }
		jungle = { damage = -20 pursuit = -20 }
		wetlands = { damage = -30 pursuit = -30 }
		mountains = { damage = -30 pursuit = -30 }
		desert_mountains = { damage = -30 pursuit = -30 }
	}

	counters = {
		skirmishers = 1
		heavy_infantry = 1
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				has_cultural_parameter = unlock_maa_horse_archers
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}

	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_cheap
	
	stack = 100
	ai_quality = {
		value = @cultural_maa_extra_ai_score
		add = 60 #I mean... they're horse archers
	}
	icon = horse_archers
}

auxiliary_ayyar = {
	type = heavy_infantry
	
	damage = 33
	toughness = 20
	pursuit = 10
	screen = 0
	
	counters = {
		pikemen = 1
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_ayyar }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
			NOT = {
				culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
			}
		}
	}
	
	buy_cost = { gold = ayyar_recruitment_cost }
	low_maintenance_cost = { gold = ayyar_low_maint_cost }
	high_maintenance_cost = { gold = ayyar_high_maint_cost }
	provision_cost = @provisions_cost_infantry_expensive
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = ayyar
}

auxiliary_mubarizun = {
	type = heavy_infantry
	
	damage = 43
	toughness = 23
	pursuit = 0
	screen = 0

	counters = {
		pikemen = 1
		heavy_infantry = 1
	}
	
	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_mubarizun }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
			NOT = {
				culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
			}
		}
	}
	
	buy_cost = { gold = mubarizun_recruitment_cost }
	low_maintenance_cost = { gold = mubarizun_low_maint_cost }
	high_maintenance_cost = { gold = mubarizun_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score - 20] }
	icon = mubarizun
}

auxiliary_mulaththamun = { #Murabit Cavalry
	type = light_cavalry
	
	damage = 20
	toughness = 13
	pursuit = 28
	screen = 38
	
	terrain_bonus = {
		drylands = { damage = 10 toughness = 5 screen = 10 pursuit = 5 }
		desert = { damage = 10 toughness = 5 screen = 20 pursuit = 10 }
		plains = { damage = 10 toughness = 3 screen = 5 pursuit = 5 }
		oasis = { damage = 10 }
		
		mountains = { damage = -8 pursuit = -10 }
		desert_mountains = { damage = -12 pursuit = -20 }
		wetlands = { damage = -15 toughness = -10 pursuit = -20 screen = -20
		}
	}

	counters = {
		archers = 1
	}

	winter_bonus = {
		harsh_winter = { damage = -5 toughness = -2 }
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_mulaththamun }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	buy_cost = { gold = mulaththamun_recruitment_cost }
	low_maintenance_cost = { gold = mulaththamun_low_maint_cost }
	high_maintenance_cost = { gold = mulaththamun_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 20] }
	icon = light_cavalry
}

auxiliary_archers_of_the_nile = { #Nile Archers
	type = archers
	
	damage = 28
	toughness = 12
	pursuit = 8
	screen = 8
	
	terrain_bonus = {
		floodplains = { damage = 15 toughness = 15 pursuit = 10 screen = 10 }
		oasis = { damage = 15 pursuit = 5 screen = 5 }
		drylands = { damage = 10 toughness = 10 }
		desert = { damage = -5 toughness = -5 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_archers_of_the_nile }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	buy_cost = { gold = archers_of_the_nile_recruitment_cost }
	low_maintenance_cost = { gold = archers_of_the_nile_low_maint_cost }
	high_maintenance_cost = { gold = archers_of_the_nile_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bowmen
}

auxiliary_paiks = { #Indian Footmen - carrying bows but also swords and spears.
	type = archers
	
	damage = 28
	toughness = 16
	pursuit = 10
	screen = 10
	
	terrain_bonus = {
		jungle = { damage = 15 toughness = 15 pursuit = 10 screen = 10 }
		forest = { damage = 15 pursuit = 5 screen = 5 }
		hills = { damage = 10 toughness = 10 }
	}

	counters = {
		elephant_cavalry = 1
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				has_innovation = innovation_bamboo_bows
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	buy_cost = { gold = paiks_recruitment_cost }
	low_maintenance_cost = { gold = paiks_low_maint_cost }
	high_maintenance_cost = { gold = paiks_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score - 40] }
	icon = bowmen
}

auxiliary_druzhina = {
	type = heavy_infantry
	
	damage = 38
	toughness = 28
	pursuit = 0
	screen = 28
	
	counters = {
		pikemen = 1
	}

	
	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_druzhina }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
			NOT = {
				culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
			}
		}
	}
	buy_cost = { gold = druzhina_recruitment_cost }
	low_maintenance_cost = { gold = druzhina_low_maint_cost }
	high_maintenance_cost = { gold = druzhina_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry
}

auxiliary_hussar = {
	type = light_cavalry
	
	damage = 23
	toughness = 13
	pursuit = 58
	screen = 18
	
	terrain_bonus = {
		plains = { damage = 15 }
		drylands = { damage = 15 }
		hills = { damage = -15 }
		mountains = { damage = -15 pursuit = -40 }
		desert_mountains = { damage = -20 pursuit = -50 }
		wetlands = { damage = -15 toughness = -10 pursuit = -50 screen = -20 }
	}

	counters = {
		archers = 1
	}

	winter_bonus = {
		harsh_winter = { damage = -5 }
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_hussar }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	buy_cost = { gold = hussar_recruitment_cost }
	low_maintenance_cost = { gold = hussar_low_maint_cost }
	high_maintenance_cost = { gold = hussar_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 10] }
	icon = light_cavalry
}

auxiliary_horn_warrior = {
	type = skirmishers
	
	damage = 10
	toughness = 14
	pursuit = 0
	screen = 18
	
	terrain_bonus = {
		mountains = { damage = 10 toughness = 10 }
		desert_mountains = { damage = 10 toughness = 10 }
		hills = { damage = 4 toughness = 6 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_horn_warrior }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}

	buy_cost = { gold = horn_warrior_recruitment_cost }
	low_maintenance_cost = { gold = horn_warrior_low_maint_cost }
	high_maintenance_cost = { gold = horn_warrior_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers
}

auxiliary_bush_hunter = {
	type = archers
	
	damage = 28
	toughness = 10
	pursuit = 3
	screen = 0
	
	terrain_bonus = {
		jungle = { damage = 8 toughness = 4 }
		forest = { damage = 8 toughness = 4 }
		hills = { damage = 8 toughness = 4 }
	}

	counters = {
		skirmishers = 1
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_bush_hunter }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}

	buy_cost = { gold = bush_hunter_recruitment_cost }
	low_maintenance_cost = { gold = bush_hunter_low_maint_cost }
	high_maintenance_cost = { gold = bush_hunter_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bowmen
}

auxiliary_shomer = {
	type = skirmishers
	
	damage = 8
	toughness = 22
	pursuit = 0
	screen = 38
	
	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_shomer }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}

	buy_cost = { gold = shomer_recruitment_cost }
	low_maintenance_cost = { gold = shomer_low_maint_cost }
	high_maintenance_cost = { gold = shomer_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers
}

auxiliary_garudas = {
	type = heavy_infantry
	
	damage = 40
	toughness = 20
	pursuit = 22
	screen = 0
	
	terrain_bonus = {
		jungle = { damage = 8 }
		forest = { damage = 8 }
	}
	
	counters = {
		pikemen = 1
		archers = 1
	}
	
	buy_cost = { gold = garudas_recruitment_cost }
	low_maintenance_cost = { gold = garudas_low_maint_cost }
	high_maintenance_cost = { gold = garudas_high_maint_cost }
	provision_cost = @provisions_cost_infantry_expensive
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }

	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_garudas }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
			NOT = {
				culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
			}
		}
	}
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry
}

auxiliary_khandayat = {
	type = heavy_infantry
	
	damage = 40
	toughness = 20
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		jungle = { damage = 12 toughness = 8 }
	}

	counters = {
		light_cavalry = 1
		pikemen = 1
	}
	
	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_khandayat }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
			NOT = {
				culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
			}
		}
	}

	buy_cost = { gold = khandayat_recruitment_cost }
	low_maintenance_cost = { gold = khandayat_low_maint_cost }
	high_maintenance_cost = { gold = khandayat_high_maint_cost }
	provision_cost = @provisions_cost_infantry_bankrupting
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry
}

auxiliary_mountaineer = {
	type = heavy_infantry
	
	damage = 38
	toughness = 24
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		mountains = { damage = 12 toughness = 12 }
		desert_mountains = { damage = 12 toughness = 12 }
	}
	
	counters = {
		pikemen = 1
	}

	winter_bonus = {
		normal_winter = { damage = 5 }
		harsh_winter = { damage = 5 }
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_mountaineer }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
			NOT = {
				culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
			}
		}
	}
	buy_cost = { gold = mountaineer_recruitment_cost }
	low_maintenance_cost = { gold = mountaineer_low_maint_cost }
	high_maintenance_cost = { gold = mountaineer_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry
}

auxiliary_sahel_horsemen = {
	type = light_cavalry
	
	damage = 20
	toughness = 13
	pursuit = 28
	screen = 28
	
	terrain_bonus = {
		drylands = { damage = 15 toughness = 3 }
		floodplains = { damage = 15 toughness = 3 }
		desert = { damage = 10 }
		oasis = { damage = 10 }
		hills = { damage = -10 pursuit = -10 }
		desert_mountains = { damage = -10 pursuit = -20 }
		mountains = { damage = -15 pursuit = -20 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}

	counters = {
		archers = 1
		heavy_infantry = 1
	}

	winter_bonus = {
		harsh_winter = { damage = -5 toughness = -2 }
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				has_innovation = innovation_sahel_horsemen
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	buy_cost = { gold = sahel_rider_recruitment_cost }
	low_maintenance_cost = { gold = sahel_rider_low_maint_cost }
	high_maintenance_cost = { gold = sahel_rider_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 30] }
	icon = light_cavalry
}

auxiliary_guinea_warrior = { #AKA Guinean uplander
	type = skirmishers
	
	damage = 16
	toughness = 12
	pursuit = 0
	screen = 18
	
	terrain_bonus = {
		forest = { damage = 10 toughness = 8 }
		hills = { damage = 6 toughness = 4 }
		drylands = { damage = 6 toughness = 4 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_guinea_warrior }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	buy_cost = { gold = guinea_warrior_recruitment_cost }
	low_maintenance_cost = { gold = guinea_warrior_low_maint_cost }
	high_maintenance_cost = { gold = guinea_warrior_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers
}

auxiliary_sarawit = { #AKA Ethiopian mountaineer
	type = heavy_infantry
	
	damage = 30
	toughness = 24
	pursuit = 0
	screen = 8
	
	terrain_bonus = {
		mountains = { damage = 12 toughness = 10 }
		desert_mountains = { damage = 10 toughness = 8 }
		hills = { damage = 8 toughness = 5 }
		drylands = { screen = -10 }
		desert = { toughness = -10 screen = -10 }
	}

	counters = {
		light_cavalry = 1
	}
	
	can_recruit = {
		any_realm_county = {
			culture = {
				has_innovation = innovation_sarawit
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	buy_cost = { gold = sarawit_recruitment_cost }
	low_maintenance_cost = { gold = sarawit_low_maint_cost }
	high_maintenance_cost = { gold = sarawit_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry
}

auxiliary_abudrar = { #AKA Jabali - Berber mountaineer
	type = skirmishers
	
	damage = 18
	toughness = 14
	pursuit = 18
	screen = 8
	
	terrain_bonus = {
		desert_mountains = { damage = 10 toughness = 8 }
		mountains = { damage = 8 toughness = 6 }
		hills = { damage = 8 toughness = 6 }
		desert = { pursuit = -10 screen = -10 }
	}
	
	counters = {
		light_cavalry = 1
		heavy_infantry = 1
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_abudrar }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	buy_cost = { gold = abudrar_recruitment_cost }
	low_maintenance_cost = { gold = abudrar_low_maint_cost }
	high_maintenance_cost = { gold = abudrar_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = skirmishers
}

auxiliary_zbrojnosh = {
	type = heavy_infantry
	
	damage = 32
	toughness = 18
	pursuit = 0
	screen = 8

	terrain_bonus = {
		hills = { damage = 8 toughness = 5 }
		mountains = { damage = 6 }
		forest = { damage = 6 }
		wetlands = { damage = -10 pursuit = -10 }
	}

	counters = {
		pikemen = 1
		archers = 1
	}
	
	
	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_zbrojnosh }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
			NOT = {
				culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
			}
		}
	}
	buy_cost = { gold = zbrojnosh_recruitment_cost }
	low_maintenance_cost = { gold = zbrojnosh_low_maint_cost }
	high_maintenance_cost = { gold = zbrojnosh_high_maint_cost }
	provision_cost = @provisions_cost_infantry_expensive
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry
}

auxiliary_palace_guards = {
	type = heavy_infantry
	
	damage = 36
	toughness = 22
	pursuit = 0
	screen = 18
	
	terrain_bonus = {
		jungle = { damage = 10 toughness = 6 }
		hills = { damage = 8 toughness = 4 }
	}
	
	counters = {
		pikemen = 2
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_palace_guards }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
			NOT = {
				culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
			}
		}
	}
	
	buy_cost = { gold = palace_guards_recruitment_cost }
	low_maintenance_cost = { gold = palace_guards_low_maint_cost }
	high_maintenance_cost = { gold = palace_guards_high_maint_cost }
	provision_cost = @provisions_cost_infantry_bankrupting
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = heavy_infantry
}

auxiliary_chu_ko_nu = {
	type = archers
	
	damage = 28
	toughness = 18
	pursuit = 0
	screen = 0
	
	terrain_bonus = {
		hills = { damage = 10 toughness = 4 }
		mountains = { damage = 8 toughness = 2 }
		desert_mountains = { damage = 8 toughness = 2 }
	}
	
	counters = {
		skirmishers = 1
		archer_cavalry = 0.5
	}
	can_recruit = {
		any_realm_county = {
			culture = {
				has_innovation = innovation_repeating_crossbow
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	
	
	buy_cost = { gold = chu_ko_nu_recruitment_cost }
	low_maintenance_cost = { gold = chu_ko_nu_low_maint_cost }
	high_maintenance_cost = { gold = chu_ko_nu_high_maint_cost }
	provision_cost = @provisions_cost_infantry_expensive
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = crossbowmen
}

auxiliary_guanch_vaulter = {
	type = skirmishers
	
	damage = 8
	toughness = 10
	pursuit = 13
	screen = 18
	siege_value = 0.1
	
	terrain_bonus = {
		hills = { damage = 4 toughness = 6 }
		mountains = { damage = 4 pursuit = 6 }
		desert_mountains = { damage = 4 pursuit = 6 }
		wetlands = { damage = 4 pursuit = 6 }
	}

	counters = {
		heavy_infantry = 1
	}
	can_recruit = {
		any_realm_county = {
			culture = {
				has_innovation = innovation_pole_vault
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}

	buy_cost = { gold = guanch_vaulter_recruitment_cost }
	low_maintenance_cost = { gold = guanch_vaulter_low_maint_cost }
	high_maintenance_cost = { gold = guanch_vaulter_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate
	
	
	stack = 100
	ai_quality = { value = culture_ai_weight_skirmishers }
	icon = skirmishers
}

auxiliary_vigmen = {
	type = archers
	
	damage = 16
	toughness = 18
	pursuit = 0
	screen = 20
	
	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_vigmen }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	
	terrain_bonus = {
		farmlands = { damage = 10 toughness = 6 screen = 6 }
		plains = { damage = 6 toughness = 4 screen = 4 }
		taiga = { damage = 4 screen = 6 }
	}

	counters = {
		skirmishers = 1
	}

	winter_bonus = {
		normal_winter = { toughness = 3 screen = 5 }
		harsh_winter = { toughness = 3 screen = 5 }
	}

	buy_cost = { gold = vigmen_recruitment_cost }
	low_maintenance_cost = { gold = vigmen_low_maint_cost }
	high_maintenance_cost = { gold = vigmen_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap
	
	stack = 100
	ai_quality = { value = culture_ai_weight_vigmen }
	icon = vigmen
}

auxiliary_bondi = {
	type = pikemen
	
	damage = 13
	toughness = 16
	pursuit = 11
	screen = 0
	
	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_bondi }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	
	terrain_bonus = {
		farmlands = { damage = 10 toughness = 6 pursuit = 10 }
		plains = { damage = 6 toughness = 4 pursuit = 6 }
		hills = { damage = -4 pursuit = -6 }
		mountains = { damage = -4 pursuit = -6 }
		desert_mountains = { damage = -4 pursuit = -6 }
	}

	counters = {
		light_cavalry = 1
		archers = 1
	}

	winter_bonus = {
		normal_winter = { damage = 4 pursuit = 5 }
		harsh_winter = { damage = 4 pursuit = 5 }
	}

	buy_cost = { gold = bondi_recruitment_cost }
	low_maintenance_cost = { gold = bondi_low_maint_cost }
	high_maintenance_cost = { gold = bondi_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = bondi
}

auxiliary_varangian_veterans = {
	type = heavy_infantry
	
	damage = 43
	toughness = 28
	pursuit = 8
	screen = 0
	
	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_varangian_veterans }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
			NOT = {
				culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
			}
		}
	}
	
	terrain_bonus = {
		farmlands = { damage = 6 toughness = 4 }
		plains = { damage = 6 toughness = 4 }
		hills = { damage = 6 toughness = 4 }
	}
	
	counters = {
		pikemen = 1
		heavy_cavalry = 1
	}

	winter_bonus = {
		normal_winter = { toughness = 6 screen = 6 }
		harsh_winter = { toughness = 6 screen = 6 }
	}
	
	buy_cost = { gold = varangian_veterans_recruitment_cost }
	low_maintenance_cost = { gold = varangian_veterans_low_maint_cost }
	high_maintenance_cost = { gold = varangian_veterans_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap
	
	stack = 100
	ai_quality = { value = @cultural_maa_extra_ai_score }
	icon = varangian_veterans
}


auxiliary_tarkhan = {
	type = heavy_cavalry
	
	damage = 108
	toughness = 28
	pursuit = 28
	screen = 8
	
	terrain_bonus = {
		oasis = { damage = 30 }
		drylands = { damage = 25 }
		desert = { damage = 10 pursuit = 10 }
		mountains = { damage = -30 }
		wetlands = { damage = -80 toughness = -15 pursuit = -20 }
	}

	counters = {
		heavy_infantry = 1
		heavy_cavalry = 0.5
	}

	winter_bonus = {
		normal_winter = { damage = -10 toughness = -5 }
		harsh_winter = { damage = -20 toughness = -5 }
	}
	
	can_recruit = {
		any_realm_county = {
			culture = {
				has_cultural_parameter = unlock_maa_tarkhan
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	buy_cost = { gold = cataphract_recruitment_cost }
	low_maintenance_cost = { gold = cataphract_low_maint_cost }
	high_maintenance_cost = { gold = cataphract_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_expensive
	
	stack = 50
	ai_quality = { value = @[cultural_maa_extra_ai_score + 60] }
	icon = tarkhan

}

auxiliary_zupin_warrior = {
	type = pikemen
	
	damage = 15
	toughness = 15
	pursuit = 0
	screen = 9
	
	can_recruit = {
		any_realm_county = {
			culture = {
				has_cultural_parameter = unlock_maa_zupin_warrior
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	terrain_bonus = {
		mountains = { toughness = 12 }
		desert_mountains = { toughness = 12 }
		hills = { damage = 4 toughness = 8 }
		forest = { damage = 4 toughness = 8 pursuit = 4 }
	}

	counters = {
		heavy_cavalry = 0.5
		heavy_infantry = 1
		light_cavalry = 1
	}

	winter_bonus = {
		normal_winter = { damage = 4 pursuit = 5 }
	}

	buy_cost = { gold = bondi_recruitment_cost }
	low_maintenance_cost = { gold = bondi_low_maint_cost }
	high_maintenance_cost = { gold = bondi_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate
	
	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 20] }
	icon = zupin_spearmen
}

auxiliary_tawashi = {
	type = light_cavalry
	
	damage = 23
	toughness = 15
	pursuit = 30
	screen = 30
	
	terrain_bonus = {
		plains = { damage = 10 }
		drylands = { damage = 10 }
		hills = { damage = 10 }
		mountains = { damage = 10 pursuit = 10 }
		desert_mountains = { damage = 10 pursuit = 10 }
		wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
	}

	counters = {
		archers = 1
		heavy_infantry = 1
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				has_cultural_parameter = unlock_maa_tawashi
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	winter_bonus = {
		harsh_winter = { damage = -5 toughness = -3 }
	}

	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_cavalry_moderate

	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score + 40] }
	icon = tawashi
}

auxiliary_ayrudzi = {
	type = light_cavalry

	damage = 48
	toughness = 28
	pursuit = 18
	screen = 28

	terrain_bonus = {
		hills = { damage = 30 toughness = 20 }
		mountains = { damage = 20 toughness = 10 }
		drylands = { damage = 10 }
		plains = { damage = 10 }
		wetlands = { damage = -30 toughness = -20 pursuit = -20 screen = -25 }
		jungle = { damage = -30 toughness = -20 pursuit = -20 screen = -25 }
	}

	counters = {
		archers = 1
		archer_cavalry = 0.5
	}

	winter_bonus = {
		harsh_winter = { damage = -5 }
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_ayrudzi }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	buy_cost = { gold = ayrudzi_recruitment_cost }
	low_maintenance_cost = { gold = ayrudzi_low_maint_cost }
	high_maintenance_cost = { gold = ayrudzi_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap

	stack = 50
	ai_quality = {
		value = @cultural_maa_extra_ai_score
		add = counter_synergy_ai_weight_light_cavalry
	}
	icon = ayrudzi
}

auxiliary_conrois = {
	type = heavy_cavalry

	damage = 98
	toughness = 23
	pursuit = 9
	screen = 0

	terrain_bonus = {
		plains = { damage = 30 }
		drylands = { damage = 30 }
		farmlands = { damage = 30 }
		hills = { damage = -20 }
		mountains = { damage = -75 }
		desert_mountains = { damage = -75 }
		wetlands = { damage = -75 toughness = -10 pursuit = -10 }
		jungle = { damage = -75 toughness = -10 pursuit = -10 }
	}

	counters = {
		archers = 1
		light_cavalry = 1
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_conrois }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}

	winter_bonus = {
		normal_winter = { damage = -15 toughness = -5 }
		harsh_winter = { damage = -25 toughness = -10 }
	}

	buy_cost = { gold = conrois_recruitment_cost }
	low_maintenance_cost = { gold = conrois_low_maint_cost }
	high_maintenance_cost = { gold = conrois_high_maint_cost }
	provision_cost = @provisions_cost_cavalry_cheap

	stack = 50
	ai_quality = { value = @[cultural_maa_extra_ai_score + 35 ] }
	icon = conrois
}

auxiliary_akritai = {
	type = skirmishers

	damage = 9
	toughness = 13
	pursuit = 11
	screen = 16

	terrain_bonus = {
		mountains = { damage = 10 toughness = 10 }
		desert_mountains = { damage = 6 toughness = 6 }
		hills = { damage = 6 toughness = 6 }
		forest = { toughness = 4 }
		wetlands = { toughness = 4 }
	}

	counters = {
		heavy_infantry = 1
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_akritai }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}
	buy_cost = { gold = akritai_recruitment_cost }
	low_maintenance_cost = { gold = akritai_low_maint_cost }
	high_maintenance_cost = { gold = akritai_high_maint_cost }
	provision_cost = @provisions_cost_infantry_cheap

	stack = 100
	ai_quality = { value = @[cultural_maa_extra_ai_score - 90] }
	icon = akritai
}

auxiliary_ballistrai = {
	type = archers

	damage = 33
	toughness = 11
	pursuit = 0
	screen = 0

	siege_value = 0.1

	terrain_bonus = {
		farmlands = { damage = 8 toughness = 6 }
		plains = { damage = 8 }
		hills = { damage = 8 }
	}

	counters = {
		pikemen = 0.5
		heavy_infantry = 0.5
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_ballistrai }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}

	buy_cost = { gold = ballistrai_recruitment_cost }
	low_maintenance_cost = { gold = ballistrai_low_maint_cost }
	high_maintenance_cost = { gold = ballistrai_high_maint_cost }
	provision_cost = @provisions_cost_special_moderate

	stack = 50
	ai_quality = { value = @[cultural_maa_extra_ai_score + 200] }
	icon = ballistrai
}

auxiliary_skoutatoi = {
	type = pikemen

	damage = 20
	toughness = 24
	pursuit = 0
	screen = 18

	terrain_bonus = {
		mountains = { toughness = 8 }
		desert_mountains = { toughness = 8 }
		hills = { toughness = 8 }
		plains = { damage = 8 }
	}

	counters = {
		light_cavalry = 1
		heavy_cavalry = 1
		camel_cavalry = 1
		elephant_cavalry = 1
	}

	can_recruit = {
		any_realm_county = {
			culture = {
				valid_for_maa_trigger = { PARAMETER = unlock_maa_skoutatoi }
				cultural_acceptance = {
					target = root.culture
					value >= 50
				}
			}
		}
	}

	buy_cost = { gold = skoutatoi_recruitment_cost }
	low_maintenance_cost = { gold = skoutatoi_low_maint_cost }
	high_maintenance_cost = { gold = skoutatoi_high_maint_cost }
	provision_cost = @provisions_cost_infantry_moderate

	stack = 100
	ai_quality = {
		value = @[cultural_maa_extra_ai_score + 20]
		add = counter_synergy_ai_weight_pikemen
	}
	icon = skoutatoi
}
