diff --git a/common/men_at_arms_types/NEOW_maa_types.txt b/common/men_at_arms_types/NEOW_maa_types.txt index 31b8e1e3..313ea92b 100644 --- a/common/men_at_arms_types/NEOW_maa_types.txt +++ b/common/men_at_arms_types/NEOW_maa_types.txt @@ -64,9 +64,9 @@ redcoats = { type = gunpowder damage = 60 - toughness = 28 - pursuit = 0 - screen = 10 + toughness = 13 + pursuit = 10 + screen = 15 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 @@ -664,6 +664,7 @@ toxic_gas_slingers = { ai_quality = { value = culture_ai_weight_skirmishers } icon = chemical_weapons } + airships = { type = airship @@ -761,13 +762,13 @@ tercos = { heavy_cavalry = 1 } - buy_cost = { gold = skirmisher_recruitment_cost } - low_maintenance_cost = { gold = skirmisher_low_maint_cost } - high_maintenance_cost = { gold = skirmisher_high_maint_cost } + buy_cost = { gold = pikemen_recruitment_cost } + low_maintenance_cost = { gold = pikemen_low_maint_cost } + high_maintenance_cost = { gold = pikemen_high_maint_cost } provision_cost = @provisions_cost_infantry_moderate ai_quality = { - value = culture_ai_weight_skirmishers + value = culture_ai_weight_pikemen } stack = 100 @@ -875,13 +876,13 @@ stadswacht = { heavy_cavalry = 1 } - buy_cost = { gold = skirmisher_recruitment_cost } - low_maintenance_cost = { gold = skirmisher_low_maint_cost } - high_maintenance_cost = { gold = skirmisher_high_maint_cost } - provision_cost = @provisions_cost_infantry_moderate + buy_cost = { gold = pikemen_recruitment_cost } + low_maintenance_cost = { gold = pikemen_low_maint_cost } + high_maintenance_cost = { gold = pikemen_high_maint_cost } + provision_cost = @provisions_cost_infantry_expensive ai_quality = { - value = culture_ai_weight_skirmishers + value = culture_ai_weight_pikemen } stack = 100 @@ -890,35 +891,44 @@ stadswacht = { } blauwegarde = { - type = pikemen + type = gunpowder - damage = 38 - toughness = 40 + damage = 60 + toughness = 28 pursuit = 0 - screen = 0 + screen = 10 can_recruit = { - valid_for_maa_trigger = { PARAMETER = unlock_maa_stadswacht } + 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_innovation = innovation_blauwegarde + } + } + + terrain_bonus = { + wetlands = { damage = -10 } + floodplains = { damage = -5 } } counters = { heavy_infantry = 1 - light_cavalry = 1 heavy_cavalry = 1 + pikemen = 1 } - buy_cost = { gold = skirmisher_recruitment_cost } - low_maintenance_cost = { gold = skirmisher_low_maint_cost } - high_maintenance_cost = { gold = skirmisher_high_maint_cost } - provision_cost = @provisions_cost_infantry_moderate + 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_infantry_bankrupting ai_quality = { - value = culture_ai_weight_skirmishers + value = counter_synergy_ai_weight_gunpowder } stack = 100 - icon = pikemen + icon = handgonne + } rodelansier = { @@ -939,18 +949,14 @@ rodelansier = { heavy_infantry = 1 } - buy_cost = { gold = skirmisher_recruitment_cost } - low_maintenance_cost = { gold = skirmisher_low_maint_cost } - high_maintenance_cost = { gold = skirmisher_high_maint_cost } - provision_cost = @provisions_cost_infantry_moderate - - ai_quality = { - value = culture_ai_weight_skirmishers - } - - stack = 100 - - icon = pikemen + buy_cost = { gold = monaspa_recruitment_cost } + low_maintenance_cost = { gold = monaspa_low_maint_cost } + high_maintenance_cost = { gold = monaspa_high_maint_cost } + provision_cost = @provisions_cost_cavalry_moderate + + stack = 50 + ai_quality = { value = @cultural_maa_extra_ai_score } + icon = monaspa } karabiniers = { @@ -996,4 +1002,215 @@ karabiniers = { reference = horse_gunmen_ill } icon = horse_gunmen +} + +besterios = { + type = archers + + damage = 46 + toughness = 20 + pursuit = 0 + screen = 0 + + terrain_bonus = { + hills = { damage = 10 toughness = 4 } + mountains = { damage = 8 toughness = 2 } + plains = { toughness = -8 } + drylands = { toughness = -8 } + desert = { toughness = -8 } + steppe = { toughness = -8 } + } + + counters = { + heavy_infantry = 1.25 + archer_cavalry = 2.5 + light_cavalry = 2.5 + } + + buy_cost = { gold = shenbigong_recruitment_cost } + low_maintenance_cost = { gold = shenbigong_low_maint_cost } + high_maintenance_cost = { gold = shenbigong_high_maint_cost } + provision_cost = @provisions_cost_infantry_expensive + + stack = 100 + ai_quality = { + value = counter_synergy_ai_weight_crossbowmen + add = @cultural_maa_extra_ai_score + } + + icon = crossbowmen +} + +arbalests = { + type = archers + + damage = 44 + toughness = 19 + pursuit = 5 + screen = 5 + + terrain_bonus = { + hills = { damage = 10 toughness = 4 } + mountains = { damage = 8 toughness = 2 } + plains = { toughness = -8 } + drylands = { toughness = -8 } + desert = { toughness = -8 } + steppe = { toughness = -8 } + } + + counters = { + heavy_infantry = 1.25 + archer_cavalry = 2.5 + light_cavalry = 2.5 + } + + buy_cost = { gold = shenbigong_recruitment_cost } + low_maintenance_cost = { gold = shenbigong_low_maint_cost } + high_maintenance_cost = { gold = shenbigong_high_maint_cost } + provision_cost = @provisions_cost_infantry_expensive + + stack = 100 + ai_quality = { + value = counter_synergy_ai_weight_crossbowmen + add = @cultural_maa_extra_ai_score + } + + icon = crossbowmen +} + +ordinenca = { + type = pikemen + + damage = 30 + toughness = 34 + pursuit = 5 + screen = 5 + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_ordinenca } + } + + counters = { + archer_cavalry = 1 + light_cavalry = 1 + heavy_cavalry = 1 + } + + buy_cost = { gold = pikemen_recruitment_cost } + low_maintenance_cost = { gold = pikemen_low_maint_cost } + high_maintenance_cost = { gold = pikemen_high_maint_cost } + provision_cost = @provisions_cost_infantry_moderate + + ai_quality = { + value = culture_ai_weight_pikemen + } + + stack = 100 + + icon = pikemen +} + +dalkarl = { + type = pikemen + + damage = 30 + toughness = 34 + pursuit = 5 + screen = 5 + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_dalkarl } + } + + counters = { + archer_cavalry = 1 + light_cavalry = 1 + heavy_cavalry = 1 + } + + buy_cost = { gold = pikemen_recruitment_cost } + low_maintenance_cost = { gold = pikemen_low_maint_cost } + high_maintenance_cost = { gold = pikemen_high_maint_cost } + provision_cost = @provisions_cost_infantry_moderate + + ai_quality = { + value = culture_ai_weight_pikemen + } + + stack = 100 + + icon = pikemen +} + +legionarios = { + type = gunpowder + + damage = 60 + toughness = 13 + 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_innovation = innovation_legionarios + } + } + + terrain_bonus = { + wetlands = { damage = -10 } + floodplains = { damage = -5 } + } + + counters = { + heavy_infantry = 1 + heavy_cavalry = 1 + pikemen = 1 + } + + 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_infantry_bankrupting + + ai_quality = { + value = counter_synergy_ai_weight_gunpowder + } + + stack = 100 + + icon = handgonne + +} + +albardiaz = { + type = pikemen + + damage = 38 + toughness = 40 + pursuit = 0 + screen = 0 + + can_recruit = { + valid_for_maa_trigger = { PARAMETER = unlock_maa_albardiaz } + } + + counters = { + heavy_infantry = 1 + light_cavalry = 1 + heavy_cavalry = 1 + } + + buy_cost = { gold = pikemen_recruitment_cost } + low_maintenance_cost = { gold = pikemen_low_maint_cost } + high_maintenance_cost = { gold = pikemen_high_maint_cost } + provision_cost = @provisions_cost_infantry_expensive + + ai_quality = { + value = culture_ai_weight_pikemen + } + + stack = 100 + + icon = pikemen } \ No newline at end of file