MAAs (gun cavalry loc + belgians)

This commit is contained in:
McMeme1 2026-02-18 17:51:13 +01:00
parent 85ca014998
commit 78b05bde1b
7 changed files with 77 additions and 6 deletions

View file

@ -218,7 +218,8 @@ innovation_voltigeurs = {
potential = {
OR = {
has_cultural_pillar = heritage_mosellic
this = culture:elsasse
this = culture:lorin
this = culture:gascon
}
}
@ -251,3 +252,25 @@ innovation_spahis = {
#custom = promote_culture_speed_test
}
innovation_guides = {
skill = martial
group = culture_group_military
culture_era = culture_era_early_medieval
#region = world_europe_west_francia
icon = @maa_01
potential = {
OR = {
this = culture:belge
this = culture:letzebuerge
}
}
unlock_maa = guides
flag = global_regional
#custom = promote_culture_speed_test
}

View file

@ -155,6 +155,7 @@ tradition_swords_of_freedom = {
parameters = {
unlock_maa_kuhjung = yes
unlock_powder_magazines = yes
strong_traits_more_common = yes
}
character_modifier = {

View file

@ -491,7 +491,7 @@ cowboys = {
can_recruit = {
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
culture = { has_cultural_parameter = unlock_late_medieval_gunpowder_units }
culture = { has_cultural_parameter = unlock_maa_kuhjung }
}
buy_cost = { gold = horse_archers_recruitment_cost }
@ -508,4 +508,41 @@ cowboys = {
reference = horse_gunmen_ill
}
icon = horse_gunmen
}
guides = {
type = light_cavalry
damage = 25
toughness = 8
pursuit = 35
screen = 35
terrain_bonus = {
wetlands = { damage = 5 pursuit = 5 screen = 5 }
plains = { damage = 15 }
drylands = { damage = 15 }
hills = { damage = -5 }
mountains = { damage = -20 pursuit = -20 }
desert_mountains = { damage = -15 pursuit = -30 }
}
counters = {
archers = 1
skirmishers = 1
}
winter_bonus = {
normal_winter = { damage = -3 }
harsh_winter = { damage = -5 toughness = -2 }
}
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
}