# Types:
# 0 - Light Infantry
# 1 - Heavy Infantry
# 2 - Pikemen
# 3 - Light Cavalry
# 4 - Heavy Cavalry
# 5 - Archers
# 6 - Special troops

# Doctrine retinues

ReformationReformPietyRetinueLI = {
	first_type = 0
	first_amount = 800
	
	potential = {
		is_nomadic = no
		has_religion_feature = RR_religion_feature_retinues
		capital_scope = {
			OR = {
				terrain = mountain
				terrain = jungle
				terrain = arctic
				terrain = desert
				terrain = marsh
				terrain = coastal_desert
			}
		}
	}
	
	hire_cost = 200
	costs_piety = yes
	
	modifier = {
		light_infantry_morale = 0.4
	}
}

ReformationReformPietyRetinueAR = {
	first_type = 5
	first_amount = 400
	
	potential = {
		is_nomadic = no
		has_religion_feature = RR_religion_feature_retinues
		capital_scope = {
			OR = {
				terrain = forest
				terrain = jungle
				terrain = arctic
				terrain = marsh
				terrain = woods
			}
		}
	}
	
	hire_cost = 200
	costs_piety = yes
	
	modifier = {
		archers_morale = 0.4
	}
}

ReformationReformPietyRetinueHI = {
	first_type = 1
	first_amount = 200
	
	potential = {
		is_nomadic = no
		OR = {
			has_sun_knights = yes
			AND = {
				has_religion_feature = RR_religion_feature_retinues
				capital_scope = {
					OR = {
						terrain = hills
						terrain = mountain
						terrain = farmlands
					}
				}
			}
		}
	}
	
	hire_cost = 200
	costs_piety = yes
	
	modifier = {
		heavy_infantry_morale = 0.4
	}
}

ReformationReformPietyRetinuePI = {
	first_type = 2
	first_amount = 400
	
	potential = {
		is_nomadic = no
		has_religion_feature = RR_religion_feature_retinues
		capital_scope = {
			OR = {
				terrain = hills
				terrain = forest
				terrain = woods
			}
		}
	}
	
	hire_cost = 200
	costs_piety = yes
	
	modifier = {
		pikemen_morale = 0.4
	}
}

ReformationReformPietyRetinueLC = {
	first_type = 3
	first_amount = 200
	
	potential = {
		is_nomadic = no
		has_religion_feature = RR_religion_feature_retinues
		capital_scope = {
			OR = {
				terrain = plains
				terrain = steppe
			}
		}
	}
	
	hire_cost = 200
	costs_piety = yes
	
	modifier = {
		light_cavalry_morale = 0.4
	}
}

ReformationReformPietyRetinueHA = {
	first_type = 6
	first_amount = 200

	special_troops = horse_archers
	
	potential = {
		is_nomadic = no
		has_religion_feature = RR_religion_feature_retinues
		capital_scope = {
			OR = {
				terrain = steppe
			}
		}
	}
	
	hire_cost = 200
	costs_piety = yes
	
	modifier = {
		horse_archers_morale = 0.4
	}
}

ReformationReformPietyRetinueHC = {
	first_type = 4
	first_amount = 100
	
	potential = {
		is_nomadic = no
		OR = {
			has_sun_knights = yes
			AND = {
				has_religion_feature = RR_religion_feature_retinues
				capital_scope = {
					OR = {
						terrain = plains
						terrain = farmlands
					}
				}
			}
		}
	}
	
	hire_cost = 200
	costs_piety = yes
	
	modifier = {
		knights_morale = 0.4
	}
}

ReformationReformPietyRetinueCC = {
	first_type = 6
	first_amount = 200

	special_troops = camel_cavalry
	
	potential = {
		is_nomadic = no
		has_religion_feature = RR_religion_feature_retinues
		capital_scope = {
			OR = {
				terrain = desert
				terrain = coastal_desert
			}
		}
	}
	
	hire_cost = 200
	costs_piety = yes
	
	modifier = {
		camel_cavalry_morale = 0.4
	}
}

ReformationReformAmazonRetinueAR = {
	first_type = 5
	first_amount = 250
	
	potential = {
		is_nomadic = no
		has_religion_feature = RR_religion_feature_retinues
		has_religion_feature = religion_matriarchal
	}
	
	#hire_cost = 125
	#costs_prestige = yes
	
	modifier = {
		archers_offensive = 0.4
		archers_defensive = 0.2
		archers_morale = 0.2
	}
}

ReformationReformAmazonRetinueHA = {
	first_type = 6
	first_amount = 250

	special_troops = horse_archers
	
	potential = {
		is_nomadic = no
		has_religion_feature = RR_religion_feature_retinues
		has_religion_feature = religion_matriarchal
	}
	
	#hire_cost = 250
	#costs_prestige = yes
	
	modifier = {
		horse_archers_offensive = 0.4
		horse_archers_defensive = 0.2
		horse_archers_morale = 0.2
	}
}
