diff --git a/common/men_at_arms_types/00_cultural_maa_types.txt b/common/men_at_arms_types/00_cultural_maa_types.txt new file mode 100644 index 00000000..8457a310 --- /dev/null +++ b/common/men_at_arms_types/00_cultural_maa_types.txt @@ -0,0 +1,1327 @@ +# 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 + +huscarl = { + type = heavy_infantry + + damage = 40 + toughness = 26 + pursuit = 0 + screen = 24 + + terrain_bonus = { + taiga = { damage = 8 } + forest = { damage = 8 } + } + + counters = { + pikemen = 1 + peasant_militia = 2 + archers = 1 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_huscarls } + 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 +} + +landsknecht = { + type = pikemen + + damage = 30 + toughness = 24 + 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 + peasant_militia = 1 + light_cavalry = 2 + heavy_cavalry = 2 + } + + 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 +} + +longbowmen = { + type = archers + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_longbowmen } + } + + damage = 20 + toughness = 8 + 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 +} + +goedendag = { + type = skirmishers + + damage = 13 + toughness = 18 + pursuit = 0 + screen = 16 + + counters = { + heavy_infantry = 1 + heavy_cavalry = 1 + } + + 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 +} + +gendarme = { + type = heavy_cavalry + + damage = 125 + toughness = 40 + pursuit = 20 + screen = 10 + + terrain_bonus = { + plains = { damage = 30 } + drylands = { damage = 30 } + hills = { damage = -10 } + jungle = { damage = -25 } + mountains = { damage = -50 } + desert_mountains = { damage = -50 } + wetlands = { damage = -75 } + } + + counters = { + archers = 1 + gunpowder = 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 +} + +chasseur = { + type = light_cavalry + + damage = 40 + toughness = 15 + pursuit = 40 + screen = 15 + + 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 } + } + + counters = { + archers = 1 + gunpowder = 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 +} + +picchieri = { + type = pikemen + + damage = 40 + toughness = 24 + pursuit = 0 + screen = 0 + + terrain_bonus = { + mountains = { toughness = 12 } + desert_mountains = { toughness = 12 } + hills = { toughness = 10 } + } + + 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 +} + +praetorian = { + type = heavy_infantry + + damage = 60 + toughness = 30 + pursuit = 0 + screen = 20 + + counters = { + pikemen = 1 + peasant_militia = 2 + } + + 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 +} + +caballero = { + type = light_cavalry + + damage = 22 + toughness = 16 + pursuit = 30 + screen = 50 + + 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 } + } + + counters = { + archers = 1 + gunpowder = 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 +} + +monaspa = { + type = heavy_cavalry + + damage = 110 + toughness = 30 + pursuit = 25 + screen = 10 + + terrain_bonus = { + hills = { damage = 20 pursuit = 10 } + mountains = { damage = 20 pursuit = 10 } + desert_mountains = { damage = -30 } + wetlands = { damage = -80 toughness = -15 pursuit = -20 } + } + + counters = { + archers = 1 + gunpowder = 1 + } + + winter_bonus = { + normal_winter = { damage = -10 toughness = -5 } + harsh_winter = { damage = -20 toughness = -5 } + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_monaspa } + NOT = { + culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } + } + } + + 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 +} + +cataphract = { + type = heavy_cavalry + + damage = 125 + toughness = 35 + 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 + gunpowder = 1 + } + + winter_bonus = { + normal_winter = { damage = -15 toughness = -5 } + harsh_winter = { damage = -30 toughness = -10 } + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_cataphract } + 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 +} + +hobelar = { + type = light_cavalry + + damage = 22 + toughness = 15 + pursuit = 50 + screen = 30 + + 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 + gunpowder = 1 + } + + 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 +} + +schiltron = { + type = pikemen + + damage = 36 + toughness = 28 + pursuit = 0 + screen = 0 + + terrain_bonus = { + mountains = { toughness = 12 } + desert_mountains = { toughness = 12 } + hills = { toughness = 8 } + plains = { damage = 8 } + } + + 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 +} + +metsanvartija = { + type = archers + + damage = 30 + toughness = 14 + pursuit = 10 + screen = 10 + + 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 = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_metsanvartija } + } + + 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 +} + +horse_archers = { + type = archer_cavalry + + damage = 30 + toughness = 18 + pursuit = 40 + screen = 40 + + 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 + peasant_militia = 2 + } + + can_recruit = { + OR = { + AND = { + is_landless_adventurer = yes + has_perk = planned_cultivation_perk + location.county.culture ?= { culture_has_archer_cavalry_maa = yes } + } + culture = { has_cultural_parameter = unlock_maa_horse_archers } + mpo_can_recruit_nomad_maa_trigger = yes + } + } + + 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 +} + +ayyar = { + type = heavy_infantry + + damage = 35 + toughness = 22 + pursuit = 12 + screen = 0 + + counters = { + pikemen = 1 + peasant_militia = 2 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_ayyar } + 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 +} + +mubarizun = { + type = heavy_infantry + + damage = 45 + toughness = 25 + pursuit = 0 + screen = 0 + + counters = { + pikemen = 1 + peasant_militia = 2 + heavy_infantry = 1 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_mubarizun } + 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 +} + +mulaththamun = { #Murabit Cavalry + type = light_cavalry + + damage = 22 + toughness = 15 + pursuit = 30 + screen = 40 + + 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 + gunpowder = 1 + } + + winter_bonus = { + harsh_winter = { damage = -5 toughness = -2 } + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_mulaththamun } + } + + 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 +} + +archers_of_the_nile = { #Nile Archers + type = archers + + damage = 30 + toughness = 14 + pursuit = 10 + screen = 10 + + 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 = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_archers_of_the_nile } + } + + 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 +} + +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 + } + + 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 = paiks +} + +druzhina = { + type = heavy_infantry + + damage = 40 + toughness = 30 + pursuit = 0 + screen = 30 + + counters = { + pikemen = 1 + peasant_militia = 2 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_druzhina } + 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 +} + +hussar = { + type = light_cavalry + + damage = 25 + toughness = 15 + pursuit = 60 + screen = 20 + + 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 + gunpowder = 1 + } + + winter_bonus = { + harsh_winter = { damage = -5 } + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_hussar } + } + + 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 +} + +horn_warrior = { + type = skirmishers + + damage = 12 + toughness = 16 + pursuit = 0 + screen = 20 + + terrain_bonus = { + mountains = { damage = 10 toughness = 10 } + desert_mountains = { damage = 10 toughness = 10 } + hills = { damage = 4 toughness = 6 } + } + + counters = { + heavy_infantry = 1 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_horn_warrior } + } + + 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 +} + +bush_hunter = { + type = archers + + damage = 30 + toughness = 12 + pursuit = 5 + screen = 0 + + terrain_bonus = { + jungle = { damage = 8 toughness = 4 } + forest = { damage = 8 toughness = 4 } + hills = { damage = 8 toughness = 4 } + } + + counters = { + skirmishers = 1 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_bush_hunter } + } + + 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 +} + +shomer = { + type = skirmishers + + damage = 10 + toughness = 24 + pursuit = 0 + screen = 40 + + counters = { + heavy_infantry = 1 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_shomer } + } + + 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 +} + +garudas = { + type = heavy_infantry + + damage = 42 + toughness = 22 + pursuit = 24 + screen = 0 + + terrain_bonus = { + jungle = { damage = 8 } + forest = { damage = 8 } + } + + counters = { + pikemen = 1 + peasant_militia = 2 + 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 = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_garudas } + NOT = { + culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } + } + } + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + + icon = garudas +} + +khandayat = { + type = heavy_infantry + + damage = 42 + toughness = 22 + pursuit = 0 + screen = 0 + + terrain_bonus = { + jungle = { damage = 12 toughness = 8 } + } + + counters = { + light_cavalry = 1 + pikemen = 1 + peasant_militia = 2 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_khandayat } + 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 = khandayat +} + +mountaineer = { + type = heavy_infantry + + damage = 40 + toughness = 26 + pursuit = 0 + screen = 0 + + terrain_bonus = { + mountains = { damage = 12 toughness = 12 } + desert_mountains = { damage = 12 toughness = 12 } + } + + counters = { + pikemen = 1 + peasant_militia = 2 + } + + winter_bonus = { + normal_winter = { damage = 5 } + harsh_winter = { damage = 5 } + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_mountaineer } + 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 = mountaineer +} + +sahel_horsemen = { + type = light_cavalry + + damage = 22 + toughness = 15 + pursuit = 30 + screen = 30 + + 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 + gunpowder = 1 + } + + winter_bonus = { + harsh_winter = { damage = -5 toughness = -2 } + } + + 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 +} + +guinea_warrior = { #AKA Guinean uplander + type = skirmishers + + damage = 18 + toughness = 14 + pursuit = 0 + screen = 20 + + terrain_bonus = { + forest = { damage = 10 toughness = 8 } + hills = { damage = 6 toughness = 4 } + drylands = { damage = 6 toughness = 4 } + } + + counters = { + heavy_infantry = 1 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_guinea_warrior } + } + + 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 +} + +sarawit = { #AKA Ethiopian mountaineer + type = heavy_infantry + + damage = 32 + toughness = 26 + pursuit = 0 + screen = 10 + + 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 + } + + 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 +} + +abudrar = { #AKA Jabali - Berber mountaineer + type = skirmishers + + damage = 20 + toughness = 16 + pursuit = 20 + screen = 10 + + 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 = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_abudrar } + } + + 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 +} + +zbrojnosh = { + type = heavy_infantry + + damage = 34 + toughness = 20 + pursuit = 0 + screen = 10 + + terrain_bonus = { + hills = { damage = 8 toughness = 5 } + mountains = { damage = 6 } + forest = { damage = 6 } + wetlands = { damage = -10 pursuit = -10 } + } + + counters = { + pikemen = 1 + peasant_militia = 2 + archers = 1 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_zbrojnosh } + 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 +} + +palace_guards = { + type = heavy_infantry + + damage = 38 + toughness = 24 + pursuit = 0 + screen = 20 + + terrain_bonus = { + jungle = { damage = 10 toughness = 6 } + hills = { damage = 8 toughness = 4 } + } + + counters = { + pikemen = 2 + peasant_militia = 4 + } + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_palace_guards } + 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 = palace_guards +} + +shenbigong = { + type = archers + + damage = 44 + toughness = 18 + pursuit = 0 + screen = 0 + + terrain_bonus = { + hills = { damage = 10 toughness = 4 } + mountains = { damage = 8 toughness = 2 } + plains = { toughness = -8 } + drylands = { toughness = -8 } + desert = { toughness = -8 } + steppe = { toughness = -8 } + } + + counters = { + heavy_infantry = 1.25 + heavy_cavalry = 1.25 + pikemen = 1 + peasant_militia = 2 + } + + buy_cost = { gold = shenbigong_recruitment_cost } + low_maintenance_cost = { gold = shenbigong_low_maint_cost } + high_maintenance_cost = { gold = shenbigong_high_maint_cost } + provision_cost = @provisions_cost_infantry_expensive + + stack = 100 + ai_quality = { + value = counter_synergy_ai_weight_crossbowmen + add = @cultural_maa_extra_ai_score + } + + icon = shenbigong +} + +guanch_vaulter = { + type = skirmishers + + damage = 10 + toughness = 12 + pursuit = 15 + screen = 20 + 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 + } + + 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 +} + +teulu = { + type = light_cavalry + + damage = 25 + toughness = 25 + pursuit = 35 + screen = 30 + + terrain_bonus = { + hills = { pursuit = 5 toughness = 10 } + forest = { pursuit = 5 toughness = 10 } + plains = { pursuit = 5 damage = 10 toughness = 10 } + wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 } + mountains = { damage = -10 pursuit = -20 } + desert_mountains = { damage = -15 pursuit = -20 } + } + + counters = { + archers = 1 + gunpowder = 1 + } + + can_recruit = { + culture = { + OR = { + this = culture:welsh + this = culture:cumbrian + any_parent_culture_or_above = { + OR = { + this = culture:welsh + this = culture:cumbrian + } + has_cultural_pillar = heritage_brythonic + } + } + } + } + + buy_cost = { gold = teulu_recruitment_cost } + low_maintenance_cost = { gold = teulu_low_maint_cost } + high_maintenance_cost = { gold = teulu_high_maint_cost } + provision_cost = @provisions_cost_infantry_cheap + + stack = 100 + ai_quality = { value = @cultural_maa_extra_ai_score } + + illustration = { + trigger = { + should_use_asian_maa_graphics = yes + } + + reference = light_cavalry_asia + } + + illustration = { + reference = light_cavalry + } +} diff --git a/common/men_at_arms_types/00_maa_types.txt b/common/men_at_arms_types/00_maa_types.txt index 678209e5..d2814cba 100644 --- a/common/men_at_arms_types/00_maa_types.txt +++ b/common/men_at_arms_types/00_maa_types.txt @@ -88,6 +88,7 @@ bowmen = { counters = { skirmishers = 1 chemical_weapons = 1 + archer_cavalry = 0.5 } can_recruit = { @@ -478,7 +479,7 @@ crossbowmen = { counters = { heavy_infantry = 1 heavy_cavalry = 1 - archer_cavalry = 0.5 + #archer_cavalry = 0.5 } can_recruit = { diff --git a/common/men_at_arms_types/09_mpo_maa_types.txt b/common/men_at_arms_types/09_mpo_maa_types.txt index e06d080e..10a027a7 100644 --- a/common/men_at_arms_types/09_mpo_maa_types.txt +++ b/common/men_at_arms_types/09_mpo_maa_types.txt @@ -298,9 +298,9 @@ mangudai = { } counters = { - pikemen = 0.5 + #pikemen = 0.5 peasant_militia = 2 - heavy_infantry = 1 + #heavy_infantry = 1 } can_recruit = { @@ -354,7 +354,7 @@ cataphract_archers = { counters = { archer_cavalry = 1 archers = 1 - gunpowder = 0.5 + #gunpowder = 0.5 } winter_bonus = { diff --git a/common/religion/religion_types/NEOW_baltic.txt b/common/religion/religion_types/NEOW_baltic.txt index 73df9d61..4c789e25 100644 --- a/common/religion/religion_types/NEOW_baltic.txt +++ b/common/religion/religion_types/NEOW_baltic.txt @@ -22,7 +22,7 @@ baltic_religion = { #placeholder doctrine = doctrine_homosexuality_shunned doctrine = doctrine_adultery_men_shunned doctrine = doctrine_adultery_women_shunned - doctrine = doctrine_kinslaying_close_kin_shunned + doctrine = doctrine_kinslaying_shunned doctrine = doctrine_deviancy_accepted doctrine = doctrine_witchcraft_accepted diff --git a/common/religion/religion_types/NEOW_folkgerman.txt b/common/religion/religion_types/NEOW_folkgerman.txt index 2078faac..20799b4d 100644 --- a/common/religion/religion_types/NEOW_folkgerman.txt +++ b/common/religion/religion_types/NEOW_folkgerman.txt @@ -440,7 +440,7 @@ doctrine = tenet_christian_syncretism doctrine = tenet_ancestor_worship - doctrine = tenet_megaliths + doctrine = tenet_ritual_celebrations } midnighter = { color = { 39 20 102 }