Tidying up some stuff and penciling in men at arms
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e44a5f703d
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22 changed files with 270 additions and 177 deletions
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@ -57,7 +57,8 @@ innovation_gunpowder = {
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icon = @gunpowder_02
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parameters = {
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unlock_late_medieval_gunpowder_units = yes
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unlock_handgunners = yes
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unlock_bombards = yes
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unlock_powder_magazines = yes
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}
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@ -72,7 +73,8 @@ innovation_gunpowder = {
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icon = @fire_dragon
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}
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custom = unlock_siege_maa_fourth_level
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#custom = unlock_siege_maa_fourth_level
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#custom = unlock_handgunners_loc
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flag = global_regular
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flag = late_medieval_era_regular
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@ -24,6 +24,7 @@ innovation_british_arsenals = {
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parameters = {
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unlock_powder_magazines = yes
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unlock_handgunners = yes
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}
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flag = early_medieval_era_regional
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}
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@ -578,7 +578,7 @@ bombard = {
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can_recruit = {
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culture = {
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has_cultural_parameter = unlock_late_medieval_gunpowder_units
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has_cultural_parameter = unlock_bombards
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NOR = {
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has_cultural_pillar = heritage_chinese
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has_cultural_pillar = heritage_korean
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@ -615,12 +615,7 @@ handgunners = {
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can_recruit = {
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gunpowder_raise_limit_existing_gunpowder_units < gunpowder_raise_limit_existing_gunpowder_buildings # one powder magazine must be owned to support three handgunner regiments, regardless of maa size
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culture = {
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OR = {
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has_innovation = innovation_british_arsenals
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has_innovation = innovation_gunpowder
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}
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}
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culture = { has_cultural_parameter = unlock_handgunners }
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}
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terrain_bonus = {
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@ -742,105 +742,21 @@ guides = {
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icon = light_cavalry
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}
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cacadores = {
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type = gunpowder
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damage = 45
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toughness = 14
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pursuit = 10
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screen = 0
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can_recruit = {
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gunpowder_raise_limit_existing_gunpowder_units < gunpowder_raise_limit_existing_gunpowder_buildings # one powder magazine must be owned to support three handgunner regiments, regardless of maa size
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culture = { has_cultural_parameter = unlock_late_medieval_gunpowder_units }
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valid_for_maa_trigger = { PARAMETER = unlock_maa_cacadores }
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}
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terrain_bonus = {
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forest = { damage = 10 pursuit = 5 }
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hills = { damage = 5 }
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}
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counters = {
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heavy_infantry = 1
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heavy_cavalry = 1
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pikemen = 1
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}
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buy_cost = { gold = conrois_recruitment_cost }
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low_maintenance_cost = { gold = conrois_low_maint_cost }
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high_maintenance_cost = { gold = conrois_high_maint_cost }
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provision_cost = @provisions_cost_infantry_bankrupting
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ai_quality = {
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value = counter_synergy_ai_weight_gunpowder
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}
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stack = 100
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icon = handgonne
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}
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almogavares = {
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type = skirmishers
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damage = 25
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toughness = 12
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pursuit = 20
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screen = 15
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can_recruit = {
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valid_for_maa_trigger = { PARAMETER = unlock_maa_almogavares }
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}
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terrain_bonus = {
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desert = { damage = 10 }
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hills = { damage = 5 }
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mountains = { damage = 5 }
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}
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counters = {
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heavy_infantry = 1
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}
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buy_cost = { gold = skirmisher_recruitment_cost }
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low_maintenance_cost = { gold = skirmisher_low_maint_cost }
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high_maintenance_cost = { gold = skirmisher_high_maint_cost }
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provision_cost = @provisions_cost_infantry_moderate
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ai_quality = {
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value = culture_ai_weight_skirmishers
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}
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stack = 100
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icon = skirmishers
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}
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tercos = {
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type = pikemen
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damage = 40
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toughness = 28
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pursuit = 0
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damage = 30
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toughness = 34
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pursuit = 5
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screen = 5
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can_recruit = {
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valid_for_maa_trigger = { PARAMETER = unlock_maa_almogavares }
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}
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terrain_bonus = {
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hills = { damage = 5 toughness = 10 }
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mountains = { damage = 5 toughness = 10 }
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valid_for_maa_trigger = { PARAMETER = unlock_maa_tercos }
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}
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counters = {
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heavy_infantry = 1
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skrimishers = 1
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light_cavalry = 1
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heavy_cavalry = 1
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}
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@ -856,13 +772,50 @@ tercos = {
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stack = 100
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icon = skirmishers
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icon = pikemen
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}
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espadachin = {
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type = heavy_infantry
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damage = 40
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toughness = 28
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pursuit = 10
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screen = 0
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can_recruit = {
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valid_for_maa_trigger = { PARAMETER = unlock_maa_espadachin }
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}
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terrain_bonus = {
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hills = { damage = 5 toughness = 10 }
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mountains = { damage = 5 toughness = 10 }
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}
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counters = {
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heavy_infantry = 1
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pikemen = 1
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peasant_militia = 2
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}
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buy_cost = { gold = skirmisher_recruitment_cost }
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low_maintenance_cost = { gold = skirmisher_low_maint_cost }
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high_maintenance_cost = { gold = skirmisher_high_maint_cost }
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provision_cost = @provisions_cost_infantry_moderate
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ai_quality = {
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value = culture_ai_weight_skirmishers
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}
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stack = 100
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icon = heavy_infantry
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}
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lanceros = {
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type = heavy_cavalry
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damage = 80
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damage = 100
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toughness = 15
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pursuit = 35
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screen = 0
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@ -879,13 +832,14 @@ lanceros = {
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}
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counters = {
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archers = 1
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skirmishers = 1
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archers = 2
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skirmishers = 2
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peasant_militia = 1
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chemical_weapons = 1
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}
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can_recruit = {
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valid_for_maa_trigger = { PARAMETER = unlock_maa_cuirassiers }
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valid_for_maa_trigger = { PARAMETER = unlock_maa_lanceros}
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}
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winter_bonus = {
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@ -901,4 +855,145 @@ lanceros = {
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stack = 50
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ai_quality = { value = @[cultural_maa_extra_ai_score + 35 ] }
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icon = heavy_cavalry
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}
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stadswacht = {
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type = pikemen
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damage = 38
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toughness = 40
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pursuit = 0
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screen = 0
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can_recruit = {
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valid_for_maa_trigger = { PARAMETER = unlock_maa_stadswacht }
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}
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counters = {
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heavy_infantry = 1
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light_cavalry = 1
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heavy_cavalry = 1
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}
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buy_cost = { gold = skirmisher_recruitment_cost }
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low_maintenance_cost = { gold = skirmisher_low_maint_cost }
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high_maintenance_cost = { gold = skirmisher_high_maint_cost }
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provision_cost = @provisions_cost_infantry_moderate
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ai_quality = {
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value = culture_ai_weight_skirmishers
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}
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stack = 100
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icon = pikemen
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}
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blauwegarde = {
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type = pikemen
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damage = 38
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toughness = 40
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pursuit = 0
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screen = 0
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can_recruit = {
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valid_for_maa_trigger = { PARAMETER = unlock_maa_stadswacht }
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}
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counters = {
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heavy_infantry = 1
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light_cavalry = 1
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heavy_cavalry = 1
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}
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buy_cost = { gold = skirmisher_recruitment_cost }
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low_maintenance_cost = { gold = skirmisher_low_maint_cost }
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high_maintenance_cost = { gold = skirmisher_high_maint_cost }
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provision_cost = @provisions_cost_infantry_moderate
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ai_quality = {
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value = culture_ai_weight_skirmishers
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}
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stack = 100
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icon = pikemen
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}
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rodelansier = {
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type = heavy_cavalry
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damage = 38
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toughness = 40
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pursuit = 0
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screen = 0
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can_recruit = {
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valid_for_maa_trigger = { PARAMETER = unlock_maa_rodelansier }
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}
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counters = {
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skirmishers = 1
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chemical_weapons = 1
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heavy_infantry = 1
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}
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buy_cost = { gold = skirmisher_recruitment_cost }
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low_maintenance_cost = { gold = skirmisher_low_maint_cost }
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high_maintenance_cost = { gold = skirmisher_high_maint_cost }
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provision_cost = @provisions_cost_infantry_moderate
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ai_quality = {
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value = culture_ai_weight_skirmishers
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}
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stack = 100
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icon = pikemen
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}
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karabiniers = {
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type = gun_cavalry
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damage = 60
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toughness = 15
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pursuit = 25
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screen = 15
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terrain_bonus = {
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steppe = { damage = 45 }
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plains = { damage = 20 }
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drylands = { damage = 20 }
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jungle = { damage = -20 pursuit = -20 }
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wetlands = { damage = -30 pursuit = -30 }
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mountains = { damage = -30 pursuit = -30 }
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desert_mountains = { damage = -30 pursuit = -30 }
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}
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counters = {
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heavy_infantry = 1
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chemical_weapons = 1
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heavy_cavalry = 1
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}
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can_recruit = {
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gunpowder_raise_limit_existing_gunpowder_units < gunpowder_raise_limit_existing_gunpowder_buildings # one powder magazine must be owned to support three handgunner regiments, regardless of maa size
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culture = { has_cultural_parameter = unlock_maa_karabiniers }
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}
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buy_cost = { gold = horse_archers_recruitment_cost }
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low_maintenance_cost = { gold = horse_archers_low_maint_cost }
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high_maintenance_cost = { gold = horse_archers_high_maint_cost }
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provision_cost = @provisions_cost_cavalry_cheap
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stack = 100
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ai_quality = {
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value = @cultural_maa_extra_ai_score
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add = 60 #I mean... they're horse archers
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}
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illustration = {
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reference = horse_gunmen_ill
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}
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icon = horse_gunmen
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}
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@ -1364,7 +1364,7 @@ default_coastal_sea=coastal_sea
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1647=forest
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1648=hills
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1649=plains
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1650=forest
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1650=tells
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1651=tells
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1652=plains
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1653=forest
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@ -2015,7 +2015,7 @@ default_coastal_sea=coastal_sea
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2298=mountains
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2299=plains
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2300=forest
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2301=plains
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2301=tells
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2302=hills
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2303=forest
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2304=plains
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