Update NEOW_maa_types.txt
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b3dc15e8cf
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1 changed files with 253 additions and 36 deletions
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@ -64,9 +64,9 @@ redcoats = {
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type = gunpowder
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type = gunpowder
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damage = 60
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damage = 60
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toughness = 28
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toughness = 13
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pursuit = 0
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pursuit = 10
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screen = 10
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screen = 15
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can_recruit = {
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can_recruit = {
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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
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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
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@ -664,6 +664,7 @@ toxic_gas_slingers = {
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ai_quality = { value = culture_ai_weight_skirmishers }
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ai_quality = { value = culture_ai_weight_skirmishers }
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icon = chemical_weapons
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icon = chemical_weapons
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}
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}
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airships = {
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airships = {
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type = airship
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type = airship
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@ -761,13 +762,13 @@ tercos = {
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heavy_cavalry = 1
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heavy_cavalry = 1
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}
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}
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buy_cost = { gold = skirmisher_recruitment_cost }
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buy_cost = { gold = pikemen_recruitment_cost }
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low_maintenance_cost = { gold = skirmisher_low_maint_cost }
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low_maintenance_cost = { gold = pikemen_low_maint_cost }
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high_maintenance_cost = { gold = skirmisher_high_maint_cost }
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high_maintenance_cost = { gold = pikemen_high_maint_cost }
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provision_cost = @provisions_cost_infantry_moderate
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provision_cost = @provisions_cost_infantry_moderate
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ai_quality = {
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ai_quality = {
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value = culture_ai_weight_skirmishers
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value = culture_ai_weight_pikemen
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}
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}
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stack = 100
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stack = 100
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@ -875,13 +876,13 @@ stadswacht = {
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heavy_cavalry = 1
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heavy_cavalry = 1
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}
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}
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buy_cost = { gold = skirmisher_recruitment_cost }
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buy_cost = { gold = pikemen_recruitment_cost }
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low_maintenance_cost = { gold = skirmisher_low_maint_cost }
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low_maintenance_cost = { gold = pikemen_low_maint_cost }
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high_maintenance_cost = { gold = skirmisher_high_maint_cost }
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high_maintenance_cost = { gold = pikemen_high_maint_cost }
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provision_cost = @provisions_cost_infantry_moderate
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provision_cost = @provisions_cost_infantry_expensive
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ai_quality = {
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ai_quality = {
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value = culture_ai_weight_skirmishers
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value = culture_ai_weight_pikemen
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}
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}
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stack = 100
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stack = 100
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@ -890,35 +891,44 @@ stadswacht = {
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}
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}
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blauwegarde = {
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blauwegarde = {
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type = pikemen
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type = gunpowder
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damage = 38
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damage = 60
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toughness = 40
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toughness = 28
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pursuit = 0
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pursuit = 0
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screen = 0
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screen = 10
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can_recruit = {
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can_recruit = {
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valid_for_maa_trigger = { PARAMETER = unlock_maa_stadswacht }
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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
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culture = {
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has_innovation = innovation_blauwegarde
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}
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}
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terrain_bonus = {
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wetlands = { damage = -10 }
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floodplains = { damage = -5 }
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}
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}
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counters = {
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counters = {
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heavy_infantry = 1
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heavy_infantry = 1
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light_cavalry = 1
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heavy_cavalry = 1
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heavy_cavalry = 1
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pikemen = 1
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}
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}
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buy_cost = { gold = skirmisher_recruitment_cost }
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buy_cost = { gold = conrois_recruitment_cost }
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low_maintenance_cost = { gold = skirmisher_low_maint_cost }
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low_maintenance_cost = { gold = conrois_low_maint_cost }
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high_maintenance_cost = { gold = skirmisher_high_maint_cost }
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high_maintenance_cost = { gold = conrois_high_maint_cost }
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provision_cost = @provisions_cost_infantry_moderate
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provision_cost = @provisions_cost_infantry_bankrupting
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ai_quality = {
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ai_quality = {
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value = culture_ai_weight_skirmishers
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value = counter_synergy_ai_weight_gunpowder
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}
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}
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stack = 100
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stack = 100
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icon = pikemen
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icon = handgonne
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}
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}
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rodelansier = {
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rodelansier = {
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@ -939,18 +949,14 @@ rodelansier = {
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heavy_infantry = 1
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heavy_infantry = 1
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}
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}
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buy_cost = { gold = skirmisher_recruitment_cost }
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buy_cost = { gold = monaspa_recruitment_cost }
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low_maintenance_cost = { gold = skirmisher_low_maint_cost }
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low_maintenance_cost = { gold = monaspa_low_maint_cost }
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high_maintenance_cost = { gold = skirmisher_high_maint_cost }
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high_maintenance_cost = { gold = monaspa_high_maint_cost }
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provision_cost = @provisions_cost_infantry_moderate
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provision_cost = @provisions_cost_cavalry_moderate
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ai_quality = {
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stack = 50
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value = culture_ai_weight_skirmishers
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ai_quality = { value = @cultural_maa_extra_ai_score }
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}
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icon = monaspa
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stack = 100
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icon = pikemen
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}
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}
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karabiniers = {
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karabiniers = {
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@ -997,3 +1003,214 @@ karabiniers = {
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}
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}
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icon = horse_gunmen
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icon = horse_gunmen
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}
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}
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besterios = {
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type = archers
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damage = 46
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toughness = 20
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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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mountains = { damage = 8 toughness = 2 }
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plains = { toughness = -8 }
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drylands = { toughness = -8 }
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desert = { toughness = -8 }
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steppe = { toughness = -8 }
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}
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counters = {
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heavy_infantry = 1.25
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archer_cavalry = 2.5
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light_cavalry = 2.5
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}
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buy_cost = { gold = shenbigong_recruitment_cost }
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low_maintenance_cost = { gold = shenbigong_low_maint_cost }
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high_maintenance_cost = { gold = shenbigong_high_maint_cost }
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provision_cost = @provisions_cost_infantry_expensive
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stack = 100
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ai_quality = {
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value = counter_synergy_ai_weight_crossbowmen
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add = @cultural_maa_extra_ai_score
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}
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icon = crossbowmen
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}
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arbalests = {
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type = archers
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damage = 44
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toughness = 19
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pursuit = 5
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screen = 5
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terrain_bonus = {
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hills = { damage = 10 toughness = 4 }
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mountains = { damage = 8 toughness = 2 }
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plains = { toughness = -8 }
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drylands = { toughness = -8 }
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desert = { toughness = -8 }
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steppe = { toughness = -8 }
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}
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counters = {
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heavy_infantry = 1.25
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archer_cavalry = 2.5
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light_cavalry = 2.5
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}
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buy_cost = { gold = shenbigong_recruitment_cost }
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low_maintenance_cost = { gold = shenbigong_low_maint_cost }
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high_maintenance_cost = { gold = shenbigong_high_maint_cost }
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provision_cost = @provisions_cost_infantry_expensive
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stack = 100
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ai_quality = {
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value = counter_synergy_ai_weight_crossbowmen
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add = @cultural_maa_extra_ai_score
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}
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icon = crossbowmen
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}
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ordinenca = {
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type = pikemen
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damage = 30
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toughness = 34
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pursuit = 5
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screen = 5
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can_recruit = {
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valid_for_maa_trigger = { PARAMETER = unlock_maa_ordinenca }
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}
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counters = {
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archer_cavalry = 1
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light_cavalry = 1
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heavy_cavalry = 1
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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_moderate
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ai_quality = {
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value = culture_ai_weight_pikemen
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}
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stack = 100
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icon = pikemen
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}
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dalkarl = {
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type = pikemen
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damage = 30
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toughness = 34
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pursuit = 5
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screen = 5
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can_recruit = {
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valid_for_maa_trigger = { PARAMETER = unlock_maa_dalkarl }
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}
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counters = {
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archer_cavalry = 1
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light_cavalry = 1
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heavy_cavalry = 1
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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_moderate
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ai_quality = {
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value = culture_ai_weight_pikemen
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}
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stack = 100
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icon = pikemen
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}
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legionarios = {
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type = gunpowder
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damage = 60
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toughness = 13
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pursuit = 0
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screen = 5
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can_recruit = {
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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
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culture = {
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has_innovation = innovation_legionarios
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}
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}
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terrain_bonus = {
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wetlands = { damage = -10 }
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floodplains = { damage = -5 }
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}
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counters = {
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heavy_infantry = 1
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heavy_cavalry = 1
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pikemen = 1
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}
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buy_cost = { gold = conrois_recruitment_cost }
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low_maintenance_cost = { gold = conrois_low_maint_cost }
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high_maintenance_cost = { gold = conrois_high_maint_cost }
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provision_cost = @provisions_cost_infantry_bankrupting
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ai_quality = {
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value = counter_synergy_ai_weight_gunpowder
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}
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stack = 100
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icon = handgonne
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}
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albardiaz = {
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type = pikemen
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damage = 38
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toughness = 40
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pursuit = 0
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screen = 0
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can_recruit = {
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valid_for_maa_trigger = { PARAMETER = unlock_maa_albardiaz }
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}
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counters = {
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heavy_infantry = 1
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light_cavalry = 1
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heavy_cavalry = 1
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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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ai_quality = {
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value = culture_ai_weight_pikemen
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}
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stack = 100
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icon = pikemen
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}
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