diff --git a/N3OW/common/culture/innovations/N3OW_cultural_maa_innovations.txt b/N3OW/common/culture/innovations/N3OW_cultural_maa_innovations.txt index 851982ee..39340404 100644 --- a/N3OW/common/culture/innovations/N3OW_cultural_maa_innovations.txt +++ b/N3OW/common/culture/innovations/N3OW_cultural_maa_innovations.txt @@ -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 } } } diff --git a/N3OW/common/men_at_arms_types/00_auxiliary_cultural_maa_types.txt b/N3OW/common/men_at_arms_types/00_auxiliary_cultural_maa_types.txt deleted file mode 100644 index bc13898a..00000000 --- a/N3OW/common/men_at_arms_types/00_auxiliary_cultural_maa_types.txt +++ /dev/null @@ -1,2065 +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 - -auxiliary_huscarl = { - type = heavy_infantry - - damage = 38 - toughness = 24 - pursuit = 0 - screen = 22 - - terrain_bonus = { - taiga = { damage = 8 } - forest = { damage = 8 } - } - - counters = { - pikemen = 1 - archers = 1 - } - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_huscarls } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - 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 -} - -auxiliary_landsknecht = { - type = pikemen - - damage = 28 - toughness = 22 - 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 - light_cavalry = 2 - heavy_cavalry = 2 - } - - can_recruit = { - any_realm_county = { - culture = { - has_cultural_pillar = heritage_central_germanic - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - - 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 -} - -auxiliary_longbowmen = { - type = archers - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_longbowmen } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - - damage = 18 - toughness = 6 - 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 -} - -auxiliary_goedendag = { - type = skirmishers - - damage = 11 - toughness = 16 - pursuit = 0 - screen = 14 - - counters = { - heavy_infantry = 1 - heavy_cavalry = 1 - } - - can_recruit = { - any_realm_county = { - culture = { - has_innovation = innovation_adaptive_militia - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - 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 -} - -auxiliary_gendarme = { - type = heavy_cavalry - - damage = 123 - toughness = 38 - pursuit = 18 - screen = 8 - - terrain_bonus = { - plains = { damage = 30 } - drylands = { damage = 30 } - hills = { damage = -10 } - jungle = { damage = -25 } - mountains = { damage = -50 } - desert_mountains = { damage = -50 } - wetlands = { damage = -75 } - } - - can_recruit = { - any_realm_county = { - culture = { - has_innovation = innovation_valets - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - counters = { - archers = 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 -} - -auxiliary_chasseur = { - type = light_cavalry - - damage = 38 - toughness = 13 - pursuit = 38 - screen = 13 - - 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 } - } - - can_recruit = { - any_realm_county = { - culture = { - has_innovation = innovation_desert_tactics - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - counters = { - archers = 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 -} - -auxiliary_picchieri = { - type = pikemen - - damage = 38 - toughness = 22 - pursuit = 0 - screen = 0 - - terrain_bonus = { - mountains = { toughness = 12 } - desert_mountains = { toughness = 12 } - hills = { toughness = 10 } - } - - can_recruit = { - any_realm_county = { - culture = { - has_innovation = innovation_pike_columns - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - 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 -} - -auxiliary_praetorian = { - type = heavy_infantry - - damage = 58 - toughness = 28 - pursuit = 0 - screen = 18 - - counters = { - pikemen = 1 - } - - can_recruit = { - any_realm_county = { - culture = { - has_innovation = innovation_legionnaires - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - 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 -} - -auxiliary_caballero = { - type = light_cavalry - - damage = 20 - toughness = 14 - pursuit = 28 - screen = 48 - - 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 } - } - - can_recruit = { - any_realm_county = { - culture = { - has_innovation = innovation_caballeros - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - counters = { - archers = 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 -} - -auxiliary_monaspa = { - type = heavy_cavalry - - damage = 108 - toughness = 28 - pursuit = 23 - screen = 8 - - terrain_bonus = { - hills = { damage = 20 pursuit = 10 } - mountains = { damage = 20 pursuit = 10 } - desert_mountains = { damage = -30 } - wetlands = { damage = -80 toughness = -15 pursuit = -20 } - } - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_monaspa } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - NOT = { - culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } - } - } - } - counters = { - archers = 1 - } - - winter_bonus = { - normal_winter = { damage = -10 toughness = -5 } - harsh_winter = { damage = -20 toughness = -5 } - } - - - 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 -} - -auxiliary_cataphract = { - type = heavy_cavalry - - damage = 123 - toughness = 33 - 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 - } - - winter_bonus = { - normal_winter = { damage = -15 toughness = -5 } - harsh_winter = { damage = -30 toughness = -10 } - } - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_cataphract } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - 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 -} - -auxiliary_hobelar = { - type = light_cavalry - - damage = 20 - toughness = 13 - pursuit = 48 - screen = 28 - - 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 - } - - can_recruit = { - any_realm_county = { - culture = { - has_innovation = innovation_hobbies - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - 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 -} - -auxiliary_schiltron = { - type = pikemen - - damage = 34 - toughness = 26 - pursuit = 0 - screen = 0 - - terrain_bonus = { - mountains = { toughness = 12 } - desert_mountains = { toughness = 12 } - hills = { toughness = 8 } - plains = { damage = 8 } - } - - can_recruit = { - any_realm_county = { - culture = { - has_innovation = innovation_rectilinear_schiltron - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - 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 -} - -auxiliary_metsanvartija = { - type = archers - - damage = 28 - toughness = 12 - pursuit = 8 - screen = 8 - - 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 = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_metsanvartija } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - 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 -} - -auxiliary_horse_archers = { - type = archer_cavalry - - damage = 34 - toughness = 16 - pursuit = 38 - screen = 28 - - 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 - } - - can_recruit = { - any_realm_county = { - culture = { - has_cultural_parameter = unlock_maa_horse_archers - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - - 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 -} - -auxiliary_ayyar = { - type = heavy_infantry - - damage = 33 - toughness = 20 - pursuit = 10 - screen = 0 - - counters = { - pikemen = 1 - } - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_ayyar } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - 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 -} - -auxiliary_mubarizun = { - type = heavy_infantry - - damage = 43 - toughness = 23 - pursuit = 0 - screen = 0 - - counters = { - pikemen = 1 - heavy_infantry = 1 - } - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_mubarizun } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - 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 -} - -auxiliary_mulaththamun = { #Murabit Cavalry - type = light_cavalry - - damage = 20 - toughness = 13 - pursuit = 28 - screen = 38 - - 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 - } - - winter_bonus = { - harsh_winter = { damage = -5 toughness = -2 } - } - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_mulaththamun } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - 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 -} - -auxiliary_archers_of_the_nile = { #Nile Archers - type = archers - - damage = 28 - toughness = 12 - pursuit = 8 - screen = 8 - - 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 = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_archers_of_the_nile } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - 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 -} - -auxiliary_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 - } - - can_recruit = { - any_realm_county = { - culture = { - has_innovation = innovation_bamboo_bows - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - 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 = bowmen -} - -auxiliary_druzhina = { - type = heavy_infantry - - damage = 38 - toughness = 28 - pursuit = 0 - screen = 28 - - counters = { - pikemen = 1 - } - - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_druzhina } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - 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 -} - -auxiliary_hussar = { - type = light_cavalry - - damage = 23 - toughness = 13 - pursuit = 58 - screen = 18 - - 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 - } - - winter_bonus = { - harsh_winter = { damage = -5 } - } - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_hussar } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - 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 -} - -auxiliary_horn_warrior = { - type = skirmishers - - damage = 10 - toughness = 14 - pursuit = 0 - screen = 18 - - terrain_bonus = { - mountains = { damage = 10 toughness = 10 } - desert_mountains = { damage = 10 toughness = 10 } - hills = { damage = 4 toughness = 6 } - } - - counters = { - heavy_infantry = 1 - } - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_horn_warrior } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - - 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 -} - -auxiliary_bush_hunter = { - type = archers - - damage = 28 - toughness = 10 - pursuit = 3 - screen = 0 - - terrain_bonus = { - jungle = { damage = 8 toughness = 4 } - forest = { damage = 8 toughness = 4 } - hills = { damage = 8 toughness = 4 } - } - - counters = { - skirmishers = 1 - } - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_bush_hunter } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - - 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 -} - -auxiliary_shomer = { - type = skirmishers - - damage = 8 - toughness = 22 - pursuit = 0 - screen = 38 - - counters = { - heavy_infantry = 1 - } - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_shomer } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - - 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 -} - -auxiliary_garudas = { - type = heavy_infantry - - damage = 40 - toughness = 20 - pursuit = 22 - screen = 0 - - terrain_bonus = { - jungle = { damage = 8 } - forest = { damage = 8 } - } - - counters = { - pikemen = 1 - 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 = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_garudas } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - NOT = { - culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban } - } - } - } - stack = 100 - ai_quality = { value = @cultural_maa_extra_ai_score } - icon = heavy_infantry -} - -auxiliary_khandayat = { - type = heavy_infantry - - damage = 40 - toughness = 20 - pursuit = 0 - screen = 0 - - terrain_bonus = { - jungle = { damage = 12 toughness = 8 } - } - - counters = { - light_cavalry = 1 - pikemen = 1 - } - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_khandayat } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - 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 = heavy_infantry -} - -auxiliary_mountaineer = { - type = heavy_infantry - - damage = 38 - toughness = 24 - pursuit = 0 - screen = 0 - - terrain_bonus = { - mountains = { damage = 12 toughness = 12 } - desert_mountains = { damage = 12 toughness = 12 } - } - - counters = { - pikemen = 1 - } - - winter_bonus = { - normal_winter = { damage = 5 } - harsh_winter = { damage = 5 } - } - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_mountaineer } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - 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 = heavy_infantry -} - -auxiliary_sahel_horsemen = { - type = light_cavalry - - damage = 20 - toughness = 13 - pursuit = 28 - screen = 28 - - 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 - } - - winter_bonus = { - harsh_winter = { damage = -5 toughness = -2 } - } - - can_recruit = { - any_realm_county = { - culture = { - has_innovation = innovation_sahel_horsemen - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - 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 -} - -auxiliary_guinea_warrior = { #AKA Guinean uplander - type = skirmishers - - damage = 16 - toughness = 12 - pursuit = 0 - screen = 18 - - terrain_bonus = { - forest = { damage = 10 toughness = 8 } - hills = { damage = 6 toughness = 4 } - drylands = { damage = 6 toughness = 4 } - } - - counters = { - heavy_infantry = 1 - } - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_guinea_warrior } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - 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 -} - -auxiliary_sarawit = { #AKA Ethiopian mountaineer - type = heavy_infantry - - damage = 30 - toughness = 24 - pursuit = 0 - screen = 8 - - 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 - } - - can_recruit = { - any_realm_county = { - culture = { - has_innovation = innovation_sarawit - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - 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 -} - -auxiliary_abudrar = { #AKA Jabali - Berber mountaineer - type = skirmishers - - damage = 18 - toughness = 14 - pursuit = 18 - screen = 8 - - 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 = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_abudrar } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - 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 -} - -auxiliary_zbrojnosh = { - type = heavy_infantry - - damage = 32 - toughness = 18 - pursuit = 0 - screen = 8 - - terrain_bonus = { - hills = { damage = 8 toughness = 5 } - mountains = { damage = 6 } - forest = { damage = 6 } - wetlands = { damage = -10 pursuit = -10 } - } - - counters = { - pikemen = 1 - archers = 1 - } - - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_zbrojnosh } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - 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 -} - -auxiliary_palace_guards = { - type = heavy_infantry - - damage = 36 - toughness = 22 - pursuit = 0 - screen = 18 - - terrain_bonus = { - jungle = { damage = 10 toughness = 6 } - hills = { damage = 8 toughness = 4 } - } - - counters = { - pikemen = 2 - } - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_palace_guards } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - 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 = heavy_infantry -} - -auxiliary_chu_ko_nu = { - type = archers - - damage = 28 - toughness = 18 - pursuit = 0 - screen = 0 - - terrain_bonus = { - hills = { damage = 10 toughness = 4 } - mountains = { damage = 8 toughness = 2 } - desert_mountains = { damage = 8 toughness = 2 } - } - - counters = { - skirmishers = 1 - archer_cavalry = 0.5 - } - can_recruit = { - any_realm_county = { - culture = { - has_innovation = innovation_repeating_crossbow - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - - - buy_cost = { gold = chu_ko_nu_recruitment_cost } - low_maintenance_cost = { gold = chu_ko_nu_low_maint_cost } - high_maintenance_cost = { gold = chu_ko_nu_high_maint_cost } - provision_cost = @provisions_cost_infantry_expensive - - stack = 100 - ai_quality = { value = @cultural_maa_extra_ai_score } - icon = crossbowmen -} - -auxiliary_guanch_vaulter = { - type = skirmishers - - damage = 8 - toughness = 10 - pursuit = 13 - screen = 18 - 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 - } - can_recruit = { - any_realm_county = { - culture = { - has_innovation = innovation_pole_vault - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - - 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 -} - -auxiliary_vigmen = { - type = archers - - damage = 16 - toughness = 18 - pursuit = 0 - screen = 20 - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_vigmen } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - - 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 -} - -auxiliary_bondi = { - type = pikemen - - damage = 13 - toughness = 16 - pursuit = 11 - screen = 0 - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_bondi } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - - 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 -} - -auxiliary_varangian_veterans = { - type = heavy_infantry - - damage = 43 - toughness = 28 - pursuit = 8 - screen = 0 - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_varangian_veterans } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - 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 - 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 -} - - -auxiliary_tarkhan = { - type = heavy_cavalry - - damage = 108 - toughness = 28 - pursuit = 28 - screen = 8 - - 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 - } - - winter_bonus = { - normal_winter = { damage = -10 toughness = -5 } - harsh_winter = { damage = -20 toughness = -5 } - } - - can_recruit = { - any_realm_county = { - culture = { - has_cultural_parameter = unlock_maa_tarkhan - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - 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 - -} - -auxiliary_zupin_warrior = { - type = pikemen - - damage = 15 - toughness = 15 - pursuit = 0 - screen = 9 - - can_recruit = { - any_realm_county = { - culture = { - has_cultural_parameter = unlock_maa_zupin_warrior - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - 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 -} - -auxiliary_tawashi = { - type = light_cavalry - - damage = 23 - 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 - } - - can_recruit = { - any_realm_county = { - culture = { - has_cultural_parameter = unlock_maa_tawashi - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - 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 -} - -auxiliary_ayrudzi = { - type = light_cavalry - - damage = 48 - toughness = 28 - pursuit = 18 - screen = 28 - - 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 - } - - winter_bonus = { - harsh_winter = { damage = -5 } - } - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_ayrudzi } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - 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 -} - -auxiliary_conrois = { - type = heavy_cavalry - - damage = 98 - toughness = 23 - pursuit = 9 - 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 - } - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_conrois } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - - 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 -} - -auxiliary_akritai = { - type = skirmishers - - damage = 9 - toughness = 13 - pursuit = 11 - screen = 16 - - 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 = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_akritai } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - 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 -} - -auxiliary_ballistrai = { - type = archers - - damage = 33 - toughness = 11 - 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 - heavy_infantry = 0.5 - } - - can_recruit = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_ballistrai } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - - 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 -} - -auxiliary_skoutatoi = { - type = pikemen - - damage = 20 - toughness = 24 - pursuit = 0 - screen = 18 - - 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 = { - any_realm_county = { - culture = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_skoutatoi } - cultural_acceptance = { - target = root.culture - value >= 50 - } - } - } - } - - 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 -} diff --git a/N3OW/common/men_at_arms_types/00_cultural_maa_types.txt b/N3OW/common/men_at_arms_types/00_cultural_maa_types.txt deleted file mode 100644 index 9bc96a73..00000000 --- a/N3OW/common/men_at_arms_types/00_cultural_maa_types.txt +++ /dev/null @@ -1,1267 +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 - -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 = 36 - toughness = 18 - 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 = 1 - heavy_infantry = 1 - } - - 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 -} diff --git a/N3OW/common/men_at_arms_types/00_fp3_maa_types.txt b/N3OW/common/men_at_arms_types/00_fp3_maa_types.txt deleted file mode 100644 index 788924fb..00000000 --- a/N3OW/common/men_at_arms_types/00_fp3_maa_types.txt +++ /dev/null @@ -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 -} diff --git a/N3OW/common/men_at_arms_types/00_holy_order_maa_types.txt b/N3OW/common/men_at_arms_types/00_holy_order_maa_types.txt deleted file mode 100644 index 42a5b7dc..00000000 --- a/N3OW/common/men_at_arms_types/00_holy_order_maa_types.txt +++ /dev/null @@ -1,42 +0,0 @@ -@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 -} diff --git a/N3OW/common/men_at_arms_types/00_maa_types.txt b/N3OW/common/men_at_arms_types/00_maa_types.txt deleted file mode 100644 index f8cf8282..00000000 --- a/N3OW/common/men_at_arms_types/00_maa_types.txt +++ /dev/null @@ -1,731 +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 - -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 - } -} diff --git a/N3OW/common/men_at_arms_types/00_regional_maa_types.txt b/N3OW/common/men_at_arms_types/00_regional_maa_types.txt deleted file mode 100644 index cc4dce44..00000000 --- a/N3OW/common/men_at_arms_types/00_regional_maa_types.txt +++ /dev/null @@ -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 -} diff --git a/N3OW/common/men_at_arms_types/01_accolade_maa_types.txt b/N3OW/common/men_at_arms_types/01_accolade_maa_types.txt deleted file mode 100644 index d2ad75f9..00000000 --- a/N3OW/common/men_at_arms_types/01_accolade_maa_types.txt +++ /dev/null @@ -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 -} diff --git a/N3OW/common/men_at_arms_types/01_fp1_maa_types.txt b/N3OW/common/men_at_arms_types/01_fp1_maa_types.txt deleted file mode 100644 index 26aca245..00000000 --- a/N3OW/common/men_at_arms_types/01_fp1_maa_types.txt +++ /dev/null @@ -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 -} diff --git a/N3OW/common/men_at_arms_types/07_ep3_maa_types.txt b/N3OW/common/men_at_arms_types/07_ep3_maa_types.txt deleted file mode 100644 index ca19b5ee..00000000 --- a/N3OW/common/men_at_arms_types/07_ep3_maa_types.txt +++ /dev/null @@ -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 -} diff --git a/N3OW/common/men_at_arms_types/09_mpo_maa_types.txt b/N3OW/common/men_at_arms_types/09_mpo_maa_types.txt deleted file mode 100644 index 9f84d5b0..00000000 --- a/N3OW/common/men_at_arms_types/09_mpo_maa_types.txt +++ /dev/null @@ -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 -} diff --git a/N3OW/common/men_at_arms_types/10_tgp_maa_types.txt b/N3OW/common/men_at_arms_types/10_tgp_maa_types.txt deleted file mode 100644 index e314053a..00000000 --- a/N3OW/common/men_at_arms_types/10_tgp_maa_types.txt +++ /dev/null @@ -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 -}