Update NEOW_maa_types.txt

This commit is contained in:
edwardtheelbowhigh 2026-06-06 21:37:39 +01:00
parent b3dc15e8cf
commit f86c40aab9

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@ -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
}