# standard costs @maa_buy_cost = 150 @maa_low_maintenance_cost = 1.0 @maa_high_maintenance_cost = 5.0 @cultural_maa_extra_ai_score = 25 # Equivalent to having 2.5 extra regiments beyond what the code scoring would indicate (see NEGATIVE_SCORE_PER_EXISTING_REGIMENT) huscarl = { type = heavy_infantry damage = 40 toughness = 26 pursuit = 0 screen = 24 terrain_bonus = { taiga = { damage = 8 } forest = { damage = 8 } } counters = { pikemen = 1 archers = 1 } buy_cost = { gold = huscarls_recruitment_cost } low_maintenance_cost = { gold = huscarls_low_maint_cost } high_maintenance_cost = { gold = huscarls_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = heavy_infantry } landsknecht = { type = pikemen damage = 30 toughness = 24 pursuit = 0 screen = 0 terrain_bonus = { hills = { damage = 3 toughness = 8 } mountains = { damage = 5 toughness = 12 } desert_mountains = { damage = 5 toughness = 12 } } counters = { pikemen = 0.5 light_cavalry = 2 heavy_cavalry = 2 } buy_cost = { gold = landsknecht_recruitment_cost } low_maintenance_cost = { gold = landsknecht_low_maint_cost } high_maintenance_cost = { gold = landsknecht_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = pikemen } longbowmen = { type = archers damage = 45 toughness = 14 pursuit = 0 screen = 0 terrain_bonus = { hills = { damage = 12 toughness = 4 } } counters = { skirmishers = 1 heavy_cavalry = 1 } buy_cost = { gold = longbowmen_recruitment_cost } low_maintenance_cost = { gold = longbowmen_low_maint_cost } high_maintenance_cost = { gold = longbowmen_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = bowmen } goedendag = { type = skirmishers damage = 13 toughness = 18 pursuit = 0 screen = 16 counters = { heavy_infantry = 1 heavy_cavalry = 1 } buy_cost = { gold = goedendag_recruitment_cost } low_maintenance_cost = { gold = goedendag_low_maint_cost } high_maintenance_cost = { gold = goedendag_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = skirmishers } gendarme = { type = heavy_cavalry damage = 125 toughness = 35 pursuit = 20 screen = 10 terrain_bonus = { plains = { damage = 30 } drylands = { damage = 30 } hills = { damage = -10 } jungle = { damage = -25 } mountains = { damage = -50 } desert_mountains = { damage = -50 } wetlands = { damage = -75 } } counters = { archers = 1 } buy_cost = { gold = gendarme_recruitment_cost } low_maintenance_cost = { gold = gendarme_low_maint_cost } high_maintenance_cost = { gold = gendarme_high_maint_cost } stack = 50 ai_quality = { value = @cultural_maa_extra_ai_score } icon = heavy_cavalry } chasseur = { type = light_cavalry damage = 50 toughness = 20 pursuit = 50 screen = 15 terrain_bonus = { plains = { damage = 10 } drylands = { damage = 10 } desert = { damage = 10 } hills = { damage = -5 } mountains = { damage = -25 } desert_mountains = { damage = -25 } wetlands = { damage = -30 pursuit = -25 screen = -15 } } counters = { archers = 1 } buy_cost = { gold = chasseur_recruitment_cost } low_maintenance_cost = { gold = chasseur_low_maint_cost } high_maintenance_cost = { gold = chasseur_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = light_cavalry } picchieri = { type = pikemen damage = 40 toughness = 24 pursuit = 0 screen = 0 terrain_bonus = { hills = { toughness = 10 } mountains = { toughness = 12 } desert_mountains = { toughness = 12 } } counters = { light_cavalry = 1 heavy_cavalry = 1 } buy_cost = { gold = picchieri_recruitment_cost } low_maintenance_cost = { gold = picchieri_low_maint_cost } high_maintenance_cost = { gold = picchieri_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = pikemen } praetorian = { type = heavy_infantry damage = 60 toughness = 30 pursuit = 0 screen = 20 counters = { pikemen = 1 } buy_cost = { gold = praetorian_recruitment_cost } low_maintenance_cost = { gold = praetorian_low_maint_cost } high_maintenance_cost = { gold = praetorian_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = heavy_infantry } caballero = { type = light_cavalry damage = 30 toughness = 20 pursuit = 20 screen = 50 terrain_bonus = { plains = { damage = 10 } drylands = { damage = 10 } hills = { toughness = 10 } mountains = { damage = -10 } desert_mountains = { damage = -15 } wetlands = { damage = -20 pursuit = -20 screen = -30 } } counters = { archers = 1 } buy_cost = { gold = caballero_recruitment_cost } low_maintenance_cost = { gold = caballero_low_maint_cost } high_maintenance_cost = { gold = caballero_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = light_cavalry } cataphract = { type = heavy_cavalry damage = 120 toughness = 35 pursuit = 25 screen = 10 terrain_bonus = { plains = { damage = 30 } drylands = { damage = 30 } hills = { damage = -10 } mountains = { damage = -50 } desert_mountains = { damage = -50 } wetlands = { damage = -90 } } counters = { archers = 1 } buy_cost = { gold = cataphract_recruitment_cost } low_maintenance_cost = { gold = cataphract_low_maint_cost } high_maintenance_cost = { gold = cataphract_high_maint_cost } stack = 50 ai_quality = { value = @cultural_maa_extra_ai_score } icon = heavy_cavalry } hobelar = { type = light_cavalry damage = 30 toughness = 20 pursuit = 50 screen = 30 terrain_bonus = { hills = { damage = 10 } forest = { damage = 10 } mountains = { damage = -10 } desert_mountains = { damage = -15 } wetlands = { damage = -20 pursuit = -20 screen = -20 } } counters = { archers = 1 } buy_cost = { gold = hobelar_recruitment_cost } low_maintenance_cost = { gold = hobelar_low_maint_cost } high_maintenance_cost = { gold = hobelar_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = light_cavalry } schiltron = { type = pikemen damage = 36 toughness = 28 pursuit = 0 screen = 0 terrain_bonus = { plains = { damage = 8 } hills = { toughness = 8 } mountains = { toughness = 12 } desert_mountains = { toughness = 12 } } counters = { light_cavalry = 1 heavy_cavalry = 1 } buy_cost = { gold = schiltron_recruitment_cost } low_maintenance_cost = { gold = schiltron_low_maint_cost } high_maintenance_cost = { gold = schiltron_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = pikemen } metsanvartija = { type = archers damage = 30 toughness = 14 pursuit = 10 screen = 10 terrain_bonus = { forest = { damage = 10 toughness = 4 } taiga = { damage = 10 toughness = 4 } } counters = { skirmishers = 1 } buy_cost = { gold = metsanvartija_recruitment_cost } low_maintenance_cost = { gold = metsanvartija_low_maint_cost } high_maintenance_cost = { gold = metsanvartija_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = bowmen } horse_archers = { type = skirmishers 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 = 1 heavy_infantry = 1 } 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 } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = horse_archers } mubarizun = { type = heavy_infantry damage = 45 toughness = 25 pursuit = 0 screen = 0 counters = { pikemen = 1 heavy_infantry = 1 } buy_cost = { gold = mubarizun_recruitment_cost } low_maintenance_cost = { gold = mubarizun_low_maint_cost } high_maintenance_cost = { gold = mubarizun_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = heavy_infantry } druzhina = { type = heavy_infantry damage = 40 toughness = 30 pursuit = 0 screen = 30 counters = { pikemen = 1 } buy_cost = { gold = druzhina_recruitment_cost } low_maintenance_cost = { gold = druzhina_low_maint_cost } high_maintenance_cost = { gold = druzhina_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = heavy_infantry } hussar = { type = light_cavalry damage = 40 toughness = 20 pursuit = 60 screen = 40 terrain_bonus = { plains = { damage = 10 } drylands = { damage = 10 } hills = { damage = -15 } mountains = { damage = -20 } desert_mountains = { damage = -25 } wetlands = { damage = -30 pursuit = -30 screen = -30 } } counters = { archers = 1 } buy_cost = { gold = hussar_recruitment_cost } low_maintenance_cost = { gold = hussar_low_maint_cost } high_maintenance_cost = { gold = hussar_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = light_cavalry } horn_warrior = { type = skirmishers damage = 12 toughness = 16 pursuit = 0 screen = 20 terrain_bonus = { mountains = { damage = 10 toughness = 10 } desert_mountains = { damage = 10 toughness = 10 } hills = { damage = 4 toughness = 6 } } counters = { heavy_infantry = 1 } buy_cost = { gold = horn_warrior_recruitment_cost } low_maintenance_cost = { gold = horn_warrior_low_maint_cost } high_maintenance_cost = { gold = horn_warrior_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = skirmishers } bush_hunter = { type = archers damage = 30 toughness = 14 pursuit = 5 screen = 0 terrain_bonus = { jungle = { damage = 8 toughness = 4 } forest = { damage = 8 toughness = 4 } hills = { damage = 8 toughness = 4 } } counters = { skirmishers = 1 } buy_cost = { gold = bush_hunter_recruitment_cost } low_maintenance_cost = { gold = bush_hunter_low_maint_cost } high_maintenance_cost = { gold = bush_hunter_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = bowmen } shomer = { type = skirmishers damage = 10 toughness = 24 pursuit = 0 screen = 40 counters = { heavy_infantry = 1 } buy_cost = { gold = shomer_recruitment_cost } low_maintenance_cost = { gold = shomer_low_maint_cost } high_maintenance_cost = { gold = shomer_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = skirmishers } khandayat = { type = heavy_infantry damage = 42 toughness = 22 pursuit = 0 screen = 0 terrain_bonus = { jungle = { damage = 12 toughness = 8 } } counters = { light_cavalry = 1 pikemen = 1 } buy_cost = { gold = khandayat_recruitment_cost } low_maintenance_cost = { gold = khandayat_low_maint_cost } high_maintenance_cost = { gold = khandayat_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = heavy_infantry } mountaineer = { type = heavy_infantry damage = 40 toughness = 26 pursuit = 0 screen = 0 terrain_bonus = { mountains = { damage = 12 toughness = 12 } desert_mountains = { damage = 12 toughness = 12 } } counters = { pikemen = 1 } buy_cost = { gold = mountaineer_recruitment_cost } low_maintenance_cost = { gold = mountaineer_low_maint_cost } high_maintenance_cost = { gold = mountaineer_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = heavy_infantry } sahel_horsemen = { type = light_cavalry damage = 30 toughness = 20 pursuit = 30 screen = 30 terrain_bonus = { drylands = { damage = 10 toughness = 5 } floodplains = { damage = 10 toughness = 5 } desert = { damage = 10 toughness = 5 } oasis = { damage = 10 toughness = 5 } hills = { damage = -10 } mountains = { damage = -20 } desert_mountains = { damage = -20 } wetlands = { damage = -20 pursuit = -20 screen = -20 } } counters = { archers = 1 heavy_infantry = 1 } buy_cost = { gold = sahel_rider_recruitment_cost } low_maintenance_cost = { gold = sahel_rider_low_maint_cost } high_maintenance_cost = { gold = sahel_rider_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = light_cavalry } guinea_warrior = { #AKA Guinean uplander type = skirmishers damage = 18 toughness = 14 pursuit = 0 screen = 20 terrain_bonus = { forest = { damage = 10 toughness = 8 } hills = { damage = 6 toughness = 4 } drylands = { damage = 6 toughness = 4 } } counters = { heavy_infantry = 1 } buy_cost = { gold = guinea_warrior_recruitment_cost } low_maintenance_cost = { gold = guinea_warrior_low_maint_cost } high_maintenance_cost = { gold = guinea_warrior_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = skirmishers } sarawit = { #AKA Ethiopian mountaineer type = heavy_infantry damage = 32 toughness = 26 pursuit = 0 screen = 10 terrain_bonus = { mountains = { damage = 12 toughness = 10 } desert_mountains = { damage = 10 toughness = 8 } hills = { damage = 8 toughness = 5 } drylands = { screen = -10 } desert = { toughness = -10 screen = -10 } } counters = { light_cavalry = 1 } buy_cost = { gold = sarawit_recruitment_cost } low_maintenance_cost = { gold = sarawit_low_maint_cost } high_maintenance_cost = { gold = sarawit_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = heavy_infantry } abudrar = { #AKA Jabali - Berber mountaineer type = skirmishers damage = 20 toughness = 16 pursuit = 20 screen = 10 terrain_bonus = { desert_mountains = { damage = 10 toughness = 8 } mountains = { damage = 8 toughness = 6 } hills = { damage = 8 toughness = 6 } desert = { pursuit = -10 screen = -10 } } counters = { light_cavalry = 1 heavy_infantry = 1 } buy_cost = { gold = abudrar_recruitment_cost } low_maintenance_cost = { gold = abudrar_low_maint_cost } high_maintenance_cost = { gold = abudrar_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = skirmishers } zbrojnosh = { type = heavy_infantry damage = 34 toughness = 20 pursuit = 0 screen = 10 terrain_bonus = { hills = { damage = 8 toughness = 5 } mountains = { damage = 6 } forest = { damage = 6 } wetlands = { damage = -10 pursuit = -10 } } counters = { pikemen = 1 archers = 1 } buy_cost = { gold = zbrojnosh_recruitment_cost } low_maintenance_cost = { gold = zbrojnosh_low_maint_cost } high_maintenance_cost = { gold = zbrojnosh_high_maint_cost } stack = 100 ai_quality = { value = @cultural_maa_extra_ai_score } icon = heavy_infantry } palace_guards = { type = heavy_infantry damage = 38 toughness = 24 pursuit = 0 screen = 20 terrain_bonus = { jungle = { damage = 10 toughness = 6 } hills = { damage = 8 toughness = 4 } } counters = { pikemen = 2 } buy_cost = { gold = palace_guards_recruitment_cost } low_maintenance_cost = { gold = palace_guards_low_maint_cost } high_maintenance_cost = { gold = palace_guards_high_maint_cost } mercenary_fallback = yes holy_order_fallback = yes stack = 100 icon = heavy_infantry } chu_ko_nu = { type = archers damage = 30 toughness = 20 pursuit = 0 screen = 0 terrain_bonus = { hills = { damage = 10 toughness = 4 } mountains = { damage = 8 toughness = 2 } desert_mountains = { damage = 8 toughness = 2 } } counters = { skirmishers = 1 } buy_cost = { gold = chu_ko_nu_recruitment_cost } low_maintenance_cost = { gold = chu_ko_nu_low_maint_cost } high_maintenance_cost = { gold = chu_ko_nu_high_maint_cost } stack = 100 icon = crossbowmen }