MAA stuff added
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20 changed files with 7199 additions and 27 deletions
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@ -13,6 +13,10 @@
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@skirmisher_low_maint_cost = 0.15
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@skirmisher_high_maint_cost = @[skirmisher_low_maint_cost * high_maint_mult]
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@chemical_weapons_recruitment_cost = 100
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@chemical_weapons_low_maint_cost = 0.4
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@chemical_weapons_high_maint_cost = @[chemical_weapons_low_maint_cost * high_maint_mult]
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@militia_recruitment_cost = 30
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@militia_low_maint_cost = 0.15
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@militia_high_maint_cost = @[militia_low_maint_cost * high_maint_mult]
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@ -29,6 +33,10 @@
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@heavy_infantry_low_maint_cost = 0.4
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@heavy_infantry_high_maint_cost = @[heavy_infantry_low_maint_cost * high_maint_mult]
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@super_heavy_infantry_recruitment_cost = 200
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@super_heavy_infantry_low_maint_cost = 0.8
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@super_heavy_infantry_high_maint_cost = @[super_heavy_infantry_low_maint_cost * high_maint_mult]
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@light_cavalry_recruitment_cost = 85
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@light_cavalry_low_maint_cost = 0.35
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@light_cavalry_high_maint_cost = @[light_cavalry_low_maint_cost * high_maint_mult]
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@ -51,6 +59,10 @@ skirmisher_recruitment_cost = @[skirmisher_recruitment_cost]
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skirmisher_low_maint_cost = @[skirmisher_low_maint_cost]
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skirmisher_high_maint_cost = @[skirmisher_high_maint_cost]
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chemical_weapons_recruitment_cost = @[chemical_weapons_recruitment_cost]
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chemical_weapons_low_maint_cost = @[chemical_weapons_low_maint_cost]
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chemical_weapons_high_maint_cost = @[chemical_weapons_high_maint_cost]
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militia_recruitment_cost = @[militia_recruitment_cost]
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militia_low_maint_cost = @[militia_low_maint_cost]
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militia_high_maint_cost = @[militia_high_maint_cost]
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@ -71,6 +83,10 @@ heavy_infantry_recruitment_cost = @[heavy_infantry_recruitment_cost]
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heavy_infantry_low_maint_cost = @[heavy_infantry_low_maint_cost]
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heavy_infantry_high_maint_cost = @[heavy_infantry_high_maint_cost]
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super_heavy_infantry_recruitment_cost = @[super_heavy_infantry_recruitment_cost]
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super_heavy_infantry_low_maint_cost = @[super_heavy_infantry_low_maint_cost]
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super_heavy_infantry_high_maint_cost = @[super_heavy_infantry_high_maint_cost]
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light_cavalry_recruitment_cost = @[light_cavalry_recruitment_cost]
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light_cavalry_low_maint_cost = @[light_cavalry_low_maint_cost]
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light_cavalry_high_maint_cost = @[light_cavalry_high_maint_cost]
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@ -362,6 +378,10 @@ war_elephant_recruitment_cost = @[heavy_cavalry_recruitment_cost * 2]
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war_elephant_low_maint_cost = @[heavy_cavalry_low_maint_cost * 1.2]
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war_elephant_high_maint_cost = @[heavy_cavalry_high_maint_cost * 1.4]
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airship_recruitment_cost = @[heavy_cavalry_recruitment_cost * 3]
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airship_low_maint_cost = @[heavy_cavalry_low_maint_cost * 1.6]
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airship_high_maint_cost = @[heavy_cavalry_high_maint_cost * 1.8]
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guanch_vaulter_recruitment_cost = @[skirmisher_recruitment_cost * 1.2]
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guanch_vaulter_low_maint_cost = @[skirmisher_low_maint_cost * 1.2]
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guanch_vaulter_high_maint_cost = @[skirmisher_high_maint_cost * 1.2]
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@ -874,6 +894,100 @@ provisions_cost_special_bankrupting = 24
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# GUN MATH #
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############
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airships_raise_limit_existing_airships_units = {
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value = 0
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every_maa_regiment = {
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limit = {
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is_maa_type = airships
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}
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add = 1
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}
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}
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airships_raise_limit_existing_airships_buildings = {
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value = 0
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every_realm_province = {
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limit = {
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has_building_or_higher = air_dock_01
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}
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if = {
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limit = {
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has_building_or_higher = air_dock_04
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}
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add = airships_building_limit_bonus_4
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}
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else_if = {
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limit = {
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has_building_or_higher = air_dock_03
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}
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add = airships_building_limit_bonus_3
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}
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else_if = {
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limit = {
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has_building_or_higher = air_dock_02
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}
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add = airships_building_limit_bonus_2
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}
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else = {
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add = airships_building_limit_bonus_1
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}
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}
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}
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airships_building_limit_bonus_1 = 1
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airships_building_limit_bonus_2 = 2
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airships_building_limit_bonus_3 = 3
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airships_building_limit_bonus_4 = 4
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toxic_gas_slingers_raise_limit_existing_toxic_gas_slingers_units = {
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value = 0
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every_maa_regiment = {
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limit = {
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is_maa_type = toxic_gas_slingers
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}
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add = 1
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}
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}
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toxic_gas_slingers_raise_limit_existing_toxic_gas_slingers_buildings = {
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value = 0
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every_realm_province = {
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limit = {
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has_building_or_higher = chemistry_workshop_01
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}
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if = {
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limit = {
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has_building_or_higher = chemistry_workshop_04
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}
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add = toxic_gas_slingers_building_limit_bonus_4
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}
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else_if = {
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limit = {
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has_building_or_higher = chemistry_workshop_03
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}
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add = toxic_gas_slingers_building_limit_bonus_3
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}
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else_if = {
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limit = {
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has_building_or_higher = chemistry_workshop_02
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}
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add = toxic_gas_slingers_building_limit_bonus_2
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}
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else = {
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add = toxic_gas_slingers_building_limit_bonus_1
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}
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}
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}
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toxic_gas_slingers_building_limit_bonus_1 = 1
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toxic_gas_slingers_building_limit_bonus_2 = 2
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toxic_gas_slingers_building_limit_bonus_3 = 3
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toxic_gas_slingers_building_limit_bonus_4 = 4
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militia_raise_limit_existing_militia_units = {
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value = 0
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@ -892,22 +1006,10 @@ militia_raise_limit_existing_militia_buildings = {
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limit = {
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has_building_or_higher = city_01
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}
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if = {
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limit = {
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has_building_or_higher = city_04
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}
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add = militia_building_limit_bonus_4
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}
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else_if = {
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limit = {
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has_building_or_higher = city_03
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}
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add = militia_building_limit_bonus_3
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}
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else_if = {
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limit = {
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has_building_or_higher = city_02
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}
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add = militia_building_limit_bonus_2
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}
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else = {
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@ -918,8 +1020,6 @@ militia_raise_limit_existing_militia_buildings = {
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militia_building_limit_bonus_1 = 1
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militia_building_limit_bonus_2 = 2
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militia_building_limit_bonus_3 = 3
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militia_building_limit_bonus_4 = 4
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gunpowder_raise_limit_existing_gunpowder_units = {
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value = 0
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@ -930,6 +1030,9 @@ gunpowder_raise_limit_existing_gunpowder_units = {
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OR = {
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is_maa_type = handgunners
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is_maa_type = fire_lancers
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is_maa_type = carabineers
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is_maa_type = cowboys
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is_maa_type = redcoats
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}
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}
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add = 1
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