This commit is contained in:
trashmasteruni 2025-12-05 20:07:24 +01:00
parent 86e5741102
commit f005fb6d9d
12 changed files with 2 additions and 6716 deletions

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@ -7,10 +7,10 @@
OR = {
has_cultural_pillar = heritage_anglo_frisian
has_cultural_pillar = heritage_scottish
this = culture:maritimer
this = culture:welsh
any_parent_culture_or_above = {
OR = {
this = culture:maritimer
this = culture:welsh
}
}
}

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@ -1,210 +0,0 @@
# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
@cultural_maa_extra_ai_score = 60 # Equivalent to having 6 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
asawira = { #Iranian knights in early caliphal armies. Can be restored as a military unit with Khvarenah 4 dynasty legacy perk.
type = archer_cavalry
damage = 90
toughness = 35
pursuit = 35
screen = 10
terrain_bonus = {
plains = { damage = 30 }
drylands = { damage = 30 }
desert_mountains = { damage = 10 pursuit = 10 }
hills = { damage = -10 }
mountains = { damage = -50 }
wetlands = { damage = -50 toughness = -15 pursuit = -20 }
}
counters = {
skirmishers = 2
heavy_infantry = 2
}
winter_bonus = {
normal_winter = { damage = -15 toughness = -5 }
harsh_winter = { damage = -30 toughness = -10 }
}
can_recruit = {
dynasty ?= {
has_dynasty_perk = fp3_khvarenah_legacy_4
}
}
buy_cost = { gold = asawira_recruitment_cost }
low_maintenance_cost = { gold = asawira_low_maint_cost }
high_maintenance_cost = { gold = asawira_high_maint_cost }
provision_cost = @provisions_cost_infantry_expensive
stack = 50
ai_quality = { value = @[cultural_maa_extra_ai_score + 30] }
icon = asawira
}
tarkhan = {
type = heavy_cavalry
damage = 110
toughness = 30
pursuit = 30
screen = 10
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
gunpowder = 1
}
winter_bonus = {
normal_winter = { damage = -10 toughness = -5 }
harsh_winter = { damage = -20 toughness = -5 }
}
can_recruit = {
OR = {
AND = {
has_government = landless_adventurer_government
has_perk = planned_cultivation_perk
location.culture ?= { has_cultural_parameter = unlock_maa_tarkhan }
}
culture = { has_cultural_parameter = unlock_maa_tarkhan }
}
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_expensive
stack = 50
ai_quality = { value = @[cultural_maa_extra_ai_score + 60] }
icon = tarkhan
}
zupin_warrior = {
type = pikemen
damage = 16
toughness = 16
pursuit = 0
screen = 10
can_recruit = {
OR = {
AND = {
has_government = landless_adventurer_government
has_perk = planned_cultivation_perk
location.culture ?= { has_cultural_parameter = unlock_maa_zupin_warrior }
}
culture = { has_cultural_parameter = unlock_maa_zupin_warrior }
}
}
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
}
tawashi = {
type = light_cavalry
damage = 25
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
gunpowder = 1
}
can_recruit = {
OR = {
AND = {
has_government = landless_adventurer_government
has_perk = planned_cultivation_perk
location.culture ?= { has_cultural_parameter = unlock_maa_tawashi }
}
culture = { has_cultural_parameter = unlock_maa_tawashi }
}
}
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
}

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@maa_buy_cost = 150
# 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
teutonic_knights = { # Actually all Christian knightly orders, not just the Teutons.
type = heavy_infantry
special_recruit_only = yes
# Slightly stronger than normal Heavy Infantry MaA, to represent zeal & dedication to the cause.
damage = 36
toughness = 26
pursuit = 0
screen = 0
buy_cost = { gold = heavy_infantry_recruitment_cost }
low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
provision_cost = @provisions_cost_infantry_expensive
counters = {
pikemen = 1
peasant_militia = 2
}
stack = 100
icon = heavy_infantry
}

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# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
# 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
light_footmen = {
type = skirmishers
damage = 10
toughness = 16
pursuit = 10
screen = 16
terrain_bonus = {
forest = { damage = 4 toughness = 6 }
taiga = { damage = 4 toughness = 6 }
jungle = { damage = 4 toughness = 6 }
}
counters = {
heavy_infantry = 1
}
can_recruit = {
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
buy_cost = { gold = skirmisher_recruitment_cost }
low_maintenance_cost = { gold = skirmisher_low_maint_cost }
high_maintenance_cost = { gold = skirmisher_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
holy_order_fallback = yes
stack = 100
ai_quality = { value = culture_ai_weight_skirmishers }
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = skirmishers_asia
}
illustration = {
reference = skirmishers
}
}
bowmen = {
type = archers
damage = 25
toughness = 10
pursuit = 0
screen = 0
terrain_bonus = {
hills = { damage = 10 toughness = 4 }
forest = { toughness = 4 screen = 4 }
taiga = { toughness = 4 screen = 4 }
}
counters = {
skirmishers = 1
}
can_recruit = {
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
buy_cost = { gold = bowmen_recruitment_cost }
low_maintenance_cost = { gold = bowmen_low_maint_cost }
high_maintenance_cost = { gold = bowmen_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
holy_order_fallback = yes
stack = 100
ai_quality = {
value = culture_ai_weight_archers
add = counter_synergy_ai_weight_archers
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = bowmen_asia
}
illustration = {
reference = bowmen
}
}
light_horsemen = {
type = light_cavalry
damage = 22
toughness = 15
pursuit = 30
screen = 30
terrain_bonus = {
plains = { damage = 15 }
drylands = { damage = 15 }
hills = { damage = -5 }
mountains = { damage = -10 pursuit = -20 }
desert_mountains = { damage = -15 pursuit = -20 }
wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
}
counters = {
archers = 1
gunpowder = 1
}
can_recruit = {
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
NOT = { has_access_to_maa = steppe_raiders }
}
access_through_subject = {
NOT = { has_access_to_maa = steppe_raiders }
}
winter_bonus = {
harsh_winter = { damage = -5 toughness = -2 }
}
buy_cost = { gold = light_cavalry_recruitment_cost }
low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
high_maintenance_cost = { gold = light_cavalry_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
holy_order_fallback = yes
stack = 100
ai_quality = {
value = culture_ai_weight_light_cavalry
add = counter_synergy_ai_weight_light_cavalry
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = light_cavalry_asia
}
illustration = {
reference = light_cavalry
}
}
pikemen_unit = {
type = pikemen
damage = 22
toughness = 24
pursuit = 0
screen = 0
terrain_bonus = {
mountains = { toughness = 12 }
desert_mountains = { toughness = 12 }
hills = { toughness = 8 }
}
counters = {
light_cavalry = 1
heavy_cavalry = 1
camel_cavalry = 1
elephant_cavalry = 1
}
can_recruit = {
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
buy_cost = { gold = pikemen_recruitment_cost }
low_maintenance_cost = { gold = pikemen_low_maint_cost }
high_maintenance_cost = { gold = pikemen_high_maint_cost }
provision_cost = @provisions_cost_infantry_expensive
holy_order_fallback = yes
stack = 100
ai_quality = {
value = culture_ai_weight_pikemen
add = counter_synergy_ai_weight_pikemen
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = pikemen_asia
}
illustration = {
reference = pikemen
}
}
#Tribal Era
armored_footmen = {
type = heavy_infantry
damage = 32
toughness = 22
pursuit = 0
screen = 0
counters = {
pikemen = 1
peasant_militia = 2
}
can_recruit = {
culture = {
has_innovation = innovation_quilted_armor
}
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
buy_cost = { gold = heavy_infantry_recruitment_cost }
low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
holy_order_fallback = yes
stack = 100
ai_quality = {
value = culture_ai_weight_heavy_infantry
add = counter_synergy_ai_weight_heavy_infantry
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = heavy_infantry_asia
}
illustration = {
reference = heavy_infantry
}
}
onager = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 1
siege_value = 0.2
can_recruit = {
culture = {
has_innovation = innovation_catapult
NOR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
buy_cost = { gold = onager_recruitment_cost }
low_maintenance_cost = { gold = onager_low_maint_cost }
high_maintenance_cost = { gold = onager_high_maint_cost }
provision_cost = @provisions_cost_special_cheap
stack = 10
allowed_in_hired_troops = no
}
#Medieval Era
armored_horsemen = {
type = heavy_cavalry
damage = 100
toughness = 35
pursuit = 20
screen = 0
terrain_bonus = {
plains = { damage = 30 }
drylands = { damage = 30 }
hills = { damage = -20 }
mountains = { damage = -75 }
desert_mountains = { damage = -75 }
wetlands = { damage = -75 toughness = -10 pursuit = -10 }
}
counters = {
archers = 1
gunpowder = 1
}
can_recruit = {
culture = {
has_innovation = innovation_arched_saddle
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_early_medieval }
NOT = { has_access_to_maa = nomad_lancers }
}
access_through_subject = {
NOT = { has_access_to_maa = nomad_lancers }
}
winter_bonus = {
normal_winter = { damage = -10 toughness = -5 }
harsh_winter = { damage = -20 toughness = -10 }
}
buy_cost = { gold = heavy_cavalry_recruitment_cost }
low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost }
high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost }
provision_cost = @provisions_cost_cavalry_expensive
stack = 50
ai_quality = { value = culture_ai_weight_heavy_cavalry }
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = heavy_cavalry_asia
}
illustration = {
reference = heavy_cavalry
}
}
mangonel = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 2
siege_value = 0.3
can_recruit = {
culture = {
has_innovation = innovation_mangonel
NOR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_early_medieval }
}
buy_cost = { gold = mangonel_recruitment_cost }
low_maintenance_cost = { gold = mangonel_low_maint_cost }
high_maintenance_cost = { gold = mangonel_high_maint_cost }
provision_cost = @provisions_cost_special_moderate
stack = 10
allowed_in_hired_troops = no
}
#High Medieval Era
crossbowmen = {
type = archers
damage = 42
toughness = 18
pursuit = 0
screen = 0
terrain_bonus = {
hills = { damage = 10 }
plains = { toughness = -8 }
drylands = { toughness = -8 }
desert = { toughness = -8 }
}
counters = {
heavy_infantry = 1
heavy_cavalry = 1
archer_cavalry = 0.5
}
can_recruit = {
culture = {
has_innovation = innovation_advanced_bowmaking
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_high_medieval }
}
buy_cost = { gold = crossbowmen_recruitment_cost }
low_maintenance_cost = { gold = crossbowmen_low_maint_cost }
high_maintenance_cost = { gold = crossbowmen_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
ai_quality = {
value = culture_ai_weight_crossbowmen
}
holy_order_fallback = yes
stack = 100
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = crossbowmen_asia
}
illustration = {
reference = crossbowmen
}
}
trebuchet = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 3
siege_value = 0.4
can_recruit = {
culture = {
has_innovation = innovation_trebuchet
NOR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_high_medieval }
}
buy_cost = { gold = trebuchet_recruitment_cost }
low_maintenance_cost = { gold = trebuchet_low_maint_cost }
high_maintenance_cost = { gold = trebuchet_high_maint_cost }
provision_cost = @provisions_cost_special_expensive
stack = 10
allowed_in_hired_troops = no
}
#Late Medieval Era
bombard = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 4
siege_value = 0.6
can_recruit = {
culture = {
has_cultural_parameter = unlock_late_medieval_gunpowder_units
NOR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_late_medieval }
}
buy_cost = { gold = bombard_recruitment_cost }
low_maintenance_cost = { gold = bombard_low_maint_cost }
high_maintenance_cost = { gold = bombard_high_maint_cost }
provision_cost = @provisions_cost_special_bankrupting
stack = 10
allowed_in_hired_troops = no
}
handgunners = {
type = gunpowder
damage = 52
toughness = 12
pursuit = 0
screen = 5
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 }
}
terrain_bonus = {
wetlands = { damage = -10 }
floodplains = { damage = -5 }
}
counters = {
heavy_infantry = 1
}
buy_cost = { gold = handgunner_recruitment_cost }
low_maintenance_cost = { gold = handgunner_low_maint_cost }
high_maintenance_cost = { gold = handgunner_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
ai_quality = {
value = counter_synergy_ai_weight_gunpowder
}
stack = 100
icon = handgonne
}
# Special
house_guard = {
type = heavy_infantry
can_recruit = {
dynasty ?= {
has_dynasty_perk = warfare_legacy_5
}
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
damage = 40
toughness = 32
pursuit = 0
screen = 24
counters = {
pikemen = 2
peasant_militia = 4
archers = 2
}
buy_cost = { gold = 50 }
low_maintenance_cost = { gold = 0 }
high_maintenance_cost = { gold = 1 }
provision_cost = @provisions_cost_infantry_expensive
max_regiments = 1
stack = 100
ai_quality = { value = 100 }
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = heavy_infantry_asia
}
illustration = {
reference = heavy_infantry
}
}
pikemen_militia = {
type = peasant_militia
damage = 12
toughness = 16
pursuit = 10
screen = 0
terrain_bonus = {
mountains = { toughness = 8 }
desert_mountains = { toughness = 8 }
hills = { toughness = 4 }
farmlands = { toughness = 8 }
floodplains = { toughness = 8 }
terraced_hills = { toughness = 8 }
}
counters = {
light_cavalry = 1
heavy_cavalry = 0.5
camel_cavalry = 1
}
special_recruit_only = yes
buy_cost = { gold = 0 }
low_maintenance_cost = { gold = 0 }
high_maintenance_cost = { gold = 0 }
provision_cost = @provisions_cost_infantry_expensive
stack = 100
ai_quality = { value = -100 }
allowed_in_hired_troops = no
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = pikemen_militia_asia
}
illustration = {
reference = pikemen_militia
}
}

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@ -1,107 +0,0 @@
# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
# 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
camel_rider = {
type = camel_cavalry
damage = 22
toughness = 15
pursuit = 20
screen = 20
terrain_bonus = {
desert = { damage = 20 toughness = 8 }
drylands = { damage = 15 toughness = 8 }
oasis = { damage = 15 }
floodplains = { damage = 5 }
hills = { damage = -10 }
desert_mountains = { damage = -10 pursuit = -10 }
mountains = { damage = -15 pursuit = -20 }
wetlands = { damage = -15 toughness = -10 pursuit = -20 screen = -20 }
}
counters = {
light_cavalry = 1
}
winter_bonus = {
normal_winter = { damage = -3 }
harsh_winter = { damage = -5 toughness = -2 }
}
buy_cost = { gold = camel_rider_recruitment_cost }
low_maintenance_cost = { gold = camel_rider_low_maint_cost }
high_maintenance_cost = { gold = camel_rider_high_maint_cost }
provision_cost = @provisions_cost_cavalry_expensive
stack = 100
ai_quality = { value = culture_ai_weight_camels }
icon = camel_riders
}
war_elephant = {
type = elephant_cavalry
damage = 250
toughness = 50
pursuit = 0
screen = 0
siege_value = 0.1
terrain_bonus = {
jungle = { damage = 50 }
terraced_hills = { damage = 25 }
mountains = { damage = -100 }
desert_mountains = { damage = -100 }
wetlands = { damage = -150 toughness = -20 }
}
counters = {
skirmishers = 2
heavy_infantry = 2
}
winter_bonus = {
normal_winter = { damage = -30 toughness = -5 }
harsh_winter = { damage = -60 toughness = -10 }
}
buy_cost = { gold = war_elephant_recruitment_cost }
low_maintenance_cost = { gold = war_elephant_low_maint_cost }
high_maintenance_cost = { gold = war_elephant_high_maint_cost }
provision_cost = @provisions_cost_cavalry_bankrupting
can_recruit = {
OR = {
AND = {
culture ?= { has_innovation = innovation_elephantry }
NOT = { has_government = landless_adventurer_government }
}
domicile ?= { has_domicile_parameter = camp_reinforce_elephant_regiments_anywhere }
}
}
stack = 25
hired_stack_size = 10
ai_quality = { value = culture_ai_weight_elephants }
icon = war_elephants
}

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@ -1,607 +0,0 @@
# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 3.5
@cultural_maa_extra_ai_score = 60 # Equivalent to having 6 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
accolade_maa_archers = {
type = archers
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:archer_attribute
}
accolade_rank >= 3
}
}
damage = 30
toughness = 15
pursuit = 0
screen = 0
terrain_bonus = {
hills = { damage = 20 toughness = 8 }
forest = { toughness = 8 screen = 8 }
taiga = { toughness = 8 screen = 8 }
}
counters = {
skirmishers = 2
}
buy_cost = { gold = accolade_bowmen_recruitment_cost }
low_maintenance_cost = { gold = bowmen_low_maint_cost }
high_maintenance_cost = { gold = bowmen_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
max_sub_regiments = 8
stack = 100
ai_quality = {
value = culture_ai_weight_archers
add = 50
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = bowmen_asia
}
illustration = {
reference = bowmen
}
}
accolade_maa_skirmishers = {
type = skirmishers
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:skirmisher_attribute
}
accolade_rank >= 3
}
}
damage = 20
toughness = 20
pursuit = 16
screen = 20
terrain_bonus = {
forest = { damage = 8 toughness = 12 }
taiga = { damage = 8 toughness = 12 }
jungle = { damage = 8 toughness = 12 }
}
counters = {
heavy_infantry = 2
}
buy_cost = { gold = accolade_skirmisher_recruitment_cost }
low_maintenance_cost = { gold = skirmisher_low_maint_cost }
high_maintenance_cost = { gold = skirmisher_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
max_sub_regiments = 8
stack = 100
ai_quality = {
value = culture_ai_weight_skirmishers
add = 50
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = skirmishers_asia
}
illustration = {
reference = skirmishers
}
}
accolade_maa_pikes = {
type = pikemen
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:pike_attribute
}
accolade_rank >= 3
}
}
damage = 30
toughness = 30
pursuit = 0
screen = 0
terrain_bonus = {
mountains = { toughness = 24 }
desert_mountains = { toughness = 24 }
hills = { toughness = 16 }
}
counters = {
light_cavalry = 2
heavy_cavalry = 2
camel_cavalry = 2
elephant_cavalry = 2
}
buy_cost = { gold = accolade_pikemen_recruitment_cost }
low_maintenance_cost = { gold = pikemen_low_maint_cost }
high_maintenance_cost = { gold = pikemen_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
max_sub_regiments = 6
stack = 100
ai_quality = {
value = culture_ai_weight_pikemen
add = 50
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = pikemen_asia
}
illustration = {
reference = pikemen
}
}
accolade_maa_outriders = {
type = light_cavalry
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:outrider_attribute
}
accolade_rank >= 3
}
}
damage = 30
toughness = 20
pursuit = 40
screen = 40
terrain_bonus = {
plains = { damage = 30 }
drylands = { damage = 30 }
hills = { damage = -3 }
mountains = { damage = -5 pursuit = -10 }
desert_mountains = { damage = -8 pursuit = -10 }
wetlands = { damage = -8 toughness = -5 pursuit = -15 screen = -15 }
}
counters = {
archers = 2
gunpowder = 2
}
winter_bonus = {
harsh_winter = { damage = -5 toughness = -2 }
}
buy_cost = { gold = accolade_light_cavalry_recruitment_cost }
low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
high_maintenance_cost = { gold = light_cavalry_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
max_sub_regiments = 6
stack = 100
ai_quality = {
value = culture_ai_weight_light_cavalry
add = 50
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = light_cavalry_asia
}
illustration = {
reference = light_cavalry
}
}
accolade_maa_vanguards = {
type = heavy_infantry
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:vanguard_attribute
}
accolade_rank >= 3
}
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
damage = 45
toughness = 35
pursuit = 0
screen = 0
counters = {
pikemen = 2
peasant_militia = 4
}
buy_cost = { gold = accolade_heavy_infantry_recruitment_cost }
low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
provision_cost = @provisions_cost_infantry_expensive
max_sub_regiments = 6
stack = 100
ai_quality = {
value = culture_ai_weight_heavy_infantry
add = 75
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = heavy_infantry_asia
}
illustration = {
reference = heavy_infantry
}
}
accolade_maa_lancers = {
type = heavy_cavalry
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:lancer_attribute
}
accolade_rank >= 3
}
}
damage = 200
toughness = 70
pursuit = 40
screen = 0
terrain_bonus = {
plains = { damage = 60 }
drylands = { damage = 60 }
hills = { damage = -10 }
mountains = { damage = -35 }
desert_mountains = { damage = -35 }
wetlands = { damage = -35 toughness = -5 pursuit = -5 }
}
counters = {
archers = 2
gunpowder = 2
}
winter_bonus = {
normal_winter = { damage = -10 toughness = -5 }
harsh_winter = { damage = -20 toughness = -10 }
}
buy_cost = { gold = accolade_heavy_cavalry_recruitment_cost }
low_maintenance_cost = { gold = heavy_cavalry_low_maint_cost }
high_maintenance_cost = { gold = heavy_cavalry_high_maint_cost }
provision_cost = @provisions_cost_cavalry_expensive
max_sub_regiments = 6
stack = 50
ai_quality = {
value = culture_ai_weight_heavy_cavalry
add = 100
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = heavy_cavalry_asia
}
illustration = {
reference = heavy_cavalry
}
}
accolade_maa_crossbowers = {
type = archers
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:crossbowmen_attribute
}
accolade_rank >= 3
}
}
damage = 60
toughness = 30
pursuit = 0
screen = 0
terrain_bonus = {
hills = { damage = 20 }
plains = { toughness = -4 }
drylands = { toughness = -4 }
desert = { toughness = -4 }
}
counters = {
heavy_infantry = 2
heavy_cavalry = 2
archer_cavalry = 1
}
buy_cost = { gold = accolade_crossbowmen_recruitment_cost }
low_maintenance_cost = { gold = crossbowmen_low_maint_cost }
high_maintenance_cost = { gold = crossbowmen_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
max_sub_regiments = 6
stack = 100
ai_quality = {
value = culture_ai_weight_archers
add = 100
}
illustration = {
trigger = {
should_use_asian_maa_graphics = yes
}
reference = crossbowmen_asia
}
illustration = {
reference = crossbowmen
}
}
accolade_maa_cameliers = {
type = camel_cavalry
icon = camel_riders
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:camelry_attribute
}
accolade_rank >= 3
}
}
damage = 30
toughness = 20
pursuit = 30
screen = 30
terrain_bonus = {
desert = { damage = 40 toughness = 16 }
drylands = { damage = 30 toughness = 16 }
oasis = { damage = 30 }
floodplains = { damage = 10 }
hills = { damage = -5 }
desert_mountains = { damage = -5 pursuit = -5 }
mountains = { damage = -8 pursuit = -10 }
wetlands = { damage = -8 toughness = -5 pursuit = -10 screen = -10 }
}
counters = {
light_cavalry = 2
}
winter_bonus = {
normal_winter = { damage = -3 }
harsh_winter = { damage = -5 toughness = -2 }
}
buy_cost = { gold = accolade_camel_rider_recruitment_cost }
low_maintenance_cost = { gold = camel_rider_low_maint_cost }
high_maintenance_cost = { gold = camel_rider_high_maint_cost }
provision_cost = @provisions_cost_cavalry_moderate
max_sub_regiments = 6
stack = 100
ai_quality = {
value = culture_ai_weight_camels
add = 75
}
}
accolade_maa_elephantiers = {
type = elephant_cavalry
icon = war_elephants
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:elephantry_attribute
}
accolade_rank >= 3
}
}
damage = 400
toughness = 100
pursuit = 0
screen = 0
siege_value = 0.2
terrain_bonus = {
jungle = { damage = 100 }
terraced_hills = { damage = 25 }
mountains = { damage = -100 }
desert_mountains = { damage = -100 }
wetlands = { damage = -150 toughness = -20 }
}
counters = {
skirmishers = 2
heavy_infantry = 2
}
winter_bonus = {
normal_winter = { damage = -30 toughness = -5 }
harsh_winter = { damage = -60 toughness = -10 }
}
buy_cost = { gold = accolade_war_elephant_recruitment_cost }
low_maintenance_cost = { gold = war_elephant_low_maint_cost }
high_maintenance_cost = { gold = war_elephant_high_maint_cost }
provision_cost = @provisions_cost_cavalry_bankrupting
max_sub_regiments = 4
stack = 25
hired_stack_size = 10
ai_quality = {
value = culture_ai_weight_elephants
add = 100
}
}
accolade_maa_horse_archers = {
type = archer_cavalry
icon = horse_archers
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:horse_archer_attribute
}
accolade_rank >= 3
}
}
damage = 45
toughness = 20
pursuit = 40
screen = 30
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 = 2
heavy_infantry = 2
}
buy_cost = { gold = accolade_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
max_sub_regiments = 5
stack = 100
ai_quality = {
value = @cultural_maa_extra_ai_score
add = 100
}
}
accolade_maa_handgunners = {
type = gunpowder
damage = 56
toughness = 20 # ARMOR
pursuit = 0
screen = 5
can_recruit = {
any_active_accolade = {
primary_type = {
this = accolade_type:gunpowder_attribute
}
accolade_rank >= 3
}
# no powder magazine requirements for Accolade Handgunners
culture = { has_innovation = innovation_gunpowder }
}
terrain_bonus = {
}
counters = {
heavy_infantry = 1
}
buy_cost = { gold = handgunner_recruitment_cost }
low_maintenance_cost = { gold = handgunner_low_maint_cost }
high_maintenance_cost = { gold = handgunner_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
max_sub_regiments = 8
stack = 100
ai_quality = {
value = counter_synergy_ai_weight_gunpowder
}
icon = gunpowder
}

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@ -1,170 +0,0 @@
# standard costs
@maa_buy_cost = 150
@maa_low_maintenance_cost = 1.0
@maa_high_maintenance_cost = 5.0
@cultural_maa_extra_ai_score = 60 # Equivalent to having 6 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
vigmen = {
type = archers
damage = 18
toughness = 20
pursuit = 0
screen = 22
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_vigmen }
}
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
}
bondi = {
type = pikemen
damage = 14
toughness = 18
pursuit = 12
screen = 0
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_bondi }
}
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
}
varangian_veterans = {
type = heavy_infantry
damage = 45
toughness = 30
pursuit = 10
screen = 0
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_varangian_veterans }
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
peasant_militia = 2
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
}
jomsviking_pirates = {
type = skirmishers
special_recruit_only = yes
damage = 30
toughness = 30
pursuit = 40
screen = 40
counters = {
heavy_infantry = 1
archers = 1
}
winter_bonus = {
normal_winter = { damage = 8 pursuit = 8 }
harsh_winter = { damage = 8 pursuit = 8 }
}
buy_cost = { gold = jomsviking_pirates_recruitment_cost }
low_maintenance_cost = { gold = jomsviking_pirates_low_maint_cost }
high_maintenance_cost = { gold = jomsviking_pirates_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
stack = 100
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = jomsviking_pirates
}

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@ -1,434 +0,0 @@
# 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
ayrudzi = {
type = light_cavalry
damage = 50
toughness = 30
pursuit = 20
screen = 30
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
gunpowder = 1
}
winter_bonus = {
harsh_winter = { damage = -5 }
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_ayrudzi }
}
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
}
conrois = {
type = heavy_cavalry
damage = 100
toughness = 25
pursuit = 10
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
gunpowder = 1
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_conrois }
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
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
}
akritai = {
type = skirmishers
damage = 10
toughness = 14
pursuit = 12
screen = 18
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 = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_akritai }
}
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
}
ballistrai = {
type = archers
damage = 35
toughness = 12
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
peasant_militia = 1
heavy_infantry = 0.5
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_ballistrai }
}
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
}
skoutatoi = {
type = pikemen
damage = 22
toughness = 26
pursuit = 0
screen = 20
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 = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_skoutatoi }
}
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
}
varangian_guards = {
type = heavy_infantry
damage = 45
toughness = 32
pursuit = 10
screen = 5
can_recruit = {
exists = scope:title
scope:title = {
has_variable = founded_varangian_guard
}
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
terrain_bonus = {
farmlands = { damage = 12 toughness = 8 }
plains = { damage = 6 toughness = 4 }
hills = { damage = 6 toughness = 4 }
}
counters = {
pikemen = 1
peasant_militia = 2
heavy_cavalry = 1
}
winter_bonus = {
normal_winter = { toughness = 6 screen = 6 }
harsh_winter = { toughness = 6 screen = 6 }
}
buy_cost = { gold = varangian_guards_recruitment_cost }
low_maintenance_cost = { gold = varangian_guards_low_maint_cost }
high_maintenance_cost = { gold = varangian_guards_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
stack = 100
ai_quality = {
value = @[cultural_maa_extra_ai_score + 40]
add = counter_synergy_ai_weight_heavy_infantry
}
icon = varangian_guard
}
handpicked_faithful = {
type = heavy_infantry
damage = 38
toughness = 28
pursuit = 5
screen = 5
can_recruit = {
domicile ?= { has_domicile_parameter = camp_unlocks_handpicked_faithful_maa_type }
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
terrain_bonus = {
hills = { damage = 6 toughness = 4 }
forest = { damage = 6 toughness = 4 }
jungle = { damage = 6 toughness = 4 }
}
counters = {
pikemen = 1
peasant_militia = 2
heavy_cavalry = 1
}
buy_cost = { gold = handpicked_faithful_recruitment_cost }
low_maintenance_cost = { gold = handpicked_faithful_low_maint_cost }
high_maintenance_cost = { gold = handpicked_faithful_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
stack = 100
ai_quality = {
value = @[cultural_maa_extra_ai_score + 50]
add = counter_synergy_ai_weight_heavy_infantry
}
icon = heavy_infantry
}
maa_bandits = {
type = skirmishers
special_recruit_only = yes
damage = 15
toughness = 20
pursuit = 20
screen = 25
terrain_bonus = {
forest = { damage = 4 toughness = 6 }
hills = { damage = 4 toughness = 6 }
jungle = { damage = 4 toughness = 6 }
}
counters = {
heavy_infantry = 1
archers = 1
}
buy_cost = { gold = jomsviking_pirates_recruitment_cost }
low_maintenance_cost = { gold = jomsviking_pirates_low_maint_cost }
high_maintenance_cost = { gold = jomsviking_pirates_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
stack = 50
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = skirmishers
}
maa_poachers = {
type = archers
special_recruit_only = yes
damage = 30
toughness = 15
pursuit = 10
screen = 10
terrain_bonus = {
hills = { damage = 10 toughness = 6 }
forest = { toughness = 10 screen = 10 }
jungle = { toughness = 10 screen = 10 }
}
counters = {
skirmishers = 1
}
buy_cost = { gold = jomsviking_pirates_recruitment_cost }
low_maintenance_cost = { gold = jomsviking_pirates_low_maint_cost }
high_maintenance_cost = { gold = jomsviking_pirates_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
stack = 50
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = bowmen
}
maa_marauders = {
type = light_cavalry
special_recruit_only = yes
damage = 30
toughness = 15
pursuit = 40
screen = 30
terrain_bonus = {
plains = { damage = 15 }
drylands = { damage = 15 }
farmlands = { damage = 25 }
}
counters = {
archers = 1
gunpowder = 1
}
buy_cost = { gold = jomsviking_pirates_recruitment_cost }
low_maintenance_cost = { gold = jomsviking_pirates_low_maint_cost }
high_maintenance_cost = { gold = jomsviking_pirates_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
stack = 50
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = light_cavalry
}
maa_thieves = {
type = pikemen
special_recruit_only = yes
damage = 30
toughness = 20
pursuit = 10
screen = 10
terrain_bonus = {
mountains = { toughness = 15 }
desert_mountains = { toughness = 15 }
hills = { toughness = 10 }
}
counters = {
light_cavalry = 1
heavy_cavalry = 1
camel_cavalry = 1
elephant_cavalry = 1
}
buy_cost = { gold = jomsviking_pirates_recruitment_cost }
low_maintenance_cost = { gold = jomsviking_pirates_low_maint_cost }
high_maintenance_cost = { gold = jomsviking_pirates_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
stack = 50
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = pikemen
}

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@ -1,405 +0,0 @@
# 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
nomadic_riders = {
type = nomadic_horde
damage = 12
toughness = 12
pursuit = 10
screen = 15
terrain_bonus = {
steppe = { damage = 8 pursuit = 10 }
plains = { damage = 4 pursuit = 6 }
drylands = { damage = 4 pursuit = 6 }
}
# No cost as this is the basic type of MAA given by converting your Herd
provision_cost = @provisions_cost_cavalry_cheap
# Prevents this MaA type from being shown in the interface
# Nomadic Riders are always created and raised from code
special_recruit_only = yes
stack = 100
# No AI for the same reason as above
icon = nomadic_riders
}
torch_bearers = {
type = siege_weapon
fights_in_main_phase = no
damage = 20
toughness = 12
siege_tier = 1
siege_value = 0.1
can_recruit = {
government_has_flag = government_is_nomadic
}
holding_bonus = {
nomad_holding = {
siege_value = 0.3
}
tribal_holding = {
siege_value = 0.1
}
}
buy_cost = { gold = torch_bearers_recruitment_cost }
low_maintenance_cost = { gold = torch_bearers_low_maint_cost }
high_maintenance_cost = { gold = torch_bearers_high_maint_cost }
provision_cost = @provisions_cost_special_cheap
stack = 10
allowed_in_hired_troops = no
icon = torch_bearers
}
kheshig = {
type = archer_cavalry
damage = 94
toughness = 60
pursuit = 24
screen = 36
terrain_bonus = {
steppe = { damage = 90 screen = 20 }
plains = { damage = 50 screen = 10 }
drylands = { damage = 20 }
jungle = { damage = -40 pursuit = -20 }
wetlands = { damage = -70 pursuit = -40 }
mountains = { damage = -70 pursuit = -40 }
desert_mountains = { damage = -70 pursuit = -40 }
}
can_recruit = {
dynasty ?= { has_dynasty_perk = mpo_nomad_legacy_4 }
}
counters = {
light_cavalry = 1
heavy_cavalry = 0.5
elephant_cavalry = 1
}
max_regiments = 1
buy_cost = { gold = kheshig_recruitment_cost }
low_maintenance_cost = { gold = kheshig_veterans_low_maint_cost }
high_maintenance_cost = { gold = kheshig_veterans_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
stack = 50
ai_quality = { value = 100 }
icon = keshig
}
steppe_raiders = {
type = light_cavalry
damage = 22
toughness = 15
pursuit = 30
screen = 30
terrain_bonus = {
steppe = { damage = 15 }
plains = { damage = 15 }
drylands = { damage = 15 }
desert = { damage = 10 }
forest = { damage = 5 }
taiga = { damage = 5 }
mountains = { damage = -5 pursuit = -10 }
desert_mountains = { damage = -5 pursuit = -10 }
wetlands = { damage = -10 toughness = -5 pursuit = -15 screen = -15 }
}
counters = {
archers = 1
gunpowder = 1
}
can_recruit = {
mpo_can_recruit_nomad_maa_trigger = yes
}
buy_cost = { gold = steppe_raiders_recruitment_cost }
low_maintenance_cost = { gold = steppe_raiders_low_maint_cost }
high_maintenance_cost = { gold = steppe_raiders_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
holy_order_fallback = yes
stack = 100
ai_quality = {
value = culture_ai_weight_light_cavalry
add = counter_synergy_ai_weight_light_cavalry
add = -20
}
icon = steppe_raiders
}
heavy_horse_archers = {
type = archer_cavalry
damage = 92
toughness = 42
pursuit = 24
screen = 24
terrain_bonus = {
steppe = { damage = 80 }
plains = { damage = 40 }
forest = { damage = -20 pursuit = -10 }
taiga = { damage = -20 pursuit = -10 }
jungle = { damage = -50 pursuit = -25 }
wetlands = { damage = -85 pursuit = -40 }
mountains = { damage = -85 pursuit = -40 }
desert_mountains = { damage = -85 pursuit = -40 }
}
can_recruit = {
mpo_can_recruit_nomad_maa_trigger = yes
trigger_if = {
limit = {
government_has_flag = government_is_nomadic
exists = domicile
}
domicile = {
has_domicile_parameter = unlock_maa_heavy_horse_archers
}
}
}
counters = {
light_cavalry = 1
elephant_cavalry = 1
}
winter_bonus = {
normal_winter = { damage = -10 toughness = -5 }
harsh_winter = { damage = -20 toughness = -10 }
}
buy_cost = { gold = heavy_horse_archers_recruitment_cost }
low_maintenance_cost = { gold = heavy_horse_archers_low_maint_cost }
high_maintenance_cost = { gold = heavy_horse_archers_high_maint_cost }
provision_cost = @provisions_cost_cavalry_expensive
stack = 50
ai_quality = {
value = @cultural_maa_extra_ai_score
add = 100 #I mean... they're horse archers
}
icon = heavy_horse_archers
}
nomad_lancers = {
type = heavy_cavalry
damage = 120
toughness = 30
pursuit = 20
screen = 0
terrain_bonus = {
steppe = { damage = 50 }
plains = { damage = 40 }
drylands = { damage = 10 }
hills = { damage = -20 }
mountains = { damage = -75 }
desert_mountains = { damage = -75 }
wetlands = { damage = -75 toughness = -10 pursuit = -10 }
}
can_recruit = {
mpo_can_recruit_nomad_heavy_cavalry_maa_trigger = yes
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
counters = {
archers = 0.5
gunpowder = 0.5
}
winter_bonus = {
normal_winter = { damage = -10 toughness = -5 }
harsh_winter = { damage = -20 toughness = -10 }
}
buy_cost = { gold = nomad_lancers_recruitment_cost }
low_maintenance_cost = { gold = nomad_lancers_low_maint_cost }
high_maintenance_cost = { gold = nomad_lancers_high_maint_cost }
provision_cost = @provisions_cost_cavalry_expensive
stack = 50
ai_quality = {
value = culture_ai_weight_heavy_cavalry
add = 100
}
icon = nomad_lancers
}
mangudai = {
type = archer_cavalry
damage = 50
toughness = 6
pursuit = 60
screen = 10
terrain_bonus = {
steppe = { damage = 45 }
plains = { damage = 20 }
hills = { damage = 10 }
mountains = { damage = -10 pursuit = -10 }
jungle = { damage = -20 pursuit = -20 }
wetlands = { damage = -30 pursuit = -30 }
desert_mountains = { damage = -30 pursuit = -30 }
}
counters = {
pikemen = 0.5
peasant_militia = 2
heavy_infantry = 1
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_mangudai }
}
buy_cost = { gold = mangudai_recruitment_cost }
low_maintenance_cost = { gold = mangudai_low_maint_cost }
high_maintenance_cost = { gold = mangudai_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
stack = 100
ai_quality = {
value = @cultural_maa_extra_ai_score
}
icon = mangudai
}
cataphract_archers = {
type = heavy_cavalry
damage = 90
toughness = 52
pursuit = 20
screen = 10
terrain_bonus = {
steppe = { damage = 40 }
drylands = { damage = 40 }
plains = { damage = 40 }
hills = { damage = -20 }
desert_mountains = { damage = -50 }
mountains = { damage = -75 }
wetlands = { damage = -75 toughness = -10 pursuit = -10 }
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_cataphract_archers }
#Either non-nomadic or has some dominance
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
OR = {
NOT = {
government_has_flag = government_is_nomadic
}
has_realm_law_flag = unlock_maa_nomad_lancers
}
}
counters = {
archer_cavalry = 1
archers = 1
gunpowder = 0.5
}
winter_bonus = {
normal_winter = { damage = -10 toughness = -5 }
harsh_winter = { damage = -20 toughness = -10 }
}
buy_cost = { gold = cataphract_archers_recruitment_cost }
low_maintenance_cost = { gold = cataphract_archers_low_maint_cost }
high_maintenance_cost = { gold = cataphract_archers_high_maint_cost }
provision_cost = @provisions_cost_cavalry_expensive
stack = 50
ai_quality = {
value = @cultural_maa_extra_ai_score
add = 200
}
icon = cataphract_archers
}
maturkan_warriors = {
type = archers
damage = 16
toughness = 15
pursuit = 0
screen = 16
terrain_bonus = {
taiga = { damage = 12 toughness = 6 }
forest = { damage = 10 toughness = 4 }
hills = { damage = 6 toughness = 3 }
mountains = { damage = 6 toughness = 3 }
}
counters = {
skirmishers = 1
}
winter_bonus = {
harsh_winter = { toughness = 6 screen = 12 }
normal_winter = { toughness = 4 screen = 8 }
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_maturkan_warriors }
}
buy_cost = { gold = maturkan_warriors_recruitment_cost }
low_maintenance_cost = { gold = maturkan_warriors_low_maint_cost }
high_maintenance_cost = { gold = maturkan_warriors_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
stack = 100
ai_quality = {
value = @cultural_maa_extra_ai_score
add = counter_synergy_ai_weight_archers
}
icon = maturkan_warriors
}

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@ -1,676 +0,0 @@
# 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
emishi_horse_archers = {
type = archer_cavalry
damage = 28
toughness = 12
pursuit = 35
screen = 30
terrain_bonus = {
forest = { damage = 12 pursuit = 12 }
plains = { damage = 6 pursuit = 8 }
hills = { damage = 6 pursuit = 8 }
terraced_hills = { damage = 4 toughness = 6 }
mountains = { damage = 4 pursuit = 6 }
}
counters = {
heavy_infantry = 1
}
can_recruit = {
culture = { has_cultural_parameter = unlock_emishi_horse_archers_units }
}
buy_cost = { gold = light_cavalry_recruitment_cost }
low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
high_maintenance_cost = { gold = light_cavalry_high_maint_cost }
provision_cost = @provisions_cost_cavalry_cheap
stack = 100
ai_quality = {
value = @cultural_maa_extra_ai_score
add = 100 #I mean... they're horse archers
}
icon = emishi_horse_archers
}
japanese_horse_archers = {
type = archer_cavalry
damage = 96
toughness = 34
pursuit = 40
screen = 20
terrain_bonus = {
steppe = { damage = 20 }
plains = { damage = 20 }
drylands = { damage = 20 }
jungle = { damage = -30 pursuit = -30 }
desert_mountains = { damage = -30 pursuit = -30 }
wetlands = { damage = -50 pursuit = -50 }
}
counters = {
skirmishers = 1
heavy_infantry = 1
}
winter_bonus = {
harsh_winter = { damage = -10 toughness = -5 }
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_mounted_samurai_units }
}
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_moderate
stack = 50
ai_quality = {
value = @cultural_maa_extra_ai_score
add = 100 #I mean... they're horse archers
}
icon = japanese_horse_archers
}
warrior_monks = {
type = pikemen
damage = 22
toughness = 26
pursuit = 0
screen = 20
terrain_bonus = {
mountains = { toughness = 8 }
desert_mountains = { toughness = 8 }
hills = { toughness = 8 }
terraced_hills = { toughness = 8 }
plains = { damage = 8 }
}
counters = {
light_cavalry = 1
heavy_cavalry = 1
camel_cavalry = 1
elephant_cavalry = 1
}
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_warrior_monk_units }
}
buy_cost = {
piety = warrior_monks_piety_recruitment_cost
}
low_maintenance_cost = {
piety = warrior_monks_piety_low_maint_cost
}
high_maintenance_cost = {
piety = warrior_monks_piety_high_maint_cost
}
provision_cost = @provisions_cost_infantry_moderate
fallback_in_hired_troops_if_unlocked = yes
allowed_in_hired_troops = yes
stack = 100
ai_quality = {
value = @[cultural_maa_extra_ai_score + 20]
add = counter_synergy_ai_weight_pikemen
}
icon = warrior_monks
}
fire_lancers = {
type = gunpowder
damage = 40
toughness = 8
pursuit = 0
screen = 0
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_fire_lancers_units }
}
terrain_bonus = {
wetlands = { damage = -10 }
floodplains = { damage = -5 }
}
counters = {
heavy_infantry = 1
}
buy_cost = { gold = crossbowmen_recruitment_cost }
low_maintenance_cost = { gold = crossbowmen_low_maint_cost }
high_maintenance_cost = { gold = crossbowmen_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
ai_quality = {
value = counter_synergy_ai_weight_gunpowder
}
holy_order_fallback = yes
stack = 100
hired_stack_size = 50
icon = fire_lance
}
gakgung_archers = {
type = archers
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_gakgung_archers }
}
damage = 25
toughness = 8
pursuit = 0
screen = 0
terrain_bonus = {
hills = { damage = 10 toughness = 6 }
terraced_hills = { damage = 10 toughness = 6 }
mountains = { damage = 6 toughness = 10 }
forest = { toughness = 4 screen = 4 }
wetlands = { damage = -2 }
}
counters = {
skirmishers = 1
heavy_cavalry = 1
gunpowder = 1
}
buy_cost = { gold = gakgung_archers_recruitment_cost }
low_maintenance_cost = { gold = gakgung_archers_low_maint_cost }
high_maintenance_cost = { gold = gakgung_archers_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate
stack = 100
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = gakgung_archers
}
ballista_elephant = {
type = elephant_cavalry
damage = 180
toughness = 75
pursuit = 30
screen = 20
siege_value = 0.1
can_recruit = {
culture ?= {
has_innovation = innovation_elephantry
has_innovation = innovation_advanced_bowmaking
}
NOT = { is_landless_adventurer = yes }
}
terrain_bonus = {
jungle = { damage = 50 }
mountains = { damage = -50 }
desert_mountains = { damage = -50 }
wetlands = { damage = -50 toughness = -20 }
}
counters = {
skirmishers = 2
heavy_infantry = 2
}
winter_bonus = {
normal_winter = { damage = -20 toughness = -5 }
harsh_winter = { damage = -40 toughness = -10 }
}
buy_cost = { gold = ballista_elephant_recruitment_cost }
low_maintenance_cost = { gold = ballista_elephant_low_maint_cost }
high_maintenance_cost = { gold = ballista_elephant_high_maint_cost }
provision_cost = @provisions_cost_cavalry_bankrupting
stack = 25
hired_stack_size = 10
ai_quality = { value = culture_ai_weight_elephants }
icon = ballista_elephant
}
pesilat_warriors = {
type = skirmishers
damage = 24
toughness = 10
pursuit = 12
screen = 5
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_maa_pesilat }
}
terrain_bonus = {
jungle = { toughness = 6 screen = 6 }
terraced_hills = { damage = 6 toughness = 6 }
wetlands = { toughness = 4 screen = 3 }
}
counters = {
heavy_infantry = 1
}
buy_cost = { gold = pesilat_warriors_recruitment_cost }
low_maintenance_cost = { gold = pesilat_warriors_low_maint_cost }
high_maintenance_cost = { gold = pesilat_warriors_high_maint_cost }
provision_cost = @provisions_cost_infantry_cheap
holy_order_fallback = yes
stack = 100
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = pesilat_warrior
}
samurai = {
type = heavy_infantry
damage = 45
toughness = 25
pursuit = 12
screen = 0
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_infantry_samurai_units }
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
terrain_bonus = {
farmlands = { damage = 6 toughness = 4 }
plains = { damage = 6 toughness = 4 }
terraced_hills = { damage = 6 toughness = 4 }
mountains = { damage = 6 toughness = 4 }
}
counters = {
pikemen = 1
peasant_militia = 2
heavy_cavalry = 1
}
buy_cost = { gold = samurai_recruitment_cost }
low_maintenance_cost = { gold = samurai_low_maint_cost }
high_maintenance_cost = { gold = samurai_high_maint_cost }
provision_cost = @provisions_cost_infantry_expensive
stack = 100
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = samurai
}
zhanmadao_infantry = {
type = heavy_infantry
damage = 36
toughness = 28
pursuit = 0
screen = 0
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_zhanmadao }
OR = {
vassal_contract_has_flag = celestial_province_military
vassal_contract_has_flag = celestial_province_protectorate
}
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
terrain_bonus = {
farmlands = { damage = 6 toughness = 4 }
plains = { damage = 6 toughness = 4 }
terraced_hills = { damage = 6 toughness = 4 }
}
counters = {
pikemen = 0.5
peasant_militia = 1
light_cavalry = 1
heavy_cavalry = 1
camel_cavalry = 1
}
buy_cost = { gold = zhanmadao_infantry_recruitment_cost }
low_maintenance_cost = { gold = zhanmadao_infantry_low_maint_cost }
high_maintenance_cost = { gold = zhanmadao_infantry_high_maint_cost }
provision_cost = @provisions_cost_infantry_expensive
stack = 100
ai_quality = {
value = @[cultural_maa_extra_ai_score + 60 ]
add = counter_synergy_ai_weight_heavy_infantry
}
icon = zhanmadao_infantry
}
tiefutu = {
type = heavy_cavalry
damage = 100
toughness = 40
pursuit = 15
screen = 10
terrain_bonus = {
plains = { damage = 30 toughness = 5 }
drylands = { damage = 30 }
hills = { damage = -10 }
terraced_hills = { damage = -10 }
mountains = { damage = -50 }
desert_mountains = { damage = -50 }
wetlands = { damage = -80 toughness = -15 pursuit = -10 }
jungle = { damage = -80 toughness = -15 pursuit = -10 }
}
counters = {
archers = 1
pikemen = 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_tiefutu }
culture = {
has_innovation = innovation_arched_saddle
}
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
buy_cost = { gold = tiefutu_recruitment_cost }
low_maintenance_cost = { gold = tiefutu_low_maint_cost }
high_maintenance_cost = { gold = tiefutu_high_maint_cost }
provision_cost = @provisions_cost_cavalry_bankrupting
stack = 50
ai_quality = { value = @cultural_maa_extra_ai_score }
icon = tiefutu_cavalry
}
burenjia = {
type = heavy_infantry
damage = 32
toughness = 32
pursuit = 0
screen = 0
can_recruit = {
valid_for_maa_trigger = { PARAMETER = unlock_burenjia }
NOT = {
culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
}
}
terrain_bonus = {
farmlands = { damage = 5 toughness = 6 }
plains = { damage = 5 toughness = 6 }
terraced_hills = { damage = 5 toughness = 6 }
hills = { damage = 5 toughness = 6 }
}
counters = {
pikemen = 1
peasant_militia = 2
archers = 1.5
}
buy_cost = { gold = burenjia_recruitment_cost }
low_maintenance_cost = { gold = burenjia_low_maint_cost }
high_maintenance_cost = { gold = burenjia_high_maint_cost }
provision_cost = @provisions_cost_infantry_expensive
stack = 100
ai_quality = {
value = @[cultural_maa_extra_ai_score + 60 ]
add = counter_synergy_ai_weight_heavy_infantry
}
icon = burenjia_infantry
}
rocket_carts = {
type = archers
damage = 45
toughness = 12
pursuit = 0
screen = 0
siege_value = 0.1
terrain_bonus = {
farmlands = { damage = 8 toughness = 6 }
plains = { damage = 8 }
hills = { damage = 8 }
terraced_hills = { damage = 8 }
}
counters = {
pikemen = 0.5
peasant_militia = 1
heavy_infantry = 0.5
}
buy_cost = { gold = rocket_carts_recruitment_cost }
low_maintenance_cost = { gold = rocket_carts_low_maint_cost }
high_maintenance_cost = { gold = rocket_carts_high_maint_cost }
provision_cost = @provisions_cost_special_moderate
stack = 50
ai_quality = { value = @[cultural_maa_extra_ai_score + 200] }
icon = hwacha
}
ballista = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 1
siege_value = 0.2
can_recruit = {
culture = {
has_innovation = innovation_catapult
OR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
}
buy_cost = { gold = ballista_recruitment_cost }
low_maintenance_cost = { gold = ballista_low_maint_cost }
high_maintenance_cost = { gold = ballista_high_maint_cost }
provision_cost = @provisions_cost_special_cheap
stack = 10
allowed_in_hired_troops = no
icon = ballista
}
cloud_ladder = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 2
siege_value = 0.3
can_recruit = {
culture = {
has_innovation = innovation_mangonel
OR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_early_medieval }
}
buy_cost = { gold = cloud_ladder_recruitment_cost }
low_maintenance_cost = { gold = cloud_ladder_low_maint_cost }
high_maintenance_cost = { gold = cloud_ladder_high_maint_cost }
provision_cost = @provisions_cost_special_moderate
stack = 10
allowed_in_hired_troops = no
icon = cloud_ladder
}
siege_tower = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 3
siege_value = 0.4
can_recruit = {
culture = {
has_innovation = innovation_trebuchet
OR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_high_medieval }
}
buy_cost = { gold = siege_tower_recruitment_cost }
low_maintenance_cost = { gold = siege_tower_low_maint_cost }
high_maintenance_cost = { gold = siege_tower_high_maint_cost }
provision_cost = @provisions_cost_special_expensive
stack = 10
allowed_in_hired_troops = no
icon = siege_tower
}
cannon = {
type = siege_weapon
fights_in_main_phase = no
damage = 0
toughness = 12
siege_tier = 4
siege_value = 0.6
can_recruit = {
culture = {
has_cultural_parameter = unlock_late_medieval_gunpowder_units
OR = {
has_cultural_pillar = heritage_chinese
has_cultural_pillar = heritage_korean
has_cultural_pillar = heritage_japonic
}
}
NOR = {
government_has_flag = government_is_nomadic
government_has_flag = government_is_herder
}
}
should_show_when_unavailable = {
government_allows = subject_men_at_arms
culture = { has_cultural_era_or_later = culture_era_late_medieval }
}
buy_cost = { gold = cannon_recruitment_cost }
low_maintenance_cost = { gold = cannon_low_maint_cost }
high_maintenance_cost = { gold = cannon_high_maint_cost }
provision_cost = @provisions_cost_special_bankrupting
stack = 10
allowed_in_hired_troops = no
icon = cannon
}