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No commits in common. "10a66496fe108e4f909a60e02340412054c22de6" and "821cf5b44c670d4bcdb5fe37a76e9811bc5e3377" have entirely different histories.

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@ -64,9 +64,9 @@ redcoats = {
type = gunpowder type = gunpowder
damage = 60 damage = 60
toughness = 13 toughness = 28
pursuit = 10 pursuit = 0
screen = 15 screen = 10
can_recruit = { 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 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
@ -664,7 +664,6 @@ toxic_gas_slingers = {
ai_quality = { value = culture_ai_weight_skirmishers } ai_quality = { value = culture_ai_weight_skirmishers }
icon = chemical_weapons icon = chemical_weapons
} }
airships = { airships = {
type = airship type = airship
@ -762,13 +761,13 @@ tercos = {
heavy_cavalry = 1 heavy_cavalry = 1
} }
buy_cost = { gold = pikemen_recruitment_cost } buy_cost = { gold = skirmisher_recruitment_cost }
low_maintenance_cost = { gold = pikemen_low_maint_cost } low_maintenance_cost = { gold = skirmisher_low_maint_cost }
high_maintenance_cost = { gold = pikemen_high_maint_cost } high_maintenance_cost = { gold = skirmisher_high_maint_cost }
provision_cost = @provisions_cost_infantry_moderate provision_cost = @provisions_cost_infantry_moderate
ai_quality = { ai_quality = {
value = culture_ai_weight_pikemen value = culture_ai_weight_skirmishers
} }
stack = 100 stack = 100
@ -876,13 +875,13 @@ stadswacht = {
heavy_cavalry = 1 heavy_cavalry = 1
} }
buy_cost = { gold = pikemen_recruitment_cost } buy_cost = { gold = skirmisher_recruitment_cost }
low_maintenance_cost = { gold = pikemen_low_maint_cost } low_maintenance_cost = { gold = skirmisher_low_maint_cost }
high_maintenance_cost = { gold = pikemen_high_maint_cost } high_maintenance_cost = { gold = skirmisher_high_maint_cost }
provision_cost = @provisions_cost_infantry_expensive provision_cost = @provisions_cost_infantry_moderate
ai_quality = { ai_quality = {
value = culture_ai_weight_pikemen value = culture_ai_weight_skirmishers
} }
stack = 100 stack = 100
@ -891,44 +890,35 @@ stadswacht = {
} }
blauwegarde = { blauwegarde = {
type = gunpowder type = pikemen
damage = 60 damage = 38
toughness = 28 toughness = 40
pursuit = 0 pursuit = 0
screen = 10 screen = 0
can_recruit = { 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 valid_for_maa_trigger = { PARAMETER = unlock_maa_stadswacht }
culture = {
has_innovation = innovation_blauwegarde
}
}
terrain_bonus = {
wetlands = { damage = -10 }
floodplains = { damage = -5 }
} }
counters = { counters = {
heavy_infantry = 1 heavy_infantry = 1
light_cavalry = 1
heavy_cavalry = 1 heavy_cavalry = 1
pikemen = 1
} }
buy_cost = { gold = conrois_recruitment_cost } buy_cost = { gold = skirmisher_recruitment_cost }
low_maintenance_cost = { gold = conrois_low_maint_cost } low_maintenance_cost = { gold = skirmisher_low_maint_cost }
high_maintenance_cost = { gold = conrois_high_maint_cost } high_maintenance_cost = { gold = skirmisher_high_maint_cost }
provision_cost = @provisions_cost_infantry_bankrupting provision_cost = @provisions_cost_infantry_moderate
ai_quality = { ai_quality = {
value = counter_synergy_ai_weight_gunpowder value = culture_ai_weight_skirmishers
} }
stack = 100 stack = 100
icon = handgonne icon = pikemen
} }
rodelansier = { rodelansier = {
@ -949,14 +939,18 @@ rodelansier = {
heavy_infantry = 1 heavy_infantry = 1
} }
buy_cost = { gold = monaspa_recruitment_cost } buy_cost = { gold = skirmisher_recruitment_cost }
low_maintenance_cost = { gold = monaspa_low_maint_cost } low_maintenance_cost = { gold = skirmisher_low_maint_cost }
high_maintenance_cost = { gold = monaspa_high_maint_cost } high_maintenance_cost = { gold = skirmisher_high_maint_cost }
provision_cost = @provisions_cost_cavalry_moderate provision_cost = @provisions_cost_infantry_moderate
stack = 50 ai_quality = {
ai_quality = { value = @cultural_maa_extra_ai_score } value = culture_ai_weight_skirmishers
icon = monaspa }
stack = 100
icon = pikemen
} }
karabiniers = { karabiniers = {
@ -1003,214 +997,3 @@ karabiniers = {
} }
icon = horse_gunmen 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
}