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


#
###
#####
#######
#########
###########
##############################################################
######################### RR  HIP ###########################
##################### Tribal Retinues ########################
##############################################################

TRIBAL_PIETY_RET_1_RR_H = {
	first_type = 5
	first_amount = 100
	
	second_type = 1
	second_amount = 100
	
	potential = {
		is_tribal = yes
		OR = {
			religion = baltic_pagan_reformed
			religion = baltic_pagan
			religion = finnish_pagan_reformed
			religion = finnish_pagan
			religion = slavic_pagan_reformed
			religion = slavic_pagan
			religion = west_african_pagan_reformed
			religion = west_african_pagan
			religion = bon
			religion = bon_reformed
		}

		has_game_rule = {
			name = RETINUES_REDONE
			value = RR_HIP
		}
	}
	
	hire_cost = 125
	costs_piety = yes

	maintenance_multiplier = 1.3
	
	modifier = {
		archers_offensive = 0.2
		archers_defensive = 0.3
		heavy_infantry_defensive = 0.2
	}
}

TRIBAL_PIETY_RET_2_RR_H = {
	first_type = 0
	first_amount = 150
	
	second_type = 5
	second_amount = 150
	
	potential = {
		is_tribal = yes
		OR = {
			religion = baltic_pagan_reformed
			religion = baltic_pagan
			religion = finnish_pagan_reformed
			religion = finnish_pagan
			religion = slavic_pagan_reformed
			religion = slavic_pagan
			religion = west_african_pagan_reformed
			religion = west_african_pagan
			religion = bon
			religion = bon_reformed
		}

		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	hire_cost = 90
	costs_piety = yes
	
	maintenance_multiplier = 1.3
	
	modifier = {
		light_infantry_defensive = 0.3
		archers_defensive = 0.3
	}
}

TRIBAL_RET_1_RR_H = {
	first_type = 0
	first_amount = 300
	
	potential = {
		is_tribal = yes

		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	hire_cost = 45
	costs_prestige = yes
	
	maintenance_multiplier = 0.8
	
	modifier = {
		light_infantry_offensive = 0.2
		light_infantry_defensive = 0.3
	}
}

TRIBAL_RET_2_RR_H = {
	first_type = 0
	first_amount = 200
	
	second_type = 5
	second_amount = 100
	
	potential = {
		is_tribal = yes

		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	hire_cost = 90
	costs_prestige = yes
	
	maintenance_multiplier = 0.85
	
	modifier = {
		light_infantry_defensive = 0.3
		archers_offensive = 0.3
		archers_defensive = 0.2
	}	
}

TRIBAL_RET_3_RR_H = {
	first_type = 0
	first_amount = 200
	
	second_type = 3
	second_amount = 100
	
	potential = {
		is_tribal = yes

		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	hire_cost = 125
	costs_prestige = yes
	
	maintenance_multiplier = 0.85

	modifier = {
		light_infantry_offensive = 0.3
		light_infantry_defensive = 0.2
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
	}	
}

TRIBAL_RET_4_RR_H = {
	first_type = 0
	first_amount = 200
	
	second_type = 1
	second_amount = 100
	
	potential = {
		is_tribal = yes

		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	hire_cost = 125
	costs_prestige = yes
	
	maintenance_multiplier = 0.85

	modifier = {
		light_infantry_offensive = 0.3
		light_infantry_defensive = 0.3
		heavy_infantry_offensive = 0.1
		heavy_infantry_defensive = 0.1
	}	
}

TRIBAL_RET_5_RR_H = {
	first_type = 3
	first_amount = 100
	
	second_type = 6
	second_amount = 50

	special_troops = horse_archers
	
	potential = {
		is_tribal = yes
		OR = {
			culture_Group = altaic
			culture_Group = magyar
			culture_Group = east_slavic
			culture_Group = byzantine
			culture_Group = iranian
			culture = romanian
		}
		NOR = {
			culture = jurchen
			culture = arberian
			culture = georgian
		}

		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	hire_cost = 125
	costs_prestige = yes
	
	maintenance_multiplier = 0.9

	modifier = {
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		horse_archers_defensive = 0.1
	}	
}

##############################################################
###################### Feudal Retinues #######################
##############################################################
####################### Non Upgradable #######################
##############################################################

RETTYPE_INF_1_RR_H =		# LIGHT INFANTRY
{
	first_type = 0
	first_amount = 500
	
	potential = {
			rr_retinue_hire_potential = yes

		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		light_infantry_morale = 0.20
		light_infantry_defensive = 0.15
	}
}

RETTYPE_INF_2_RR_H =		# LIGHT INFANTRY/ARCHERS
{
	first_type = 0
	first_amount = 160
	second_type = 5
	second_amount = 340

	potential = {
			rr_retinue_hire_potential = yes
	
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		archers_morale = 0.10
		light_infantry_morale = -0.15
	}
}

#RETTYPE_INF_3_RR_H =		# HEAVY INFANTRY/ARCHERS
#{
#
#	first_type = 1
#	first_amount = 340
#	second_type = 5
#	second_amount = 160
#	
#	potential = {
#		OR = {
#			rr_retinue_culture_potential = yes
#			is_tribal = no
#		}
#
#		capital_scope = {
#			    TECH_MELEE = 3
#				TECH_SKIRMISH = 2
#			    TECH_INFANTRY = 3
#			    TECH_RECRUITMENT = 3
#			}
#			
#		has_game_rule = {
#				name = RETINUES_REDONE
#				value = RR_HIP
#		}
#	}
#}

##############################################################
####################### UPGRADABLE ###########################
##############################################################
########################## H/L ###############################
##############################################################

RETTYPE_LH_0_RR_H =		# HEAVY INFANTRY/LIGHT INFANTRY
{
	first_type = 1
	first_amount = 240
	second_type = 0
	second_amount = 260

	potential = {
			rr_retinue_hire_potential = yes
	
		capital_scope = {
			    TECH_MELEE = 1
				TECH_NOBLE_CUSTOMS = 1
			    TECH_INFANTRY = 2
			    TECH_RECRUITMENT = 1
				}

			NOT = { 
			capital_scope = {
			    TECH_MELEE = 2
				TECH_NOBLE_CUSTOMS = 2
			    TECH_INFANTRY = 3
			    TECH_RECRUITMENT = 2
				}
			}
			
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
}

RETTYPE_LH_1_RR_H =
{
	first_type = 1
	first_amount = 280
	second_type = 0
	second_amount = 220

	potential = {
			rr_retinue_hire_potential = yes
	
		capital_scope = {
			    TECH_MELEE = 2
				TECH_NOBLE_CUSTOMS = 2
			    TECH_INFANTRY = 3
			    TECH_RECRUITMENT = 2
				}

			NOT = { 
			capital_scope = {
				TECH_MELEE = 3
				TECH_NOBLE_CUSTOMS = 3
			    TECH_INFANTRY = 4
			    TECH_RECRUITMENT = 3
				}
			}
			
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		heavy_infantry_offensive = 0.15
	}
}

RETTYPE_LH_2_RR_H =
{
	first_type = 1
	first_amount = 320
	second_type = 0
	second_amount = 180

	potential = {
			rr_retinue_hire_potential = yes
	
		capital_scope = {
			    TECH_MELEE = 3
				TECH_NOBLE_CUSTOMS = 3
			    TECH_INFANTRY = 4
			    TECH_RECRUITMENT = 3
				}

			NOT = { 
			capital_scope = {
			    TECH_MELEE = 4
				TECH_NOBLE_CUSTOMS = 4
			    TECH_INFANTRY = 5
			    TECH_RECRUITMENT = 4
				}
			}
			
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.10
		heavy_infantry_offensive = 0.15
	}
}

RETTYPE_LH_3_RR_H =
{
	first_type = 1
	first_amount = 360
	second_type = 0
	second_amount = 140

	potential = {
			rr_retinue_hire_potential = yes
	
		capital_scope = {
			    TECH_MELEE = 4
				TECH_NOBLE_CUSTOMS = 4
			    TECH_INFANTRY = 5
			    TECH_RECRUITMENT = 4
				}

			NOT = { 
			capital_scope = {
			    TECH_MELEE = 5
				TECH_NOBLE_CUSTOMS = 5
			    TECH_INFANTRY = 6
			    TECH_RECRUITMENT = 5
				}
			}
			
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.10
		heavy_infantry_offensive = 0.15
		heavy_infantry_morale = 0.10
	}
}

RETTYPE_LH_4_RR_H =
{
	first_type = 1
	first_amount = 400
	second_type = 0
	second_amount = 100

	potential = {
			rr_retinue_hire_potential = yes
	
		capital_scope = {
			    TECH_MELEE = 5
				TECH_NOBLE_CUSTOMS = 5
			    TECH_INFANTRY = 6
			    TECH_RECRUITMENT = 5
				}
				
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.15
		heavy_infantry_offensive = 0.20
		heavy_infantry_morale = 0.15
	}
}

##############################################################
########################### P/A ##############################
##############################################################

#RETTYPE_INF_4_RR_H =		# PIKEMEN/ARCHERS
#{
#
#	first_type = 2
#	first_amount = 310
#	second_type = 5
#	second_amount = 190
#	
#	potential = {
#		OR = {
#			rr_retinue_culture_potential = yes
#			is_tribal = no
#		}
#
#		capital_scope = {
#			    TECH_SKIRMISH = 2
#				TECH_MELEE = 2
#				TECH_INFANTRY = 4
#			    TECH_RECRUITMENT = 3
#			}
#			
#		has_game_rule = {
#				name = RETINUES_REDONE
#				value = RR_HIP
#		}
#	}
#}

##############################################################
########################### P/L ##############################
##############################################################

RETTYPE_LP_0_RR_H =		# PIKEMEN/LIGHT INFANTRY
{
	first_type = 2
	first_amount = 240
	second_type = 0
	second_amount = 260

	potential = {
			rr_retinue_hire_potential = yes
	
		capital_scope = {
				TECH_INFANTRY = 2
				TECH_SKIRMISH = 1
				TECH_RECRUITMENT = 1
				TECH_MAJESTY = 1
				}

			NOT = { 
			capital_scope = {
			    TECH_INFANTRY = 3
				TECH_SKIRMISH = 2
				TECH_RECRUITMENT = 2
				TECH_MAJESTY = 2
				}
			}
			
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
}

RETTYPE_LP_1_RR_H =
{
	first_type = 2
	first_amount = 280
	second_type = 0
	second_amount = 220

	potential = {
			rr_retinue_hire_potential = yes
	
		capital_scope = {
			    TECH_INFANTRY = 3
				TECH_SKIRMISH = 2
				TECH_RECRUITMENT = 2
				TECH_MAJESTY = 2
				}

			NOT = { 
			capital_scope = {
			    TECH_INFANTRY = 4
				TECH_SKIRMISH = 3
				TECH_RECRUITMENT = 3
				TECH_MAJESTY = 3
				}
			}
			
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		pikemen_defensive = 0.15
	}
}

RETTYPE_LP_2_RR_H =
{
	first_type = 2
	first_amount = 320
	second_type = 0
	second_amount = 180

	potential = {
			rr_retinue_hire_potential = yes
	
		capital_scope = {
			    TECH_INFANTRY = 4
				TECH_SKIRMISH = 3
				TECH_RECRUITMENT = 3
				TECH_MAJESTY = 3
				}

			NOT = { 
			capital_scope = {
			    TECH_INFANTRY = 5
				TECH_SKIRMISH = 4
				TECH_RECRUITMENT = 4
				TECH_MAJESTY = 4
				}
			}
			
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		pikemen_defensive = 0.15
		pikemen_morale = 0.10
	}
}

RETTYPE_LP_3_RR_H =
{
	first_type = 2
	first_amount = 360
	second_type = 0
	second_amount = 140

	potential = {
			rr_retinue_hire_potential = yes
	
		capital_scope = {
			    TECH_INFANTRY = 5
				TECH_SKIRMISH = 4
				TECH_RECRUITMENT = 4
				TECH_MAJESTY = 4
				}

			NOT = { 
			capital_scope = {
			    TECH_INFANTRY = 6
				TECH_SKIRMISH = 5
				TECH_RECRUITMENT = 5
				TECH_MAJESTY = 5
				}
			}
			
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		pikemen_defensive = 0.15
		pikemen_morale = 0.10
		pikemen_offensive = 0.10
	}
}

RETTYPE_LP_4_RR_H =
{
	first_type = 2
	first_amount = 400
	second_type = 0
	second_amount = 100

	potential = {
			rr_retinue_hire_potential = yes
	
		capital_scope = {
			    TECH_INFANTRY = 6
				TECH_SKIRMISH = 5
				TECH_RECRUITMENT = 5
				TECH_MAJESTY = 5
				}
				
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		pikemen_defensive = 0.20
		pikemen_morale = 0.15
		pikemen_offensive = 0.15
	}
}

##############################################################
########################### K/C ##############################
##############################################################

RETTYPE_CK_0_RR_H =		# KNIGHTS/LIGHT CAVALRY
{
	first_type = 4
	first_amount = 70
	second_type = 3
	second_amount = 430

	potential = {
			rr_retinue_hire_potential = yes
	
		capital_scope = {
				TECH_CAVALRY = 2
				TECH_RECRUITMENT = 1
				TECH_NOBLE_CUSTOMS = 1
				TECH_MAJESTY = 1
				}

			NOT = { 
			capital_scope = {
			    TECH_CAVALRY = 3
				TECH_RECRUITMENT = 2
				TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
			}
			
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
}

RETTYPE_CK_1_RR_H =
{
	first_type = 4
	first_amount = 120
	second_type = 3
	second_amount = 380

	potential = {
			rr_retinue_hire_potential = yes
	
		capital_scope = {
			    TECH_CAVALRY = 3
				TECH_RECRUITMENT = 2
				TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}

			NOT = { 
			capital_scope = {
			    TECH_CAVALRY = 4
				TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
			}
			
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		knights_morale = 0.05
	}
}

RETTYPE_CK_2_RR_H =
{
	first_type = 4
	first_amount = 170
	second_type = 3
	second_amount = 330

	potential = {
			rr_retinue_hire_potential = yes
	
		capital_scope = {
			    TECH_CAVALRY = 4
				TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}

			NOT = { 
			capital_scope = {
			    TECH_CAVALRY = 5
				TECH_RECRUITMENT = 4
				TECH_NOBLE_CUSTOMS = 4
				TECH_MAJESTY = 4
				}
			}
			
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		knights_morale = 0.05
		knights_defensive = 0.10
	}
}

RETTYPE_CK_3_RR_H =
{
	first_type = 4
	first_amount = 220
	second_type = 3
	second_amount = 280

	potential = {
			rr_retinue_hire_potential = yes
	
		capital_scope = {
			    TECH_CAVALRY = 5
				TECH_RECRUITMENT = 4
				TECH_NOBLE_CUSTOMS = 4
				TECH_MAJESTY = 4
				}

			NOT = { 
			capital_scope = {
			    TECH_CAVALRY = 6
				TECH_RECRUITMENT = 5
				TECH_NOBLE_CUSTOMS = 5
				TECH_MAJESTY = 5
				}
			}
			
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		knights_morale = 0.05
		knights_defensive = 0.10
		knights_offensive = 0.10
	}
}

RETTYPE_CK_4_RR_H =
{
	first_type = 4
	first_amount = 270
	second_type = 3
	second_amount = 230

	potential = {
			rr_retinue_hire_potential = yes
			
		capital_scope = {
			    TECH_CAVALRY = 6
				TECH_RECRUITMENT = 5
				TECH_NOBLE_CUSTOMS = 5
				TECH_MAJESTY = 5
				}
				
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		knights_morale = 0.10
		knights_defensive = 0.15
		knights_offensive = 0.15
	}
}

##############################################################
##################### Cultural Retinues ######################
##############################################################
####################### Italian Group ########################
##############################################################

RETTYPE_CUL_ROMAN_RR_H =
{
	first_type = 1
	first_amount = 500

	potential = {
			rr_retinue_culture_potential = yes
		culture = roman
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		heavy_infantry_offensive = 0.15
		heavy_infantry_defensive = 0.15
		heavy_infantry_morale = 0.1
	}
}

RETTYPE_CUL_ITA_RR_H =
{
	first_type = 4
	first_amount = 300

	second_type = 3
	second_amount = 200

	potential = {
			rr_retinue_culture_potential = yes
		OR = {
			AND = {
				culture_Group = italian_Group # SWMH only
				NOR = {
					culture = ligurian
					culture = venetian
					culture = roman
					culture = sardinian
				}
			}
			culture = italian
			culture = sicilian
			culture = neapolitan
			culture = dalmatian
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		knights_defensive = 0.1
		light_cavalry_defensive = 0.05
	}
}

RETTYPE_CUL_VENETIAN_RR_H =
{
	first_type = 1
	first_amount = 400
	second_type = 2
	second_amount = 100
	
	potential = {
			rr_retinue_culture_potential = yes
		culture = venetian
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		heavy_infantry_offensive = 0.05
		pikemen_offensive = 0.15
	}
}

RETTYPE_CUL_LIGURIAN_RR_H = 
{
	first_type = 5
	first_amount = 500

	potential = {
			rr_retinue_culture_potential = yes
		culture = ligurian
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		archers_defensive = 0.2
		archers_morale = 0.1
	}
}

##############################################################
##################### West Slavic Group ######################
##############################################################

RETTYPE_CUL_BOHEMIAN_RR_H =
{
	first_type = 4
	first_amount = 300

	second_type = 3
	second_amount = 200

	potential = {
			rr_retinue_culture_potential = yes
		culture_Group = west_slavic
		NOR = {
			culture = polish
			culture = pommeranian
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		knights_defensive = 0.05
		light_cavalry_offensive = 0.1
	}
}

RETTYPE_CUL_POLISH_RR_H =
{
	first_type = 4
	first_amount = 300

	second_type = 3
	second_amount = 200

	potential = {
			rr_retinue_culture_potential = yes
		culture = polish
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		knights_offensive = 0.05
		knights_morale = 0.05
		light_cavalry_morale = 0.05
	}
}

RETTYPE_CUL_POMMERANIAN_RR_H =
{
	first_type = 1
	first_amount = 500

	potential = {
			rr_retinue_culture_potential = yes
		culture = pommeranian
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		heavy_infantry_offensive = 0.15
		heavy_infantry_morale = 0.05
	}
}

##############################################################
##################### South Slavic Group #####################
##############################################################

RETTYPE_CUL_CROATIAN_RR_H =
{
	first_type = 1
	first_amount = 500

	potential = {
			rr_retinue_culture_potential = yes
		culture = croatian
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		heavy_infantry_offensive = 0.1
		heavy_infantry_morale = 0.15
	}
}

RETTYPE_CUL_SERBIAN_RR_H =
{
	first_type = 4
	first_amount = 300

	second_type = 3
	second_amount = 200

	potential = {
			rr_retinue_culture_potential = yes
		culture_Group = south_slavic
		NOR = {
			culture = romanian # Vanilla only
			culture = carantanian
			culture = croatian
			culture = bulgarian
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		knights_offensive = 0.05
		light_cavalry_offensive = 0.1
	}
}

RETTYPE_CUL_BULGARIAN_RR_H =
{
	first_type = 4
	first_amount = 300

	second_type = 3
	second_amount = 200

	potential = {
			rr_retinue_culture_potential = yes
		culture = bulgarian
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		knights_defensive = 0.05
		light_cavalry_morale = 0.1
	}
}

RETTYPE_CUL_ROMANIAN_RR_H =
{
	first_type = 3
	first_amount = 350

	second_type = 6
	second_amount = 150

	potential = {
		rr_retinue_culture_potential = yes
		culture = romanian
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	special_troops = horse_archers

	modifier = {
		light_cavalry_offensive = 0.1
		horse_archers_defensive = 0.1
	}
}

RETTYPE_CUL_CARANTANIAN_RR_H =
{
	first_type = 3
	first_amount = 200
	second_type = 4
	second_amount = 300

	potential = {
		rr_retinue_culture_potential = yes
		culture = carantanian
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		light_cavalry_offensive = 0.1
		knights_morale = 0.1
	}
}

##############################################################
####################### Magyar Group #########################
##############################################################

RETTYPE_CUL_HUNG_RR_H =
{
	first_type = 6
	first_amount = 300

	second_type = 3
	second_amount = 200

	special_troops = horse_archers

	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = magyar
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		horse_archers_morale = 0.1
		horse_archers_defensive = 0.05
		light_cavalry_morale = 0.1
		light_cavalry_defensive = 0.05
	}
}

##############################################################
################### East Slavic Group ########################
##############################################################

RETTYPE_CUL_RUS_RR_H =
{
	first_type = 4
	first_amount = 250

	second_type = 6
	second_amount = 250

	special_troops = horse_archers

	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = east_slavic
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		knights_offensive = 0.05
		horse_archers_offensive = 0.1
	}
}

##############################################################
####################### Baltic Group #########################
##############################################################

RETTYPE_CUL_BALT_RR_H =
{

	first_type = 1
	first_amount = 300

	second_type = 0
	second_amount = 200

	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			culture = lettigallish
			culture = livonian
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		heavy_infantry_defensive = 0.15
		light_infantry_offensive = 0.2
	}
}

RETTYPE_CUL_LITHUANIAN_RR_H =
{
	first_type = 1
	first_amount = 500

	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = baltic
		NOT = {
			culture = lettigallish
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		heavy_infantry_offensive = 0.1
		heavy_infantry_morale = 0.15
	}
}

##############################################################
################### Finno_ugric Group ########################
##############################################################

RETTYPE_CUL_FINNO_UGRIC_RR_H =
{
	first_type = 0
	first_amount = 350
	second_type = 2
	second_amount = 150

	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = finno_ugric
		NOR = {
			culture = ugricbaltic
			culture = livonian
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		light_infantry_offensive = 0.05
		light_infantry_defensive = 0.15
		pikemen_morale = 0.2
	}
}

RETTYPE_CUL_ESTONIAN_RR_H =
{
	first_type = 1
	first_amount = 300

	second_type = 0
	second_amount = 200

	potential = {
		rr_retinue_culture_potential = yes
		culture = ugricbaltic
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		heavy_infantry_offensive = 0.05
		heavy_infantry_defensive = 0.1
		light_infantry_offensive = 0.15
		light_infantry_defensive = 0.05
	}
}

##############################################################
####################### Celtic Group #########################
##############################################################

RETTYPE_CUL_IRISH_RR_H =
{
	first_type = 1
	first_amount = 500

	potential = {
		rr_retinue_culture_potential = yes
		culture = irish
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		heavy_infantry_defensive = 0.2
		heavy_infantry_morale = 0.1
	}
}

RETTYPE_CUL_SCOT_RR_H =
{
	first_type = 2
	first_amount = 500

	potential = {
		rr_retinue_culture_potential = yes
		culture = scottish
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		pikemen_defensive = 0.2
		pikemen_offensive = 0.1
		pikemen_morale = 0.1
	}
}

RETTYPE_CUL_PICTISH_RR_H =
{
	first_type = 0
	first_amount = 360
	second_type = 1
	second_amount = 140

	potential = {
		rr_retinue_culture_potential = yes
		AND = {
			culture_Group = celtic
			NOR = {
				culture = irish
				culture = scottish
				culture = cumbric
				culture = cornish
				culture = welsh
				culture = breton
				culture = norsegaelic
			}
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		light_infantry_offensive = 0.3
		heavy_infantry_offensive = 0.1
	}
}

##############################################################
###################### French Group ##########################
##############################################################

RETTYPE_CUL_FRANKISH_RR_H =
{
	first_type = 4
	first_amount = 300

	second_type = 3
	second_amount = 200

	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			AND = {
				culture_Group = latin
				NOR = {
					culture = norman
					culture = outremer
					culture = italian
					culture = sicilian
					culture = neapolitan
					culture = roman
					culture = dalmatian
					culture = sardinian
				}
			}
			culture = occitan
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		knights_offensive = 0.05
		knights_defensive = 0.05
	}
}

RETTYPE_CUL_NORMAN_RR_H =
{
	first_type = 4
	first_amount = 300

	second_type = 3
	second_amount = 200

	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			culture = norman
			culture = breton
			culture = cornish
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		knights_morale = 0.1
		light_cavalry_offensive = 0.05
	}
}

RETTYPE_CUL_OUTREMER_RR_H = 
{
	first_type = 4
	first_amount = 300
	
	second_type = 6
	second_amount = 200
	
	special_troops = camel_cavalry
	
	potential = {
		rr_retinue_culture_potential = yes
		culture = outremer
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		knights_offensive = 0.05
		knights_defensive = 0.05
		camel_cavalry_offensive = 0.05
		camel_cavalry_defensive = 0.05
	}
}

##############################################################
###################### Iberian Group #########################
##############################################################

RETTYPE_CUL_PORTUGESE_RR_H =
{
	first_type = 3
	first_amount = 500

	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			culture = portuguese
			culture = galician
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		light_cavalry_offensive = 0.05
		light_cavalry_morale = 0.15
	}
}

RETTYPE_CUL_BASQUE_RR_H =
{
	first_type = 1
	first_amount = 500

	potential = {
		rr_retinue_culture_potential = yes
		culture = basque
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		heavy_infantry_offensive = 0.05
		heavy_infantry_defensive = 0.15
	}
}

RETTYPE_CUL_CASTILLIAN_RR_H =
{
	first_type = 4
	first_amount = 150
	second_type = 1
	second_amount = 350

	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = iberian
		NOR = {
			culture = basque
			culture = andalusian_arabic
			culture = occitan
			culture = visigothic
			culture = catalan
			culture = galician
			culture = portuguese
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		knights_offensive = 0.05
		heavy_infantry_morale = 0.1
	}
}

RETTYPE_CUL_VISIGOTHIC_RR_H =
{
	first_type = 3
	first_amount = 500

	potential = {
		rr_retinue_culture_potential = yes
		culture = visigothic
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		light_cavalry_offensive = 0.1
		light_cavalry_morale = 0.1
	}
}

RETTYPE_CUL_CATALAN_RR_H =
{
	first_type = 0
	first_amount = 500

	potential = {
		rr_retinue_culture_potential = yes
		culture = catalan
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		light_infantry_offensive = 0.25
		light_infantry_defensive = 0.25
	}
}

RETTYPE_CUL_ANDALUSIAN_RR_H =
{
	first_type = 3
	first_amount = 500

	potential = {
		rr_retinue_culture_potential = yes
		culture = andalusian_arabic
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		light_cavalry_defensive = 0.2
		light_cavalry_morale = 0.05
	}
}

##############################################################
###################### Norse Group ###########################
##############################################################

RETTYPE_CUL_NORSE_RR_H =
{
	first_type = 1
	first_amount = 500

	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			AND = {
				culture_Group = north_germanic
				NOR = {
					culture = norwegian
					culture = frisian
					culture = norsegaelic
				}
			}
			culture = anglonorse
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		heavy_infantry_offensive = 0.2
		heavy_infantry_morale = 0.1
	}
}

RETTYPE_CUL_NORWEGIAN_RR_H =
{
	first_type = 1
	first_amount = 500

	potential = {
		rr_retinue_culture_potential = yes
		culture = norwegian
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		heavy_infantry_offensive = 0.2
		heavy_infantry_morale = 0.1
	}
}

##############################################################
################### West Germanic Group ######################
##############################################################

RETTYPE_CUL_ENG_RR_H =
{
	first_type = 5
	first_amount = 500

	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			culture = english
			culture = welsh
			culture = cumbric
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		archers_offensive = 0.15
		archers_defensive = 0.05
	}
}

RETTYPE_CUL_SAXON_RR_H =
{
	first_type = 1
	first_amount = 500

	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = west_germanic
		NOR = {
			culture = english
			culture = anglonorse
			culture = frisian
			culture = dutch
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		heavy_infantry_offensive = 0.1
		heavy_infantry_defensive = 0.2
	}
}

##############################################################
################### Central Germanic Group ###################
##############################################################

RETTYPE_CUL_DUTCH_RR_H =
{
	first_type = 0
	first_amount = 300

	second_type = 2
	second_amount = 200

	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			culture = dutch
			culture = frisian
			culture = low_frankish
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		light_infantry_morale = 0.15
		pikemen_offensive = 0.15
		pikemen_defensive = 0.1
	}
}

RETTYPE_CUL_GERMAN_RR_H =
{
	first_type = 4
	first_amount = 300

	second_type = 3
	second_amount = 200

	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = central_germanic
		NOR = {
			culture = dutch
			culture = low_frankish
			culture = suebi
			culture = lombard
			culture = visigothic
			culture = old_frankish
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		knights_offensive = 0.05
		light_cavalry_morale = 0.1
	}
}

RETTYPE_CUL_FRA_RR_H =
{
	first_type = 1
	first_amount = 300
	second_type = 4
	second_amount = 200

	potential = {
		rr_retinue_culture_potential = yes
		culture = old_frankish
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		heavy_infantry_offensive = 0.05
		knights_offensive = 0.05
	}
}

RETTYPE_CUL_LOM_RR_H =
{
	first_type = 1
	first_amount = 300
	second_type = 4
	second_amount = 200

	potential = {
		rr_retinue_culture_potential = yes
		culture = lombard
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		heavy_infantry_morale = 0.1
		knights_morale = 0.05
	}
}

RETTYPE_CUL_SUEBI_RR_H =
{
	first_type = 1
	first_amount = 500

	potential = {
		rr_retinue_culture_potential = yes
		culture = suebi
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		heavy_infantry_offensive = 0.05
		heavy_infantry_morale = 0.15
	}
}

##############################################################
######################## Byzantine Group #####################
##############################################################

RETTYPE_CUL_BYZ_RR_H =
{
	first_type = 4
	first_amount = 300

	second_type = 6
	second_amount = 200

	special_troops = horse_archers

	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = byzantine
		
		NOR = {
			culture = armenian
			culture = romanian
			culture = arberian
			culture = georgian
			culture = assyrian
			culture = coptic
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		knights_offensive = 0.1
		horse_archers_offensive = 0.05
	}
}

RETTYPE_CUL_ARMENIAN_RR_H =
{
	first_type = 4
	first_amount = 300

	second_type = 6
	second_amount = 200

	special_troops = horse_archers

	potential = {
		rr_retinue_culture_potential = yes
		culture = armenian
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		knights_offensive = 0.05
		horse_archers_offensive = 0.1
	}
}

RETTYPE_CUL_GEORGIAN_RR_H =
{
	first_type = 4
	first_amount = 300

	second_type = 3
	second_amount = 200

	potential = {
		rr_retinue_culture_potential = yes
		culture = georgian
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		knights_offensive = 0.05
		light_cavalry_offensive = 0.15
	}
}

RETTYPE_CUL_ALBANIAN_RR_H =
{
	first_type = 3
	first_amount = 200
	second_type = 4
	second_amount = 300

	potential = {
		rr_retinue_culture_potential = yes
		culture = arberian
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		light_cavalry_offensive = 0.1
		knights_offensive = 0.1
	}
}

##############################################################
####################### Iranian Group ########################
##############################################################

RETTYPE_CUL_IRANIAN_RR_H =
{
	first_type = 6
	first_amount = 260


	second_type = 3
	second_amount = 240

	special_troops = horse_archers

	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = iranian
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		horse_archers_offensive = 0.05
		light_cavalry_offensive = 0.15
	}
}

##############################################################
######################## Altaic Group ########################
##############################################################

RETTYPE_CUL_ALTAIC_RR_H =
{
	first_type = 6
	first_amount = 260

	second_type = 3
	second_amount = 240

	special_troops = horse_archers

	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = altaic
		NOR = {
			culture = turkish
			culture = turkmen
			culture = jurchen
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		horse_archers_defensive = 0.15
		light_cavalry_offensive = 0.1
	}
}

RETTYPE_CUL_TURKISH_RR_H =
{
	first_type = 6
	first_amount = 260

	second_type = 3
	second_amount = 240

	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			culture = turkish
			culture = turkmen
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	special_troops = horse_archers

	modifier = {
		horse_archers_offensive = 0.1
		light_cavalry_defensive = 0.15
	}
}

##############################################################
####################### Arabic Group #########################
##############################################################

RETTYPE_CUL_ARAB_RR_H =
{
	first_type = 6
	first_amount = 500

	special_troops = camel_cavalry

	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = arabic
		NOT = { culture = andalusian_arabic }
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		camel_cavalry_offensive = 0.1
		camel_cavalry_morale = 0.1
	}
}

RETTYPE_CUL_NORTHAFR_RR_H =
{
	first_type = 6
	first_amount = 200
	second_type = 3
	second_amount = 300

	special_troops = camel_cavalry

	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			AND = {
				culture_Group = north_african
				NOT = { culture = canarian }
			}
			culture = beja
			culture = somali
			culture = afar
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		camel_cavalry_offensive = 0.2
		light_cavalry_defensive = 0.1
	}
}

##############################################################
#################### West African Group ######################
##############################################################

RETTYPE_CUL_W_AFR_RR_H =
{
	first_type = 0
	first_amount = 350

	second_type = 3
	second_amount = 150

	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			culture_Group = central_african
			culture_Group = west_african
			culture = canarian
			culture = daju
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		light_infantry_offensive = 0.2
		light_cavalry_offensive = 0.2
	}
}

##############################################################
###################### East African Group ####################
##############################################################

RETTYPE_CUL_E_AFR_RR_H =
{
	first_type = 5
	first_amount = 400

	second_type = 0
	second_amount = 100

	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = east_african
		NOR = {
			culture = nubian
			culture = coptic # SWMH only
			culture = daju
			culture = beja
			culture = somali
			culture = afar
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		archers_offensive = 0.3
		light_infantry_defensive = 0.05
		light_infantry_morale = 0.05
	}
}

##############################################################
###################### Mesoamerican Group ####################
##############################################################

RETTYPE_CUL_NAHUA_RR_H =
{
	first_type = 0
	first_amount = 250
	second_type = 1
	second_amount = 250

	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = mesoamerican
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		light_infantry_offensive = 0.2
		light_infantry_morale = 0.1
		heavy_infantry_offensive = 0.1
		heavy_infantry_morale = 0.05
	}
}

RETTYPE_CUL_JEWISH_RR_H =
{
	first_type = 1
	first_amount = 500

	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = israelite
			
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		heavy_infantry_defensive = 0.2
		heavy_infantry_morale = 0.05
	}
}

RETTYPE_CUL_INDIAN_RR_H =
{
	first_type = 5
	first_amount = 270
	second_type = 6
	second_amount = 30

	special_troops = war_elephants

	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			culture_Group = indo_aryan_Group
			culture_Group = dravidian_Group
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		archers_offensive = 0.15
		war_elephants_offensive = 0.15
	}
}

RETTYPE_CUL_NUBIAN_RR_H =
{
	first_type = 5
	first_amount = 500

	potential = {
		rr_retinue_culture_potential = yes
		culture = nubian
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	modifier = {
		archers_offensive = 0.3
	}
}

RETTYPE_CUL_SYR_RR_H =
{
	first_type = 5
	first_amount = 500

	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			culture_Group = aramaic # SWMH only
			culture = assyrian # Vanilla only
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}

	modifier = {
		archers_offensive = 0.3
	}
}

RETTYPE_CUL_NORSEGAELIC_RR_H =
{
	first_type = 1
	first_amount = 500

	potential = {
		rr_retinue_culture_potential = yes
		culture = norsegaelic
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	modifier = {
		heavy_infantry_offensive = 0.3
	}
}

RETTYPE_CUL_HAN_RR_H =
{
	first_type = 5
	first_amount = 350
	second_type = 2
	second_amount = 150
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = chinese_Group
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		archers_offensive = 0.15
		archers_defensive = 0.05
		pikemen_offensive = 0.1
		pikemen_defensive = 0.15
		pikemen_morale = 0.5
	}
}

RETTYPE_CUL_TIBET_RR_H = 
{
	first_type = 0
	first_amount = 380
	
	second_type = 3
	second_amount = 120
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = tibetan_Group
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		light_infantry_offensive = 0.25
		light_infantry_defensive = 0.15
		light_infantry_morale = 0.05
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.05
	}
}

RETTYPE_CUL_JURCHEN_RR_H =
{
	first_type = 4
	first_amount = 150
	second_type = 3
	second_amount = 350

	potential = {
		rr_retinue_culture_potential = yes
		culture = jurchen
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		light_cavalry_offensive = 0.05
		light_cavalry_morale = 0.05
		knights_offensive = 0.05
		knights_defensive = 0.05
	}
}

RETTYPE_CUL_COPTIC_RR_H = 
{
	first_type = 2
	first_amount = 350
	second_type = 5
	second_amount = 150

	potential = {
		rr_retinue_culture_potential = yes
		culture = coptic
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		archers_defensive = 0.15
		pikemen_defensive = 0.1
	}
}

RETTYPE_CUL_SAR_RR_H = 
{
	first_type = 2
	first_amount = 250
	second_type = 5
	second_amount = 250
	
	potential = {
		rr_retinue_culture_potential = yes
		culture = sardinian
		
		capital_scope = {
			    TECH_RECRUITMENT = 2
				#TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		archers_defensive = 0.15
		pikemen_defensive = 0.15
	}
}

##############################################################
###################### Horde Retinues ########################
##############################################################

HORDE_RETTYPE_CAV1_RR_H =
{
	first_type = 3
	first_amount = 500

	hire_cost = 35
	costs_prestige = yes

	maintenance_multiplier = 0.5

	potential = {
		is_nomadic = yes
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		light_cavalry_defensive = 0.5
		light_cavalry_offensive = -0.3
	}
}

HORDE_RETTYPE_CAV2_RR_H =
{
	first_type = 3
	first_amount = 450
	second_type = 6
	second_amount = 50

	special_troops = horse_archers

	hire_cost = 65
	costs_prestige = yes

	maintenance_multiplier = 0.5

	potential = {
		is_nomadic = yes
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		light_cavalry_defensive = 0.5
		light_cavalry_offensive = -0.3
		horse_archers_offensive = 0.25
		horse_archers_defensive = 0.5
	}
}

HORDE_RETTYPE_CAV3_RR_H =
{
	first_type = 3
	first_amount = 400
	second_type = 6
	second_amount = 100

	special_troops = horse_archers

	hire_cost = 95
	costs_prestige = yes

	maintenance_multiplier = 0.5

	potential = {
		is_nomadic = yes
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		light_cavalry_defensive = 0.5
		light_cavalry_offensive = -0.3
		horse_archers_offensive = 0.25
		horse_archers_defensive = 0.5
	}
}

HORDE_RETTYPE_CAV4_RR_H =
{
	first_type = 3
	first_amount = 300
	second_type = 6
	second_amount = 200

	special_troops = horse_archers

	hire_cost = 65

	maintenance_multiplier = 0.3

	potential = {
		is_nomadic = yes
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		light_cavalry_defensive = 0.75
		horse_archers_offensive = 0.5
		horse_archers_defensive = 0.75
	}
}

HORDE_RETTYPE_CAV5_RR_H =
{
	first_type = 3
	first_amount = 400
	second_type = 4
	second_amount = 100

	hire_cost = 125

	maintenance_multiplier = 0.3

	potential = {
		is_nomadic = yes
		NOT = { has_character_modifier = invading_population_halt } # This stops the Mongol Empire from spending all their money on super-expensive retinues
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		light_cavalry_offensive = 0.25
		light_cavalry_defensive = 0.5
		knights_defensive = 0.25
	}
}

HORDE_RETTYPE_CAV6_RR_H =
{
	first_type = 3
	first_amount = 200
	second_type = 4
	second_amount = 300

	hire_cost = 190

	maintenance_multiplier = 0.3

	potential = {
		is_nomadic = yes
		NOT = { has_character_modifier = invading_population_halt } # This stops the Mongol Empire from spending all their money on super-expensive retinues
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		light_cavalry_offensive = 0.25
		light_cavalry_defensive = 0.5
		knights_defensive = 0.25
	}
}

HORDE_RETTYPE_CAV7_RR_H =
{
	first_type = 6
	first_amount = 500

	special_troops = horse_archers

	hire_cost = 190

	maintenance_multiplier = 0.3

	potential = {
		is_nomadic = yes
		NOT = { has_character_modifier = invading_population_halt } # This stops the Mongol Empire from spending all their money on super-expensive retinues
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		horse_archers_offensive = 0.75
		horse_archers_defensive = 1
	}
}

HORDE_RETTYPE_PAGAN_RR_H =
{
	first_type = 3
	first_amount = 250
	second_type = 6
	second_amount = 250
	
	special_troops = horse_archers
	
	hire_cost = 65
	costs_piety = yes
	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
		religion_Group = pagan_Group
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		light_cavalry_defensive = 0.5
		light_cavalry_offensive = -0.3
		horse_archers_offensive = 0.25
		horse_archers_defensive = 0.5
	}
}

HORDE_RETTYPE_MUSLIM_RR_H =
{
	first_type = 6
	first_amount = 250
	second_type = 5
	second_amount = 250
	
	special_troops = horse_archers
	
	hire_cost = 65
	costs_piety = yes
	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
		religion_Group = muslim
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		archers_offensive = 0.25
		archers_defensive = 0.5
		horse_archers_offensive = 0.25
		horse_archers_defensive = 0.5
	}
}

HORDE_RETTYPE_CHRISTIAN_RR_H =
{
	first_type = 2
	first_amount = 250
	second_type = 6
	second_amount = 250
	
	special_troops = horse_archers
	
	hire_cost = 95
	costs_piety = yes
	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
		religion_Group = christian
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		pikemen_defensive = 0.25
		horse_archers_offensive = 0.25
		horse_archers_defensive = 0.5
	}
}

HORDE_RETTYPE_ZOROASTRIAN_RR_H =
{
	first_type = 1
	first_amount = 250
	second_type = 6
	second_amount = 250
	
	special_troops = horse_archers
	
	hire_cost = 95
	costs_piety = yes
	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
		religion_Group = zoroastrian_Group
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.25
		horse_archers_offensive = 0.25
		horse_archers_defensive = 0.5
	}
}

HORDE_RETTYPE_JEWISH_RR_H =
{
	first_type = 3
	first_amount = 250
	second_type = 1
	second_amount = 250
	
	special_troops = horse_archers
	
	hire_cost = 65
	costs_piety = yes
	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
		religion_Group = jewish_Group
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.25
		light_cavalry_defensive = 0.75
	}
}

HORDE_RETTYPE_EASTERN_RR_H =
{
	first_type = 0
	first_amount = 250
	second_type = 3
	second_amount = 250
	
	special_troops = horse_archers
	
	hire_cost = 65
	costs_piety = yes
	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
		religion_Group = indian_Group
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		light_infantry_offensive = 0.25
		light_infantry_defensive = 0.5
		light_cavalry_defensive = 0.5
		light_cavalry_offensive = -0.3
	}
}

HORDE_RETTYPE_INDIAN_RR_H =
{
	first_type = 3
	first_amount = 400
	second_type = 6
	second_amount = 100

	special_troops = war_elephants

	hire_cost = 315

	potential = {
		is_nomadic = yes
		capital_scope = {
			region = world_india
		}
		NOT = { has_character_modifier = invading_population_halt } # This stops the Mongol Empire from spending all their money on super-expensive retinues
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		light_cavalry_offensive = 0.25
		light_cavalry_defensive = 0.5
		war_elephants_morale = 0.25
	}
}

HORDE_RETTYPE_DESERT_RR_H = {
	first_type = 3
	first_amount = 200
	second_type = 6
	second_amount = 300

	special_troops = camel_cavalry

	hire_cost = 315

	potential = {
		is_nomadic = yes
		capital_scope = {
			terrain = desert
		}
		NOT = { has_character_modifier = invading_population_halt } # This stops the Mongol Empire from spending all their money on super-expensive retinues
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		light_cavalry_offensive = 0.25
		light_cavalry_defensive = 0.5
		camel_cavalry_offensive = 0.25
		camel_cavalry_defensive = 0.5
	}
}

HORDE_RETTYPE_EUROPE_RR_H = {
	first_type = 4
	first_amount = 500

	hire_cost = 315

	potential = {
		is_nomadic = yes
		capital_scope = {
			OR = {
				region = world_europe_west
				region = world_europe_south
			}
		}
		NOT = { has_character_modifier = invading_population_halt } # This stops the Mongol Empire from spending all their money on super-expensive retinues
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		knights_offensive = 0.25
		knights_defensive = -0.25
	}
}

##############################################################
##################### Ridiculous Retinues ####################
##############################################################

RETTYPE_CUL_HORSE_RR_H = 
{
	first_type = 3
	first_amount = 500
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = horse_Group
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		light_cavalry_offensive = 0.6
	}
}

RETTYPE_CUL_CAT_RR_H = 
{
	first_type = 1
	first_amount = 500
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = cat_Group
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.6
	}
}

RETTYPE_CUL_BEAR_RR_H = 
{
	first_type = 1
	first_amount = 500
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = bear_Group
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.6
	}
}

RETTYPE_CUL_HEDGEHOG_RR_H = 
{
	first_type = 1
	first_amount = 500
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = hedgehog_Group
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.6
	}
}

RETTYPE_CUL_DUCK_RR_H = 
{
	first_type = 1
	first_amount = 500
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = duck_Group
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.6
	}
}

RETTYPE_CUL_DOG_RR_H = 
{
	first_type = 1
	first_amount = 500
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = dog_Group
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.6
	}
}

RETTYPE_CUL_ELEPHANT_RR_H = 
{
	first_type = 1
	first_amount = 270
	second_type = 6
	second_amount = 30

	special_troops = war_elephants
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = elephant_Group
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.6
		war_elephants_offensive = 0.6
	}
}

RETTYPE_CUL_DRAGON_RR_H = 
{
	first_type = 1
	first_amount = 500
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = dragon_Group
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_HIP
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.6
	}
}

#
###
#####
#######
#########
###########
##############################################################
######################  RR VANILLA  #########################
##############################################################
##################### Tribal Retinues ########################
##############################################################

TRIBAL_PIETY_RET_1_RR_V = {
	first_type = 5
	first_amount = 100
	
	second_type = 1
	second_amount = 100
	
	potential = {
		is_tribal = yes
		OR = {
			religion = baltic_pagan_reformed
			religion = baltic_pagan
			religion = finnish_pagan_reformed
			religion = finnish_pagan
			religion = slavic_pagan_reformed
			religion = slavic_pagan
			religion = west_african_pagan_reformed
			religion = west_african_pagan
			religion = bon
			religion = bon_reformed
		}

		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	hire_cost = 95
	costs_piety = yes

	maintenance_multiplier = 1.33
	
	modifier = {
		archers_offensive = 0.2
		archers_defensive = 0.3
		heavy_infantry_defensive = 0.2
	}
}

TRIBAL_PIETY_RET_2_RR_V = {
	first_type = 0
	first_amount = 150
	
	second_type = 5
	second_amount = 150
	
	potential = {
		is_tribal = yes
		OR = {
			religion = baltic_pagan_reformed
			religion = baltic_pagan
			religion = finnish_pagan_reformed
			religion = finnish_pagan
			religion = slavic_pagan_reformed
			religion = slavic_pagan
			religion = west_african_pagan_reformed
			religion = west_african_pagan
			religion = bon
			religion = bon_reformed
		}

		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	hire_cost = 65
	costs_piety = yes
	
	maintenance_multiplier = 1.33
	
	modifier = {
		light_infantry_defensive = 0.3
		archers_defensive = 0.3
	}
}

TRIBAL_RET_1_RR_V = {
	first_type = 0
	first_amount = 300
	
	potential = {
		is_tribal = yes

		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	hire_cost = 35
	costs_prestige = yes
	
	maintenance_multiplier = 1
	
	modifier = {
		light_infantry_offensive = 0.2
		light_infantry_defensive = 0.3
	}
}

TRIBAL_RET_2_RR_V = {
	first_type = 0
	first_amount = 200
	
	second_type = 5
	second_amount = 100
	
	potential = {
		is_tribal = yes

		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	hire_cost = 65
	costs_prestige = yes
	
	maintenance_multiplier = 1
	
	modifier = {
		light_infantry_defensive = 0.3
		archers_offensive = 0.3
		archers_defensive = 0.2
	}	
}

TRIBAL_RET_3_RR_V = {
	first_type = 0
	first_amount = 200
	
	second_type = 3
	second_amount = 100
	
	potential = {
		is_tribal = yes

		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	hire_cost = 95
	costs_prestige = yes
	
	maintenance_multiplier = 1

	modifier = {
		light_infantry_offensive = 0.3
		light_infantry_defensive = 0.2
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
	}	
}

TRIBAL_RET_4_RR_V = {
	first_type = 0
	first_amount = 200
	
	second_type = 1
	second_amount = 100
	
	potential = {
		is_tribal = yes

		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	hire_cost = 95
	costs_prestige = yes
	
	maintenance_multiplier = 1

	modifier = {
		light_infantry_offensive = 0.3
		light_infantry_defensive = 0.3
		heavy_infantry_offensive = 0.1
		heavy_infantry_defensive = 0.1
	}	
}

TRIBAL_RET_5_RR_V = {
	first_type = 3
	first_amount = 100
	
	second_type = 6
	second_amount = 50

	special_troops = horse_archers
	
	potential = {
		is_tribal = yes
		OR = {
			culture_Group = altaic
			culture_Group = magyar
			culture_Group = east_slavic
			culture_Group = byzantine
			culture_Group = iranian
			culture = romanian
		}
		NOR = {
			culture = jurchen
			culture = arberian
			culture = georgian
		}

		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	hire_cost = 95
	costs_prestige = yes
	
	maintenance_multiplier = 1

	modifier = {
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		horse_archers_defensive = 0.1
	}	
}

##############################################################
###################### Feudal Retinues #######################
##############################################################
####################### Non Upgradable #######################
##############################################################

RETTYPE_INF_1_RR_V =		# LIGHT INFANTRY
{
	first_type = 0
	first_amount = 500
	
	potential = {
			rr_retinue_hire_potential = yes
				
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}

	modifier = {
		light_infantry_morale = 0.20
		light_infantry_defensive = 0.15
	}
}

RETTYPE_INF_2_RR_V =		# LIGHT INFANTRY/ARCHERS
{
	first_type = 0
	first_amount = 160
	second_type = 5
	second_amount = 340

	potential = {
			rr_retinue_hire_potential = yes
				
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}

	modifier = {
		archers_morale = 0.10
		light_infantry_morale = -0.15
	}	
}

#RETTYPE_INF_3_RR_V =		# HEAVY INFANTRY/ARCHERS
#{
#
#	first_type = 1
#	first_amount = 340
#	second_type = 5
#	second_amount = 160
#	
#	potential = {
#		OR = {
#			rr_retinue_culture_potential = yes
#			is_tribal = no
#		}
#		capital_scope = {
#			    TECH_MELEE = 3
#				TECH_SKIRMISH = 2
#			    TECH_INFANTRY = 3
#			    TECH_RECRUITMENT = 3
#			}
#		has_game_rule = {
#				name = RETINUES_REDONE
#				value = RR_VANILLA
#		}
#	}
#}

##############################################################
####################### UPGRADABLE ###########################
##############################################################
########################## H/L ###############################
##############################################################

RETTYPE_LH_0_RR_V =		# HEAVY INFANTRY/LIGHT INFANTRY
{
	first_type = 1
	first_amount = 240
	second_type = 0
	second_amount = 260

	potential = {
			rr_retinue_hire_potential = yes
			
		capital_scope = {
			    TECH_MELEE = 1
				TECH_NOBLE_CUSTOMS = 1
			    TECH_INFANTRY = 2
			    TECH_RECRUITMENT = 1
				}

			NOT = { 
			capital_scope = {
			    TECH_MELEE = 2
				TECH_NOBLE_CUSTOMS = 2
			    TECH_INFANTRY = 3
			    TECH_RECRUITMENT = 2
				}
			}
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
}

RETTYPE_LH_1_RR_V =
{
	first_type = 1
	first_amount = 280
	second_type = 0
	second_amount = 220

	potential = {
			rr_retinue_hire_potential = yes
			
		capital_scope = {
			    TECH_MELEE = 2
				TECH_NOBLE_CUSTOMS = 2
			    TECH_INFANTRY = 3
			    TECH_RECRUITMENT = 2
				}

			NOT = { 
			capital_scope = {
				TECH_MELEE = 3
				TECH_NOBLE_CUSTOMS = 3
			    TECH_INFANTRY = 4
			    TECH_RECRUITMENT = 3
				}
			}
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		heavy_infantry_offensive = 0.15
	}
}

RETTYPE_LH_2_RR_V =
{
	first_type = 1
	first_amount = 320
	second_type = 0
	second_amount = 180

	potential = {
			rr_retinue_hire_potential = yes
			
		capital_scope = {
			    TECH_MELEE = 3
				TECH_NOBLE_CUSTOMS = 3
			    TECH_INFANTRY = 4
			    TECH_RECRUITMENT = 3
				}

			NOT = { 
			capital_scope = {
			    TECH_MELEE = 4
				TECH_NOBLE_CUSTOMS = 4
			    TECH_INFANTRY = 5
			    TECH_RECRUITMENT = 4
				}
			}
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.10
		heavy_infantry_offensive = 0.15
	}
}

RETTYPE_LH_3_RR_V =
{
	first_type = 1
	first_amount = 360
	second_type = 0
	second_amount = 140

	potential = {
			rr_retinue_hire_potential = yes
				
		capital_scope = {
			    TECH_MELEE = 4
				TECH_NOBLE_CUSTOMS = 4
			    TECH_INFANTRY = 5
			    TECH_RECRUITMENT = 4
				}

			NOT = { 
			capital_scope = {
			    TECH_MELEE = 5
				TECH_NOBLE_CUSTOMS = 5
			    TECH_INFANTRY = 6
			    TECH_RECRUITMENT = 5
				}
			}
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.10
		heavy_infantry_offensive = 0.15
		heavy_infantry_morale = 0.10
	}
}

RETTYPE_LH_4_RR_V =
{
	first_type = 1
	first_amount = 400
	second_type = 0
	second_amount = 100

	potential = {
			rr_retinue_hire_potential = yes
				
		capital_scope = {
			    TECH_MELEE = 5
				TECH_NOBLE_CUSTOMS = 5
			    TECH_INFANTRY = 6
			    TECH_RECRUITMENT = 5
				}
				
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.15
		heavy_infantry_offensive = 0.20
		heavy_infantry_morale = 0.15
	}
}

##############################################################
##################### NON UPGRADABLE #########################
##############################################################
########################### P/A ##############################
##############################################################

#RETTYPE_INF_4_RR_V =		# PIKEMEN/ARCHERS
#{
#
#	first_type = 2
#	first_amount = 310
#	second_type = 5
#	second_amount = 190
#	
#	potential = {
#		OR = {
#			rr_retinue_culture_potential = yes
#			is_tribal = no
#		}
#		
#		capital_scope = {
#			    TECH_SKIRMISH = 2
#				TECH_MELEE = 2
#				TECH_INFANTRY = 4
#			    TECH_RECRUITMENT = 3
#			}
#		has_game_rule = {
#				name = RETINUES_REDONE
#				value = RR_VANILLA
#		}
#	}
#}

##############################################################
####################### UPGRADABLE ###########################
##############################################################
########################### P/L ##############################
##############################################################

RETTYPE_LP_0_RR_V =		# PIKEMEN/LIGHT INFANTRY
{
	first_type = 2
	first_amount = 240
	second_type = 0
	second_amount = 260

	potential = {
			rr_retinue_hire_potential = yes
				
		capital_scope = {
				TECH_INFANTRY = 2
				TECH_SKIRMISH = 1
				TECH_RECRUITMENT = 1
				TECH_MAJESTY = 1
				}

			NOT = { 
			capital_scope = {
			    TECH_INFANTRY = 3
				TECH_SKIRMISH = 2
				TECH_RECRUITMENT = 2
				TECH_MAJESTY = 2
				}
			}
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
}

RETTYPE_LP_1_RR_V =
{
	first_type = 2
	first_amount = 280
	second_type = 0
	second_amount = 220

	potential = {
			rr_retinue_hire_potential = yes
				
		capital_scope = {
			    TECH_INFANTRY = 3
				TECH_SKIRMISH = 2
				TECH_RECRUITMENT = 2
				TECH_MAJESTY = 2
				}

			NOT = { 
			capital_scope = {
			    TECH_INFANTRY = 4
				TECH_SKIRMISH = 3
				TECH_RECRUITMENT = 3
				TECH_MAJESTY = 3
				}
			}
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		pikemen_defensive = 0.15
	}
}

RETTYPE_LP_2_RR_V =
{
	first_type = 2
	first_amount = 320
	second_type = 0
	second_amount = 180

	potential = {
			rr_retinue_hire_potential = yes
				
		capital_scope = {
			    TECH_INFANTRY = 4
				TECH_SKIRMISH = 3
				TECH_RECRUITMENT = 3
				TECH_MAJESTY = 3
				}

			NOT = { 
			capital_scope = {
			    TECH_INFANTRY = 5
				TECH_SKIRMISH = 4
				TECH_RECRUITMENT = 4
				TECH_MAJESTY = 4
				}
			}
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		pikemen_defensive = 0.15
		pikemen_morale = 0.10
	}
}

RETTYPE_LP_3_RR_V =
{
	first_type = 2
	first_amount = 360
	second_type = 0
	second_amount = 140

	potential = {
			rr_retinue_hire_potential = yes
				
		capital_scope = {
			    TECH_INFANTRY = 5
				TECH_SKIRMISH = 4
				TECH_RECRUITMENT = 4
				TECH_MAJESTY = 4
				}

			NOT = { 
			capital_scope = {
			    TECH_INFANTRY = 6
				TECH_SKIRMISH = 5
				TECH_RECRUITMENT = 5
				TECH_MAJESTY = 5
				}
			}
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		pikemen_defensive = 0.15
		pikemen_morale = 0.10
		pikemen_offensive = 0.10
	}
}

RETTYPE_LP_4_RR_V =
{
	first_type = 2
	first_amount = 400
	second_type = 0
	second_amount = 100

	potential = {
			rr_retinue_hire_potential = yes
				
		capital_scope = {
			    TECH_INFANTRY = 6
				TECH_SKIRMISH = 5
				TECH_RECRUITMENT = 5
				TECH_MAJESTY = 5
				}
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}

	modifier = {
		pikemen_defensive = 0.20
		pikemen_morale = 0.15
		pikemen_offensive = 0.15
	}
}

##############################################################
########################### K/C ##############################
##############################################################

RETTYPE_CK_0_RR_V =		# KNIGHTS/LIGHT CAVALRY
{
	first_type = 4
	first_amount = 70
	second_type = 3
	second_amount = 430

	potential = {
			rr_retinue_hire_potential = yes
				
		capital_scope = {
				TECH_CAVALRY = 2
				TECH_RECRUITMENT = 1
				TECH_NOBLE_CUSTOMS = 1
				TECH_MAJESTY = 1
				}

			NOT = { 
			capital_scope = {
			    TECH_CAVALRY = 3
				TECH_RECRUITMENT = 2
				TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}
			}
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
}

RETTYPE_CK_1_RR_V =
{
	first_type = 4
	first_amount = 120
	second_type = 3
	second_amount = 380

	potential = {
			rr_retinue_hire_potential = yes
				
		capital_scope = {
			    TECH_CAVALRY = 3
				TECH_RECRUITMENT = 2
				TECH_NOBLE_CUSTOMS = 2
				TECH_MAJESTY = 2
				}

			NOT = { 
			capital_scope = {
			    TECH_CAVALRY = 4
				TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
			}
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		knights_morale = 0.05
	}
}

RETTYPE_CK_2_RR_V =
{
	first_type = 4
	first_amount = 170
	second_type = 3
	second_amount = 330

	potential = {
			rr_retinue_hire_potential = yes
				
		capital_scope = {
			    TECH_CAVALRY = 4
				TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}

			NOT = { 
			capital_scope = {
			    TECH_CAVALRY = 5
				TECH_RECRUITMENT = 4
				TECH_NOBLE_CUSTOMS = 4
				TECH_MAJESTY = 4
				}
			}
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		knights_morale = 0.05
		knights_defensive = 0.10
	}
}

RETTYPE_CK_3_RR_V =
{
	first_type = 4
	first_amount = 220
	second_type = 3
	second_amount = 280

	potential = {
			rr_retinue_hire_potential = yes
				
		capital_scope = {
			    TECH_CAVALRY = 5
				TECH_RECRUITMENT = 4
				TECH_NOBLE_CUSTOMS = 4
				TECH_MAJESTY = 4
				}

			NOT = { 
			capital_scope = {
			    TECH_CAVALRY = 6
				TECH_RECRUITMENT = 5
				TECH_NOBLE_CUSTOMS = 5
				TECH_MAJESTY = 5
				}
			}
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		knights_morale = 0.05
		knights_defensive = 0.10
		knights_offensive = 0.10
	}
}

RETTYPE_CK_4_RR_V =
{
	first_type = 4
	first_amount = 270
	second_type = 3
	second_amount = 230

	potential = {
			rr_retinue_hire_potential = yes
				
		capital_scope = {
			    TECH_CAVALRY = 6
				TECH_RECRUITMENT = 5
				TECH_NOBLE_CUSTOMS = 5
				TECH_MAJESTY = 5
				}
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		knights_morale = 0.10
		knights_defensive = 0.15
		knights_offensive = 0.15
	}
}

##############################################################
###################### Cultural Retinues #####################
##############################################################

RETTYPE_CUL_ENG_RR_V = 
{
	first_type = 5
	first_amount = 500
	
	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			culture = english
			culture = welsh
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		archers_offensive = 0.15
		archers_defensive = 0.05
	}
}

RETTYPE_CUL_SCOT_RR_V = 
{
	first_type = 2
	first_amount = 500
	
	potential = {
		rr_retinue_culture_potential = yes
		culture = scottish
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		pikemen_defensive = 0.2
		pikemen_offensive = 0.1
		pikemen_morale = 0.1
	}
}

RETTYPE_CUL_BALT_RR_V = 
{
	first_type = 1
	first_amount = 300
	
	second_type = 0
	second_amount = 200
	
	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			culture_Group = baltic
			culture_Group = finno_ugric
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.15
		heavy_infantry_morale = 0.05
	}
}

RETTYPE_CUL_ALTAIC_RR_V = 
{
	first_type = 6
	first_amount = 260
	
	second_type = 3
	second_amount = 240

	special_troops = horse_archers
	
	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			culture_Group = altaic
			culture_Group = iranian
		}
		NOT = {
			culture = jurchen
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		horse_archers_offensive = 0.1
		horse_archers_morale = 0.05
	}
}

RETTYPE_CUL_FRANK_NOR_GER_RR_V = 
{
	first_type = 4
	first_amount = 300
	
	second_type = 3
	second_amount = 200
	
	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			culture = frankish
			culture = occitan
			culture = norman
			culture = german
			culture = breton
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		knights_offensive = 0.05
		knights_defensive = 0.05
		knights_morale = 0.1
	}
}

RETTYPE_CUL_IBER_RR_V = 
{
	first_type = 3
	first_amount = 500
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = iberian
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		light_cavalry_offensive = 0.1
		light_cavalry_morale = 0.1
	}
}

RETTYPE_CUL_ITA_RR_V = 
{
	first_type = 2
	first_amount = 500
	
	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			culture = italian
			culture = dalmatian
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		pikemen_offensive = 0.1
		pikemen_defensive = 0.1
		pikemen_morale = 0.2
	}
}

RETTYPE_CUL_ROMAN_RR_V = 
{
	first_type = 2
	first_amount = 400
	second_type = 1
	second_amount = 100
	
	potential = {
		rr_retinue_culture_potential = yes
		culture = roman
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		pikemen_offensive = 0.1
		pikemen_defensive = 0.1
		pikemen_morale = 0.2
		heavy_infantry_offensive = 0.15
		heavy_infantry_defensive = 0.15
		heavy_infantry_morale = 0.1
	}
}

RETTYPE_CUL_RUS_RR_V = 
{
	first_type = 1
	first_amount = 500
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = east_slavic
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		heavy_infantry_offensive = 0.05
		heavy_infantry_defensive = 0.25
		heavy_infantry_morale = 0.1
	}
}

RETTYPE_CUL_NORTHGER_RR_V = 
{
	first_type = 1
	first_amount = 350
	
	second_type = 0
	second_amount = 150
	
	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			culture_Group = north_germanic
			culture = saxon
			culture = old_saxon
			culture = frisian
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		heavy_infantry_offensive = 0.2
		heavy_infantry_morale = 0.1
	}
}

RETTYPE_CUL_HUNG_RR_V = 
{
	first_type = 3
	first_amount = 500
	
	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			culture = hungarian
			culture_Group = west_slavic
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		light_cavalry_defensive = 0.3
		light_cavalry_morale = 0.1
	}
}

RETTYPE_CUL_ARAB_RR_V = 
{
	first_type = 6
	first_amount = 500
	
	special_troops = camel_cavalry
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = arabic
		NOT = { culture = andalusian_arabic }
		NOT = { culture = maghreb_arabic }
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		camel_cavalry_offensive = 0.1
		camel_cavalry_defensive = 0.1
		camel_cavalry_morale = 0.1
	}
}

RETTYPE_CUL_ANDALUSIAN_RR_V = 
{
	first_type = 3
	first_amount = 500

	potential = {
		rr_retinue_culture_potential = yes
		culture = andalusian_arabic
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}

	modifier = {
		light_cavalry_defensive = 0.2
		light_cavalry_offensive = 0.1
		light_cavalry_morale = 0.1
	}
}

RETTYPE_CUL_BERBER_RR_V = 
{
	first_type = 3
	first_amount = 500

	potential = {
		rr_retinue_culture_potential = yes
		culture = maghreb_arabic
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}

	modifier = {
		light_cavalry_offensive = 0.25
		light_cavalry_morale = 0.15
	}
}

RETTYPE_CUL_BYZ_RR_V = 
{
	first_type = 4
	first_amount = 300
	
	second_type = 6
	second_amount = 200

	special_troops = horse_archers
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = byzantine
		NOT = { culture = coptic }
		NOT = { culture = alan }
		NOT = { culture = assyrian }
		NOT = { culture = arberian }
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		knights_offensive = 0.05
		knights_defensive = 0.05
		knights_morale = 0.1
	}
}

RETTYPE_CUL_IRISH_RR_V = 
{
	first_type = 1
	first_amount = 250
	
	second_type = 0
	second_amount = 250
	
	potential = {
		rr_retinue_culture_potential = yes
		culture = irish
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.2
		heavy_infantry_morale = 0.1
	}
}

RETTYPE_CUL_ETHIO_RR_V = 
{
	first_type = 0
	first_amount = 400
	
	second_type = 5
	second_amount = 100
	
	potential = {
		rr_retinue_culture_potential = yes
		culture = ethiopian
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		light_infantry_offensive = 0.25
		light_infantry_defensive = 0.15
	}
}

RETTYPE_CUL_SOMALI_RR_V = 
{
	first_type = 0
	first_amount = 400
	
	second_type = 5
	second_amount = 100
	
	potential = {
		rr_retinue_culture_potential = yes
		culture = somali
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		light_infantry_offensive = 0.2
		light_infantry_defensive = 0.2
	}
}

RETTYPE_CUL_W_AFR_RR_V = 
{
	first_type = 0
	first_amount = 400
	
	second_type = 5
	second_amount = 100
	
	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			culture_Group = west_african
			culture_Group = central_african
			culture = daju
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		light_infantry_offensive = 0.3
		light_infantry_defensive = 0.05
		light_infantry_morale = 0.05
	}
}

RETTYPE_CUL_SOUTH_SLA_RR_V = 
{
	first_type = 4
	first_amount = 200
	
	second_type = 3
	second_amount = 300
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = south_slavic
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		knights_defensive = 0.05
		knights_morale = 0.05
		light_cavalry_defensive = 0.1
		light_cavalry_offensive = 0.1
	}
}

RETTYPE_CUL_DUTCH_RR_V = 
{
	first_type = 0
	first_amount = 350
	
	second_type = 2
	second_amount = 150
	
	potential = {
		rr_retinue_culture_potential = yes
		culture = dutch
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		light_infantry_offensive = 0.1
		light_infantry_defensive = 0.1
		light_infantry_morale = 0.05
		pikemen_offensive = 0.15
		pikemen_defensive = 0.1
		pikemen_morale = 0.05
	}
}

RETTYPE_CUL_NAHUA_RR_V = 
{
	first_type = 0
	first_amount = 375
	second_type = 1
	second_amount = 125
	
	potential = {
		rr_retinue_culture_potential = yes
		culture = nahuatl
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		light_infantry_offensive = 0.2
		light_infantry_morale = 0.1
		heavy_infantry_offensive = 0.1
		heavy_infantry_morale = 0.05
	}
}

RETTYPE_CUL_JEWISH_RR_V = 
{
	first_type = 1
	first_amount = 250
	
	second_type = 0
	second_amount = 250
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = israelite
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.1
		heavy_infantry_morale = 0.05
	}
}

RETTYPE_CUL_INDIAN_RR_V = 
{
	first_type = 5
	first_amount = 240
	second_type = 6
	second_amount = 60
	
	special_troops = war_elephants
	
	potential = {
		rr_retinue_culture_potential = yes
		OR = {
			culture_Group = indo_aryan_Group
			culture_Group = dravidian_Group
		}
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		archers_offensive = 0.05
		archers_defensive = 0.15
	}
}

RETTYPE_CUL_NUBIAN_RR_V = 
{
	first_type = 5
	first_amount = 350
	
	second_type = 0
	second_amount = 150

	potential = {
		rr_retinue_culture_potential = yes
		culture = nubian
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		archers_offensive = 0.1
		archers_defensive = 0.1
	}
}

RETTYPE_CUL_FRA_RR_V = 
{
	first_type = 1
	first_amount = 500
	
	potential = {
		rr_retinue_culture_potential = yes
		culture = old_frankish
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		heavy_infantry_offensive = 0.1
		heavy_infantry_defensive = 0.05
		heavy_infantry_morale = 0.05
	}
}

RETTYPE_CUL_LOM_RR_V = 
{
	first_type = 1
	first_amount = 500
	
	potential = {
		rr_retinue_culture_potential = yes
		culture = lombard
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		heavy_infantry_offensive = 0.05
		heavy_infantry_morale = 0.05
	}
}

RETTYPE_CUL_SUEBI_RR_V = 
{
	first_type = 0
	first_amount = 200
	
	second_type = 2
	second_amount = 300
	
	potential = {
		rr_retinue_culture_potential = yes
		culture = suebi
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		light_infantry_defensive = 0.15
		light_infantry_morale = 0.1
		pikemen_defensive = 0.15
		pikemen_morale = 0.1
	}
}

RETTYPE_CUL_PICTISH_RR_V = 
{
	first_type = 0
	first_amount = 375
	second_type = 5
	second_amount = 125
	
	potential = {
		rr_retinue_culture_potential = yes
		culture = pictish
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		light_infantry_offensive = 0.15
		light_infantry_defensive = 0.05
		light_infantry_morale = 0.1
		archers_offensive = 0.05
		archers_morale = 0.05
	}
}

RETTYPE_CUL_HAN_RR_V =
{
	first_type = 5
	first_amount = 250
	second_type = 2
	second_amount = 100
	
	potential = {
		rr_retinue_culture_potential = yes
		culture = han
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		archers_offensive = 0.15
		archers_defensive = 0.05
		pikemen_offensive = 0.1
		pikemen_defensive = 0.15
		pikemen_morale = 0.5
	}
}

RETTYPE_CUL_TIBET_RR_V = 
{
	first_type = 0
	first_amount = 300
	
	second_type = 3
	second_amount = 200
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = tibetan_Group
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		light_infantry_offensive = 0.25
		light_infantry_defensive = 0.15
		light_infantry_morale = 0.05
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		light_cavalry_morale = 0.05
	}
}

RETTYPE_CUL_JURCHEN_RR_V =
{
	first_type = 4
	first_amount = 150
	second_type = 3
	second_amount = 350

	potential = {
		rr_retinue_culture_potential = yes
		culture = jurchen
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		light_cavalry_offensive = 0.05
		light_cavalry_morale = 0.05
		knights_offensive = 0.05
		knights_defensive = 0.05
	}
}

RETTYPE_CUL_ASSYRIAN_RR_V = 
{
	first_type = 1
	first_amount = 500
	
	potential = {
		rr_retinue_culture_potential = yes
		culture = assyrian
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.1
		heavy_infantry_morale = 0.05
	}
}

RETTYPE_CUL_COPTIC_RR_V = 
{
	first_type = 2
	first_amount = 350
	second_type = 5
	second_amount = 150

	potential = {
		rr_retinue_culture_potential = yes
		culture = coptic
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		archers_defensive = 0.15
		pikemen_defensive = 0.1
	}
}

RETTYPE_CUL_OUTREMER_RR_V = 
{
	first_type = 4
	first_amount = 200
	
	second_type = 6
	second_amount = 300
	
	special_troops = camel_cavalry
	
	potential = {
		rr_retinue_culture_potential = yes
		culture = outremer
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		camel_cavalry_offensive = 0.1
		camel_cavalry_morale = 0.05
		knights_offensive = 0.05
		knights_morale = 0.05
	}
}

RETTYPE_CUL_ARBERIAN_RR_V = 
{
	first_type = 3
	first_amount = 500

	potential = {
		rr_retinue_culture_potential = yes
		culture = arberian
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		light_cavalry_defensive = 0.1
		light_cavalry_offensive = 0.1
		light_cavalry_morale = 0.2
	}
}

RETTYPE_CUL_SAR_RR_V = 
{
	first_type = 2
	first_amount = 250
	second_type = 5
	second_amount = 250
	
	potential = {
		rr_retinue_culture_potential = yes
		culture = sardinian
		
		capital_scope = {
			    TECH_RECRUITMENT = 3
				TECH_NOBLE_CUSTOMS = 3
				TECH_MAJESTY = 3
				}
		
		has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
		}
	}
	
	modifier = {
		archers_defensive = 0.1
		pikemen_defensive = 0.1
		pikemen_offensive = 0.1
		pikemen_morale = 0.2
	}
}

##############################################################
###################### Horde Retinues ########################
##############################################################

HORDE_RETTYPE_CAV1_RR_V = 
{
	first_type = 3
	first_amount = 500
	
	hire_cost = 35
	costs_prestige = yes
	
	maintenance_multiplier = 0.50
	
	potential = {
		is_nomadic = yes
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		light_cavalry_defensive = 0.5
		light_cavalry_offensive = -0.3
	}
}

HORDE_RETTYPE_CAV2_RR_V = 
{
	first_type = 3
	first_amount = 450
	second_type = 6
	second_amount = 50

	special_troops = horse_archers
	
	hire_cost = 65
	costs_prestige = yes
	
	maintenance_multiplier = 0.50
	
	potential = {
		is_nomadic = yes
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		light_cavalry_defensive = 0.5
		light_cavalry_offensive = -0.3
		horse_archers_offensive = 0.25
		horse_archers_defensive = 0.5
	}
}

HORDE_RETTYPE_CAV3_RR_V =
{
	first_type = 3
	first_amount = 400
	second_type = 6
	second_amount = 100

	special_troops = horse_archers
	
	hire_cost = 95
	costs_prestige = yes
	
	maintenance_multiplier = 0.5
	
	potential = {
		is_nomadic = yes
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		light_cavalry_defensive = 0.5
		light_cavalry_offensive = -0.3
		horse_archers_offensive = 0.25
		horse_archers_defensive = 0.5
	}
}

HORDE_RETTYPE_CAV4_RR_V =
{
	first_type = 3
	first_amount = 300
	second_type = 6
	second_amount = 200

	special_troops = horse_archers
	
	hire_cost = 62.5
	
	maintenance_multiplier = 0.3
	
	potential = {
		is_nomadic = yes
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		light_cavalry_defensive = 0.75
		horse_archers_offensive = 0.5
		horse_archers_defensive = 0.75
	}
}

HORDE_RETTYPE_CAV5_RR_V =
{
	first_type = 3
	first_amount = 400
	second_type = 4
	second_amount = 100
	
	hire_cost = 125
	
	maintenance_multiplier = 0.3
	
	potential = {
		is_nomadic = yes
		NOT = { has_character_modifier = invading_population_halt } # This stops the Mongol Empire from spending all their money on super-expensive retinues
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}	
	
	modifier = {
		light_cavalry_offensive = 0.25
		light_cavalry_defensive = 0.5
		knights_defensive = 0.25
	}
}

HORDE_RETTYPE_CAV6_RR_V =
{
	first_type = 3
	first_amount = 200
	second_type = 4
	second_amount = 300
	
	hire_cost = 187.5
	
	maintenance_multiplier = 0.3
	
	potential = {
		is_nomadic = yes
		NOT = { has_character_modifier = invading_population_halt } # This stops the Mongol Empire from spending all their money on super-expensive retinues
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		light_cavalry_offensive = 0.25
		light_cavalry_defensive = 0.5
		knights_defensive = 0.25
	}
}

HORDE_RETTYPE_CAV7_RR_V =
{
	first_type = 6
	first_amount = 500
	
	special_troops = horse_archers
	
	hire_cost = 187.5
	
	maintenance_multiplier = 0.3
	
	potential = {
		is_nomadic = yes
		NOT = { has_character_modifier = invading_population_halt } # This stops the Mongol Empire from spending all their money on super-expensive retinues
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		horse_archers_offensive = 0.75
		horse_archers_defensive = 1
	}
}

HORDE_RETTYPE_PAGAN_RR_V =
{
	first_type = 3
	first_amount = 250
	second_type = 6
	second_amount = 250
	
	special_troops = horse_archers
	
	hire_cost = 65
	costs_piety = yes
	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
		religion_Group = pagan_Group
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		light_cavalry_defensive = 0.5
		light_cavalry_offensive = -0.3
		horse_archers_offensive = 0.25
		horse_archers_defensive = 0.5
	}
}

HORDE_RETTYPE_MUSLIM_RR_V =
{
	first_type = 6
	first_amount = 250
	second_type = 5
	second_amount = 250
	
	special_troops = horse_archers
	
	hire_cost = 65
	costs_piety = yes
	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
		religion_Group = muslim
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		archers_offensive = 0.25
		archers_defensive = 0.5
		horse_archers_offensive = 0.25
		horse_archers_defensive = 0.5
	}
}

HORDE_RETTYPE_CHRISTIAN_RR_V =
{
	first_type = 2
	first_amount = 250
	second_type = 6
	second_amount = 250
	
	special_troops = horse_archers
	
	hire_cost = 95
	costs_piety = yes
	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
		religion_Group = christian
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		pikemen_defensive = 0.25
		horse_archers_offensive = 0.25
		horse_archers_defensive = 0.5
	}
}

HORDE_RETTYPE_ZOROASTRIAN_RR_V =
{
	first_type = 1
	first_amount = 250
	second_type = 6
	second_amount = 250
	
	special_troops = horse_archers
	
	hire_cost = 95
	costs_piety = yes
	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
		religion_Group = zoroastrian_Group
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.25
		horse_archers_offensive = 0.25
		horse_archers_defensive = 0.5
	}
}

HORDE_RETTYPE_JEWISH_RR_V =
{
	first_type = 3
	first_amount = 250
	second_type = 1
	second_amount = 250
	
	special_troops = horse_archers
	
	hire_cost = 65
	costs_piety = yes
	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
		religion_Group = jewish_Group
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.25
		light_cavalry_defensive = 0.75
	}
}

HORDE_RETTYPE_EASTERN_RR_V =
{
	first_type = 0
	first_amount = 250
	second_type = 3
	second_amount = 250
	
	special_troops = horse_archers
	
	hire_cost = 65
	costs_piety = yes
	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
		religion_Group = indian_Group
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		light_infantry_offensive = 0.25
		light_infantry_defensive = 0.5
		light_cavalry_defensive = 0.5
		light_cavalry_offensive = -0.3
	}
}

HORDE_RETTYPE_INDIAN_RR_V = 
{
	first_type = 3
	first_amount = 400
	second_type = 6
	second_amount = 100
	
	special_troops = war_elephants

	hire_cost = 315
	
	potential = {
		is_nomadic = yes
		capital_scope = {
			region = world_india
		}
		NOT = { has_character_modifier = invading_population_halt } # This stops the Mongol Empire from spending all their money on super-expensive retinues
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		light_cavalry_offensive = 0.25
		light_cavalry_defensive = 0.5
		war_elephants_morale = 0.25
	}
}

HORDE_RETTYPE_DESERT_RR_V = {
	first_type = 3
	first_amount = 200
	second_type = 6
	second_amount = 300
	
	special_troops = camel_cavalry
	
	hire_cost = 315
	
	potential = {
		is_nomadic = yes
		capital_scope = {
			terrain = desert
		}
		NOT = { has_character_modifier = invading_population_halt } # This stops the Mongol Empire from spending all their money on super-expensive retinues
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		light_cavalry_offensive = 0.25
		light_cavalry_defensive = 0.5
		camel_cavalry_offensive = 0.25
		camel_cavalry_defensive = 0.5
	}
}

HORDE_RETTYPE_EUROPE_RR_V = {
	first_type = 4
	first_amount = 500
	
	hire_cost = 315
	
	potential = {
		is_nomadic = yes
		capital_scope = {
			OR = {
				region = world_europe_west
				region = world_europe_south
			}
		}
		NOT = { has_character_modifier = invading_population_halt } # This stops the Mongol Empire from spending all their money on super-expensive retinues
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		knights_offensive = 0.25
		knights_defensive = -0.25
	}
}

##############################################################
################### Ridiculous Retinues ######################
##############################################################

RETTYPE_CUL_HORSE_RR_V = 
{
	first_type = 3
	first_amount = 300
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = horse_Group
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		light_cavalry_defensive = 0.75
		light_cavalry_morale = 0.75
	}
}

RETTYPE_CUL_CAT_RR_V = 
{
	first_type = 0
	first_amount = 300
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = cat_Group
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		light_infantry_morale = 0.25
		light_infantry_offensive = 2
	}
}

RETTYPE_CUL_BEAR_RR_V = 
{
	first_type = 1
	first_amount = 300
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = bear_Group
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		heavy_infantry_morale = 0.25
		heavy_infantry_offensive = 1
	}
}

RETTYPE_CUL_HEDGEHOG_RR_V = 
{
	first_type = 2
	first_amount = 300
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = hedgehog_Group
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		pikemen_morale = 0.25
		pikemen_defensive = 1
	}
}

RETTYPE_CUL_DUCK_RR_V = 
{
	first_type = 1
	first_amount = 300
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = duck_Group
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		heavy_infantry_morale = 0.5
		heavy_infantry_defensive = 0.5
		heavy_infantry_offensive = 0.5
	}
}

RETTYPE_CUL_DOG_RR_V = 
{
	first_type = 4
	first_amount = 150
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = dog_Group
	
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		knights_morale = 1
		knights_defensive = 0.75
	}
}

RETTYPE_CUL_ELEPHANT_RR_V = 
{
	first_type = 6
	first_amount = 100
	
	special_troops = war_elephants
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = elephant_Group
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		war_elephants_offensive = 0.5
		war_elephants_defensive = 0.25
	}
}

RETTYPE_CUL_DRAGON_RR_V = 
{
	first_type = 4
	first_amount = 150
	
	potential = {
		rr_retinue_culture_potential = yes
		culture_Group = dragon_Group
		
		OR = { 
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_VANILLA
			}
			has_game_rule = {
				name = RETINUES_REDONE
				value = RR_OFF
			}
		}
	}
	
	modifier = {
		knights_morale = 1
		knights_offensive = 0.75
	}
}

#########################################
#####################################
#################################
#############################