Fixes
This commit is contained in:
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86e5741102
commit
f005fb6d9d
12 changed files with 2 additions and 6716 deletions
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@ -7,10 +7,10 @@
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OR = {
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has_cultural_pillar = heritage_anglo_frisian
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has_cultural_pillar = heritage_scottish
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this = culture:maritimer
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this = culture:welsh
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any_parent_culture_or_above = {
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OR = {
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this = culture:maritimer
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this = culture:welsh
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}
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}
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}
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File diff suppressed because it is too large
Load diff
File diff suppressed because it is too large
Load diff
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@ -1,210 +0,0 @@
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# standard costs
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@maa_buy_cost = 150
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@maa_low_maintenance_cost = 1.0
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@maa_high_maintenance_cost = 5.0
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@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)
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# Must be synced between files with the values located at "# Provisions Costs #".
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@provisions_cost_infantry_cheap = 3
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@provisions_cost_infantry_moderate = 7
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@provisions_cost_infantry_expensive = 12
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@provisions_cost_infantry_bankrupting = 15
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@provisions_cost_cavalry_cheap = 7
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@provisions_cost_cavalry_moderate = 15
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@provisions_cost_cavalry_expensive = 21
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@provisions_cost_cavalry_bankrupting = 30
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@provisions_cost_special_cheap = 6
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@provisions_cost_special_moderate = 12
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@provisions_cost_special_expensive = 18
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@provisions_cost_special_bankrupting = 24
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asawira = { #Iranian knights in early caliphal armies. Can be restored as a military unit with Khvarenah 4 dynasty legacy perk.
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type = archer_cavalry
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damage = 90
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toughness = 35
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pursuit = 35
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screen = 10
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terrain_bonus = {
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plains = { damage = 30 }
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drylands = { damage = 30 }
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desert_mountains = { damage = 10 pursuit = 10 }
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hills = { damage = -10 }
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mountains = { damage = -50 }
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wetlands = { damage = -50 toughness = -15 pursuit = -20 }
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}
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counters = {
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skirmishers = 2
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heavy_infantry = 2
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}
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winter_bonus = {
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normal_winter = { damage = -15 toughness = -5 }
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harsh_winter = { damage = -30 toughness = -10 }
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}
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can_recruit = {
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dynasty ?= {
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has_dynasty_perk = fp3_khvarenah_legacy_4
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}
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}
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buy_cost = { gold = asawira_recruitment_cost }
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low_maintenance_cost = { gold = asawira_low_maint_cost }
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high_maintenance_cost = { gold = asawira_high_maint_cost }
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provision_cost = @provisions_cost_infantry_expensive
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stack = 50
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ai_quality = { value = @[cultural_maa_extra_ai_score + 30] }
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icon = asawira
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}
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tarkhan = {
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type = heavy_cavalry
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damage = 110
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toughness = 30
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pursuit = 30
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screen = 10
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terrain_bonus = {
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oasis = { damage = 30 }
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drylands = { damage = 25 }
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desert = { damage = 10 pursuit = 10 }
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mountains = { damage = -30 }
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wetlands = { damage = -80 toughness = -15 pursuit = -20 }
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}
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counters = {
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heavy_infantry = 1
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heavy_cavalry = 0.5
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gunpowder = 1
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}
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winter_bonus = {
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normal_winter = { damage = -10 toughness = -5 }
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harsh_winter = { damage = -20 toughness = -5 }
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}
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can_recruit = {
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OR = {
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AND = {
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has_government = landless_adventurer_government
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has_perk = planned_cultivation_perk
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location.culture ?= { has_cultural_parameter = unlock_maa_tarkhan }
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}
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culture = { has_cultural_parameter = unlock_maa_tarkhan }
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}
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NOT = {
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culture = { has_cultural_parameter = strength_in_numbers_heavy_maa_ban }
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}
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}
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buy_cost = { gold = cataphract_recruitment_cost }
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low_maintenance_cost = { gold = cataphract_low_maint_cost }
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high_maintenance_cost = { gold = cataphract_high_maint_cost }
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provision_cost = @provisions_cost_cavalry_expensive
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stack = 50
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ai_quality = { value = @[cultural_maa_extra_ai_score + 60] }
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icon = tarkhan
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}
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zupin_warrior = {
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type = pikemen
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damage = 16
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toughness = 16
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pursuit = 0
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screen = 10
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can_recruit = {
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OR = {
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AND = {
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has_government = landless_adventurer_government
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has_perk = planned_cultivation_perk
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location.culture ?= { has_cultural_parameter = unlock_maa_zupin_warrior }
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}
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culture = { has_cultural_parameter = unlock_maa_zupin_warrior }
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}
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}
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terrain_bonus = {
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mountains = { toughness = 12 }
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desert_mountains = { toughness = 12 }
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hills = { damage = 4 toughness = 8 }
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forest = { damage = 4 toughness = 8 pursuit = 4 }
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}
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counters = {
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heavy_cavalry = 0.5
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heavy_infantry = 1
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light_cavalry = 1
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}
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winter_bonus = {
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normal_winter = { damage = 4 pursuit = 5 }
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}
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buy_cost = { gold = bondi_recruitment_cost }
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low_maintenance_cost = { gold = bondi_low_maint_cost }
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high_maintenance_cost = { gold = bondi_high_maint_cost }
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provision_cost = @provisions_cost_infantry_moderate
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stack = 100
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ai_quality = { value = @[cultural_maa_extra_ai_score + 20] }
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icon = zupin_spearmen
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}
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tawashi = {
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type = light_cavalry
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damage = 25
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toughness = 15
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pursuit = 30
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screen = 30
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terrain_bonus = {
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plains = { damage = 10 }
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drylands = { damage = 10 }
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hills = { damage = 10 }
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mountains = { damage = 10 pursuit = 10 }
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desert_mountains = { damage = 10 pursuit = 10 }
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wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
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}
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counters = {
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archers = 1
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heavy_infantry = 1
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gunpowder = 1
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}
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can_recruit = {
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OR = {
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AND = {
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has_government = landless_adventurer_government
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has_perk = planned_cultivation_perk
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location.culture ?= { has_cultural_parameter = unlock_maa_tawashi }
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}
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culture = { has_cultural_parameter = unlock_maa_tawashi }
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}
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}
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winter_bonus = {
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harsh_winter = { damage = -5 toughness = -3 }
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}
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buy_cost = { gold = tawashi_recruitment_cost }
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low_maintenance_cost = { gold = tawashi_low_maint_cost }
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high_maintenance_cost = { gold = tawashi_high_maint_cost }
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provision_cost = @provisions_cost_cavalry_moderate
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stack = 100
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ai_quality = { value = @[cultural_maa_extra_ai_score + 40] }
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icon = tawashi
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}
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@ -1,42 +0,0 @@
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@maa_buy_cost = 150
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# Must be synced between files with the values located at "# Provisions Costs #".
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@provisions_cost_infantry_cheap = 3
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@provisions_cost_infantry_moderate = 7
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@provisions_cost_infantry_expensive = 12
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@provisions_cost_infantry_bankrupting = 15
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@provisions_cost_cavalry_cheap = 7
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@provisions_cost_cavalry_moderate = 15
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@provisions_cost_cavalry_expensive = 21
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@provisions_cost_cavalry_bankrupting = 30
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@provisions_cost_special_cheap = 6
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@provisions_cost_special_moderate = 12
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@provisions_cost_special_expensive = 18
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@provisions_cost_special_bankrupting = 24
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teutonic_knights = { # Actually all Christian knightly orders, not just the Teutons.
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type = heavy_infantry
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special_recruit_only = yes
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# Slightly stronger than normal Heavy Infantry MaA, to represent zeal & dedication to the cause.
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damage = 36
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toughness = 26
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pursuit = 0
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screen = 0
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buy_cost = { gold = heavy_infantry_recruitment_cost }
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low_maintenance_cost = { gold = heavy_infantry_low_maint_cost }
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high_maintenance_cost = { gold = heavy_infantry_high_maint_cost }
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provision_cost = @provisions_cost_infantry_expensive
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counters = {
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pikemen = 1
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peasant_militia = 2
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}
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stack = 100
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icon = heavy_infantry
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}
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@ -1,731 +0,0 @@
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# standard costs
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@maa_buy_cost = 150
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@maa_low_maintenance_cost = 1.0
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@maa_high_maintenance_cost = 5.0
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# Must be synced between files with the values located at "# Provisions Costs #".
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@provisions_cost_infantry_cheap = 3
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@provisions_cost_infantry_moderate = 7
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@provisions_cost_infantry_expensive = 12
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@provisions_cost_infantry_bankrupting = 15
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@provisions_cost_cavalry_cheap = 7
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@provisions_cost_cavalry_moderate = 15
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@provisions_cost_cavalry_expensive = 21
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@provisions_cost_cavalry_bankrupting = 30
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@provisions_cost_special_cheap = 6
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@provisions_cost_special_moderate = 12
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@provisions_cost_special_expensive = 18
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@provisions_cost_special_bankrupting = 24
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light_footmen = {
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type = skirmishers
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damage = 10
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toughness = 16
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pursuit = 10
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screen = 16
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terrain_bonus = {
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forest = { damage = 4 toughness = 6 }
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taiga = { damage = 4 toughness = 6 }
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jungle = { damage = 4 toughness = 6 }
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}
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counters = {
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heavy_infantry = 1
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}
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can_recruit = {
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NOR = {
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government_has_flag = government_is_nomadic
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government_has_flag = government_is_herder
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}
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}
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should_show_when_unavailable = {
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government_allows = subject_men_at_arms
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}
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buy_cost = { gold = skirmisher_recruitment_cost }
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low_maintenance_cost = { gold = skirmisher_low_maint_cost }
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high_maintenance_cost = { gold = skirmisher_high_maint_cost }
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provision_cost = @provisions_cost_infantry_cheap
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holy_order_fallback = yes
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stack = 100
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ai_quality = { value = culture_ai_weight_skirmishers }
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illustration = {
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trigger = {
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should_use_asian_maa_graphics = yes
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}
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reference = skirmishers_asia
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}
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illustration = {
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reference = skirmishers
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}
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}
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bowmen = {
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type = archers
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damage = 25
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toughness = 10
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pursuit = 0
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screen = 0
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terrain_bonus = {
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hills = { damage = 10 toughness = 4 }
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forest = { toughness = 4 screen = 4 }
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taiga = { toughness = 4 screen = 4 }
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}
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counters = {
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skirmishers = 1
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}
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can_recruit = {
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NOR = {
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government_has_flag = government_is_nomadic
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government_has_flag = government_is_herder
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}
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}
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should_show_when_unavailable = {
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government_allows = subject_men_at_arms
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}
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buy_cost = { gold = bowmen_recruitment_cost }
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low_maintenance_cost = { gold = bowmen_low_maint_cost }
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high_maintenance_cost = { gold = bowmen_high_maint_cost }
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provision_cost = @provisions_cost_infantry_moderate
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holy_order_fallback = yes
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stack = 100
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ai_quality = {
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value = culture_ai_weight_archers
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add = counter_synergy_ai_weight_archers
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}
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illustration = {
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trigger = {
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should_use_asian_maa_graphics = yes
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}
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reference = bowmen_asia
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}
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illustration = {
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reference = bowmen
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}
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}
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light_horsemen = {
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type = light_cavalry
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damage = 22
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toughness = 15
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pursuit = 30
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screen = 30
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terrain_bonus = {
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plains = { damage = 15 }
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drylands = { damage = 15 }
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hills = { damage = -5 }
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mountains = { damage = -10 pursuit = -20 }
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desert_mountains = { damage = -15 pursuit = -20 }
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wetlands = { damage = -15 toughness = -10 pursuit = -30 screen = -30 }
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}
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counters = {
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archers = 1
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gunpowder = 1
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}
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can_recruit = {
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NOR = {
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government_has_flag = government_is_nomadic
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government_has_flag = government_is_herder
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}
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}
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should_show_when_unavailable = {
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government_allows = subject_men_at_arms
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NOT = { has_access_to_maa = steppe_raiders }
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}
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access_through_subject = {
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NOT = { has_access_to_maa = steppe_raiders }
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}
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winter_bonus = {
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harsh_winter = { damage = -5 toughness = -2 }
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}
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buy_cost = { gold = light_cavalry_recruitment_cost }
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low_maintenance_cost = { gold = light_cavalry_low_maint_cost }
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high_maintenance_cost = { gold = light_cavalry_high_maint_cost }
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provision_cost = @provisions_cost_cavalry_cheap
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holy_order_fallback = yes
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stack = 100
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ai_quality = {
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value = culture_ai_weight_light_cavalry
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add = counter_synergy_ai_weight_light_cavalry
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}
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illustration = {
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trigger = {
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should_use_asian_maa_graphics = yes
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}
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reference = light_cavalry_asia
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}
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illustration = {
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reference = light_cavalry
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}
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}
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pikemen_unit = {
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type = pikemen
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damage = 22
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toughness = 24
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pursuit = 0
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screen = 0
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terrain_bonus = {
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mountains = { toughness = 12 }
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desert_mountains = { toughness = 12 }
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hills = { toughness = 8 }
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}
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counters = {
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light_cavalry = 1
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heavy_cavalry = 1
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camel_cavalry = 1
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elephant_cavalry = 1
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}
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can_recruit = {
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NOR = {
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government_has_flag = government_is_nomadic
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government_has_flag = government_is_herder
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}
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}
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should_show_when_unavailable = {
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government_allows = subject_men_at_arms
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}
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buy_cost = { gold = pikemen_recruitment_cost }
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low_maintenance_cost = { gold = pikemen_low_maint_cost }
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high_maintenance_cost = { gold = pikemen_high_maint_cost }
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provision_cost = @provisions_cost_infantry_expensive
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holy_order_fallback = yes
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stack = 100
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ai_quality = {
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value = culture_ai_weight_pikemen
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add = counter_synergy_ai_weight_pikemen
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}
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illustration = {
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trigger = {
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should_use_asian_maa_graphics = yes
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}
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reference = pikemen_asia
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}
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illustration = {
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reference = pikemen
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}
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}
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#Tribal Era
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||||
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
|
||||
}
|
||||
}
|
||||
|
|
@ -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
|
||||
}
|
||||
|
|
@ -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
|
||||
}
|
||||
|
|
@ -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
|
||||
}
|
||||
|
|
@ -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
|
||||
}
|
||||
|
|
@ -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
|
||||
}
|
||||
|
|
@ -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
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue