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

RETTYPE_NEU1 = # Basic light Infantry retinue
{
	first_type = 0
	first_amount = 500
	
potential = {
		is_nomadic = no
		ai = no
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
}

RETTYPE_NEU2 = # Basic light infantry + archer retinue
{
	first_type = 0
	first_amount = 375
	second_type = 5
	second_amount = 125

	potential = {
		is_nomadic = no
		ai = no
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
}


######################
##### Light Infantry + Heavy Infantry
######################


RETTYPE_INF1_0 =
{
	first_type = 0
	first_amount = 400
	second_type = 1
	second_amount = 100

	potential = {
		is_nomadic = no
		ai = no
		capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_MAJESTY = 1	
			    TECH_LEGALISM = 1	
			    TECH_HEAVY_INFANTRY = 1
			    TECH_RECRUITMENT = 1
				
				}

			NOT = { 
			capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_MAJESTY = 2
			    TECH_LEGALISM = 2	
			    TECH_HEAVY_INFANTRY = 2
			    TECH_RECRUITMENT = 2
				}
			}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
		}
	
	
}


RETTYPE_INF1_1 =
{
	first_type = 0
	first_amount = 300
	second_type = 1
	second_amount = 200

	potential = {
		ai = no
	is_nomadic = no
		capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_MAJESTY = 2
			    TECH_LEGALISM = 2	
			    TECH_HEAVY_INFANTRY = 2
			    TECH_RECRUITMENT = 2	

				}

			NOT = { 
			capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 3
			    TECH_NOBLE_CUSTOMS = 3
			    TECH_MAJESTY = 3
			    TECH_LEGALISM = 3	
			    TECH_HEAVY_INFANTRY = 3
			    TECH_RECRUITMENT = 3
				}
			}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
		}
	
	
}

RETTYPE_INF1_2 =
{
	first_type = 0
	first_amount = 200
	second_type = 1
	second_amount = 300

	potential = {
		ai = no
	is_nomadic = no
		capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 3
			    TECH_NOBLE_CUSTOMS = 3
			    TECH_MAJESTY = 3
			    TECH_LEGALISM = 3	
			    TECH_HEAVY_INFANTRY = 3
			    TECH_RECRUITMENT = 3	

				}

			NOT = { 
			capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_MAJESTY = 4
			    TECH_LEGALISM = 4	
			    TECH_HEAVY_INFANTRY = 4
			    TECH_RECRUITMENT = 4
				}
			}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
		}
	
	
}


RETTYPE_INF1_3 =
{
	first_type = 0
	first_amount = 100
	second_type = 1
	second_amount = 400

	potential = {
		ai = no
	is_nomadic = no
		capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_MAJESTY = 4
			    TECH_LEGALISM = 4	
			    TECH_HEAVY_INFANTRY = 4
			    TECH_RECRUITMENT = 4	

				}

			NOT = { 
			capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 5
			    TECH_NOBLE_CUSTOMS = 5
			    TECH_MAJESTY = 5
			    TECH_LEGALISM = 5	
			    TECH_HEAVY_INFANTRY = 5
			    TECH_RECRUITMENT = 5
				}
			}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
		}
	

}

RETTYPE_INF1_4 =
{
	first_type = 1
	first_amount = 500

	potential = {
		ai = no
	is_nomadic = no
		capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 5
			    TECH_NOBLE_CUSTOMS = 5
			    TECH_MAJESTY = 5
			    TECH_LEGALISM = 5	
			    TECH_HEAVY_INFANTRY = 5
			    TECH_RECRUITMENT = 5	

				}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}

			
		}
	
	
}




######################
##### Light Infantry + Pikeneers
######################


RETTYPE_INF2_0 =
{
	first_type = 0
	first_amount = 400
	second_type = 2
	second_amount = 100

	potential = {
		ai = no
	is_nomadic = no
		capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_MAJESTY = 1	
			    TECH_LEGALISM = 1	
			    TECH_HEAVY_INFANTRY = 1
			    TECH_RECRUITMENT = 1
				
				}

			NOT = { 
			capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_MAJESTY = 2
			    TECH_LEGALISM = 2	
			    TECH_HEAVY_INFANTRY = 2
			    TECH_RECRUITMENT = 2
				}
			}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
		}
	
	
}


RETTYPE_INF2_1 =
{
	first_type = 0
	first_amount = 300
	second_type = 2
	second_amount = 200

	potential = {
		ai = no
	is_nomadic = no
		capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_MAJESTY = 2
			    TECH_LEGALISM = 2	
			    TECH_HEAVY_INFANTRY = 2
			    TECH_RECRUITMENT = 2	

				}

			NOT = { 
			capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 3
			    TECH_NOBLE_CUSTOMS = 3
			    TECH_MAJESTY = 3
			    TECH_LEGALISM = 3	
			    TECH_HEAVY_INFANTRY = 3
			    TECH_RECRUITMENT = 3
				}
			}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
		}
	
	
}

RETTYPE_INF2_2 =
{
	first_type = 0
	first_amount = 200
	second_type = 2
	second_amount = 300

	potential = {
		ai = no
	is_nomadic = no
		capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 3
			    TECH_NOBLE_CUSTOMS = 3
			    TECH_MAJESTY = 3
			    TECH_LEGALISM = 3	
			    TECH_HEAVY_INFANTRY = 3
			    TECH_RECRUITMENT = 3	

				}

			NOT = { 
			capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_MAJESTY = 4
			    TECH_LEGALISM = 4	
			    TECH_HEAVY_INFANTRY = 4
			    TECH_RECRUITMENT = 4
				}
			}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
		}
	
	
}


RETTYPE_INF2_3 =
{
	first_type = 0
	first_amount = 100
	second_type = 2
	second_amount = 400

	potential = {
		ai = no
	is_nomadic = no
		capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_MAJESTY = 4
			    TECH_LEGALISM = 4	
			    TECH_HEAVY_INFANTRY = 4
			    TECH_RECRUITMENT = 4	

				}

			NOT = { 
			capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 5
			    TECH_NOBLE_CUSTOMS = 5
			    TECH_MAJESTY = 5
			    TECH_LEGALISM = 5	
			    TECH_HEAVY_INFANTRY = 5
			    TECH_RECRUITMENT = 5
				}
			}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
		}
	
	
}

RETTYPE_INF2_4 =
{
	first_type = 2
	first_amount = 500

	potential = {
		ai = no
	is_nomadic = no
		capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 5
			    TECH_NOBLE_CUSTOMS = 5
			    TECH_MAJESTY = 5
			    TECH_LEGALISM = 5	
			    TECH_HEAVY_INFANTRY = 5
			    TECH_RECRUITMENT = 5	

				}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}	

		}
	
	
}




######################
##### Light Cav + Heavy Cav
######################


RETTYPE_CAV1 =
{
	first_type = 3
	first_amount = 400
	second_type = 4
	second_amount = 100

	potential = {
		ai = no
	is_nomadic = no
		capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 1
			    TECH_NOBLE_CUSTOMS = 1
			    TECH_MAJESTY = 1	
			    TECH_LEGALISM = 1	
			    TECH_CAVALRY = 1
			    TECH_RECRUITMENT = 1
				
				}

			NOT = { 
			capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_MAJESTY = 2
			    TECH_LEGALISM = 2	
			    TECH_CAVALRY = 2
			    TECH_RECRUITMENT = 2
				}
			}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
		}
	
	
}


RETTYPE_CAV1_1 =
{
	first_type = 3
	first_amount = 300
	second_type = 4
	second_amount = 200

	potential = {
		ai = no
	is_nomadic = no
		capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 2
			    TECH_NOBLE_CUSTOMS = 2
			    TECH_MAJESTY = 2
			    TECH_LEGALISM = 2	
			    TECH_CAVALRY = 2
			    TECH_RECRUITMENT = 2	

				}

			NOT = { 
			capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 3
			    TECH_NOBLE_CUSTOMS = 3
			    TECH_MAJESTY = 3
			    TECH_LEGALISM = 3	
			    TECH_CAVALRY = 3
			    TECH_RECRUITMENT = 3
				}
			}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
		}
	
	
}

RETTYPE_CAV1_2 =
{
	first_type = 3
	first_amount = 200
	second_type = 4
	second_amount = 300

	potential = {
		ai = no
	is_nomadic = no
		capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 3
			    TECH_NOBLE_CUSTOMS = 3
			    TECH_MAJESTY = 3
			    TECH_LEGALISM = 3	
			    TECH_CAVALRY = 3
			    TECH_RECRUITMENT = 3	

				}

			NOT = { 
			capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_MAJESTY = 4
			    TECH_LEGALISM = 4	
			    TECH_CAVALRY = 4
			    TECH_RECRUITMENT = 4
				}
			}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
		}
	
	
}


RETTYPE_CAV1_3 =
{
	first_type = 3
	first_amount = 100
	second_type = 4
	second_amount = 400

	potential = {
		ai = no
	is_nomadic = no
		capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 4
			    TECH_NOBLE_CUSTOMS = 4
			    TECH_MAJESTY = 4
			    TECH_LEGALISM = 4	
			    TECH_CAVALRY = 4
			    TECH_RECRUITMENT = 4	

				}

			NOT = { 
			capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 5
			    TECH_NOBLE_CUSTOMS = 5
			    TECH_MAJESTY = 5
			    TECH_LEGALISM = 5	
			    TECH_CAVALRY = 5
			    TECH_RECRUITMENT = 5
				}
			}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
		}
	
	
}

RETTYPE_CAV1_4 =
{
	first_type = 4
	first_amount = 500

	potential = {
		ai = no
	is_nomadic = no
		capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 5
			    TECH_NOBLE_CUSTOMS = 5
			    TECH_MAJESTY = 5
			    TECH_LEGALISM = 5	
			    TECH_CAVALRY = 5
			    TECH_RECRUITMENT = 5	

				}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}	

			
		}
	
	
}

RETTYPE_CAV1_5 =
{
	first_type = 3
	first_amount = 500

	potential = {
		ai = no
	is_nomadic = no
		capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 5
			    TECH_NOBLE_CUSTOMS = 5
			    TECH_MAJESTY = 5
			    TECH_LEGALISM = 5	
			    TECH_CAVALRY = 5
			    TECH_RECRUITMENT = 5	

				}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}	

		}
	
	
}



#######################
### Crossbow/Heavy Inf
#######################



RETTYPE_NEU3 =
{

	first_type = 1
	first_amount = 375
	second_type = 6
	second_amount = 125

		special_troops = crossbowmen
	
	potential = {
		ai = no
	is_nomadic = no
		capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 4
			    TECH_MAJESTY = 4
			    TECH_LEGALISM = 4
			    TECH_POPULAR_CUSTOMS = 4
			    TECH_LIGHT_INFANTRY = 4
			    TECH_RECRUITMENT = 4
			}
		AND = { 
		OR = {
		culture = breton
		culture = bohemian 
		culture_group = central_germanic
		culture_group = west_germanic
		culture_group = latin
		culture_group = iberian
		culture_group = south_slavic
		culture_group = israelite
		culture_group = magyar
		}

		}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}

		
	}
	
}


#######################
### Crossbow/Pikes
#######################



RETTYPE_NEU5 =
{

	first_type = 2
	first_amount = 375
	second_type = 6
	second_amount = 125

		special_troops = crossbowmen
	
	potential = {
		ai = no
	is_nomadic = no
		capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 4
			    TECH_MAJESTY = 4
			    TECH_LEGALISM = 4
			    TECH_POPULAR_CUSTOMS = 4
			    TECH_LIGHT_INFANTRY = 4
			    TECH_RECRUITMENT = 4
			}
		AND = { 
		OR = {
		culture = breton
		culture = bohemian 
		culture_group = central_germanic
		culture_group = west_germanic
		culture_group = latin
		culture_group = iberian
		culture_group = south_slavic
		culture_group = israelite
		culture_group = magyar
		}

		}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}

		
	}
	
}





#######################
### Archer/Heavy Inf
#######################



RETTYPE_NEU7 =
{

	first_type = 1
	first_amount = 375
	second_type = 5
	second_amount = 125
	
	potential = {
		ai = no
	is_nomadic = no
		capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 4
			    TECH_MAJESTY = 4
			    TECH_LEGALISM = 4
			    TECH_POPULAR_CUSTOMS = 4
			    TECH_LIGHT_INFANTRY = 4
			    TECH_RECRUITMENT = 4
			}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}

		
	}
	
}


#######################
### Archer/Piken
#######################



RETTYPE_NEU8 =
{

	first_type = 2
	first_amount = 375
	second_type = 5
	second_amount = 125
	
	potential = {
		ai = no
	is_nomadic = no
		capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 4
			    TECH_MAJESTY = 4
			    TECH_LEGALISM = 4
			    TECH_POPULAR_CUSTOMS = 4
			    TECH_LIGHT_INFANTRY = 4
			    TECH_RECRUITMENT = 4
			}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}

		
	}
	
}



#######################
### Berserker
#######################

RETTYPE_NEU4 =
{
	first_type = 6
	first_amount = 250
	second_type = 0
	second_amount = 250

		special_troops = berserker
	
	potential = {
		ai = no
	is_nomadic = no
				capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 0
			    TECH_MAJESTY = 0
			    TECH_LEGALISM = 0
			    TECH_POPULAR_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 1
			    TECH_RECRUITMENT = 0
			}
		AND = {
		
		OR = {
		culture = irish 
		culture = scottish 	
		culture = welsh
		culture = pommeranian
		culture = polish
		culture_group = north_germanic
		culture_group = finno_ugric
		culture_group = baltic
		culture_group = east_slavic
		}
	    }
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
		
	}

	
}

#######################
### Berserker
#######################

RETTYPE_NEU9 =
{
	first_type = 6
	first_amount = 250
	second_type = 1
	second_amount = 250

		special_troops = berserker
	
	potential = {
		ai = no
	is_nomadic = no
				capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 0
			    TECH_MAJESTY = 0
			    TECH_LEGALISM = 0
			    TECH_POPULAR_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 1
			    TECH_RECRUITMENT = 0
			}
		AND = {
		
		OR = {
		culture = irish 
		culture = scottish 	
		culture = welsh
		culture = pommeranian
		culture = polish
		culture_group = north_germanic
		culture_group = finno_ugric
		culture_group = baltic
		culture_group = east_slavic
		}
	    }
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
		
	}

	
}


RETTYPE_NEU6 =
{
	first_type = 6
	first_amount = 500

		special_troops = berserker
	
	potential = {
		ai = no
	is_nomadic = no
				capital_scope = {
			    TECH_CASTLE_CONSTRUCTION = 0
			    TECH_MAJESTY = 0
			    TECH_LEGALISM = 0
			    TECH_POPULAR_CUSTOMS = 0
			    TECH_HEAVY_INFANTRY = 1
			    TECH_RECRUITMENT = 0
			}
		AND = {
		
		OR = {
		culture = irish 
		culture = scottish 	
		culture = welsh
		culture = pommeranian
		culture = polish
		culture_group = north_germanic
		culture_group = finno_ugric
		culture_group = baltic
		culture_group = east_slavic
		}
	    }
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
		
	}

	
}


#######################
### Kulturgefolge
#######################


RETTYPE_FLOGI_CUL_ENG = 
{
	first_type = 5
	first_amount = 500
	
	potential = {
		ai = no
	is_nomadic = no
		OR = {
			culture = english
			culture = welsh
		}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

RETTYPE_FLOGI_CUL_SCOT = 
{
	first_type = 2
	first_amount = 500
	
	potential = {
		ai = no
	is_nomadic = no
		culture = scottish
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

RETTYPE_FLOGI_CUL_BALT = 
{
	first_type = 1
	first_amount = 500
	
	potential = {
		ai = no
	is_nomadic = no
		OR = {
			culture_group = baltic
			culture_group = finno_ugric
		}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

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

	special_troops = horse_archers
	
	potential = {
		ai = no
	is_nomadic = no
		OR = {
			culture_group = altaic
			culture_group = iranian
		}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

RETTYPE_FLOGI_CUL_FRANK_NOR_GER = 
{
	first_type = 4
	first_amount = 300
	
	second_type = 3
	second_amount = 200
	
	potential = {
		ai = no
	is_nomadic = no
		OR = {
			culture = frankish
			culture = occitan
			culture = norman
			culture = german
			culture = breton
		}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

RETTYPE_FLOGI_CUL_IBER = 
{
	first_type = 3
	first_amount = 500
	
	potential = {
		ai = no
		is_nomadic = no
		culture_group = iberian
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

RETTYPE_FLOGI_CUL_ITA = 
{
	first_type = 2
	first_amount = 500
	
	potential = {
		ai = no
	is_nomadic = no
		culture = italian
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

RETTYPE_FLOGI_CUL_RUS = 
{
	first_type = 1
	first_amount = 500
	
	potential = {
		ai = no
	is_nomadic = no
		culture_group = east_slavic
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

RETTYPE_FLOGI_CUL_NORTHGER = 
{
	first_type = 1
	first_amount = 500
	
	potential = {
		ai = no
	is_nomadic = no
		OR = {
			culture_group = north_germanic
			culture = saxon
			culture = old_saxon
			culture = frisian
		}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

RETTYPE_FLOGI_CUL_HUNG = 
{
	first_type = 3
	first_amount = 500
	
	potential = {
		ai = no
	is_nomadic = no
		OR = {
			culture = hungarian
			culture_group = west_slavic
		}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

RETTYPE_FLOGI_CUL_ARAB = 
{
	first_type = 6
	first_amount = 400
	
	second_type = 3
	second_amount = 100
	
	special_troops = camel_cavalry
	
	potential = {
		ai = no
	is_nomadic = no
		culture_group = arabic
		NOT = { culture = andalusian_arabic }
		NOT = { culture = maghreb_arabic }
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}
RETTYPE_FLOGI_CUL_ANDALUSIAN = 
{
	first_type = 3
	first_amount = 500

	potential = {
		ai = no
		is_nomadic = no
		culture = andalusian_arabic
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}

}

RETTYPE_FLOGI_CUL_BERBER = 
{
	first_type = 3
	first_amount = 500

	potential = {		
			ai = no
		is_nomadic = no
		culture = maghreb_arabic
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}

}

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

	special_troops = horse_archers
	
	potential = {
		ai = no
	is_nomadic = no
		culture_group = byzantine
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

RETTYPE_FLOGI_CUL_IRISH = 
{
	first_type = 1
	first_amount = 500
	
	potential = {
		ai = no
	is_nomadic = no
		culture = irish
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

RETTYPE_FLOGI_CUL_ETHIO = 
{
	first_type = 0
	first_amount = 500
	
	potential = {
		ai = no
	is_nomadic = no
		culture = ethiopian
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

RETTYPE_FLOGI_CUL_W_AFR = 
{
	first_type = 0
	first_amount = 300
	
	second_type = 5
	second_amount = 200
	
	potential = {
		ai = no
	is_nomadic = no
		culture_group = west_african
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

RETTYPE_FLOGI_CUL_SOUTH_SLA = 
{
	first_type = 4
	first_amount = 300
	
	second_type = 3
	second_amount = 200
	
	potential = {
		ai = no
	is_nomadic = no
		culture_group = south_slavic
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
}	

RETTYPE_FLOGI_CUL_DUTCH = 
{
	first_type = 0
	first_amount = 300
	
	second_type = 2
	second_amount = 200
	
	potential = {
		ai = no
	is_nomadic = no
		culture = dutch
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

RETTYPE_FLOGI_CUL_NAHUA = 
{
	first_type = 0
	first_amount = 250
	second_type = 1
	second_amount = 250
	
	potential = {
		ai = no
	is_nomadic = no
		culture = nahuatl
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

RETTYPE_FLOGI_CUL_JEWISH = 
{
	first_type = 1
	first_amount = 500
	
	potential = {
		ai = no
	is_nomadic = no
		culture_group = israelite
		religion_group = jewish_group
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

RETTYPE_FLOGI_CUL_INDIAN = 
{
	first_type = 1
	first_amount = 400
	second_type = 6
	second_amount = 100
	
	special_troops = war_elephants
	
	potential = {
		ai = no
	is_nomadic = no
		OR = {
			culture_group = indo_aryan_group
			culture_group = dravidian_group
		}
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

RETTYPE_FLOGI_CUL_FRA = 
{
	first_type = 1
	first_amount = 500
	
	potential = {
		ai = no
	is_nomadic = no
		culture = old_frankish
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

RETTYPE_FLOGI_CUL_LOM = 
{
	first_type = 1
	first_amount = 500
	
	potential = {
		ai = no
	is_nomadic = no
		culture = lombard
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

RETTYPE_FLOGI_CUL_SUEBI = 
{
	first_type = 2
	first_amount = 500
	
	potential = {
		ai = no
	is_nomadic = no
		culture = suebi
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	
}

RETTYPE_FLOGI_CUL_PICTISH = 
{
	first_type = 0
	first_amount = 300
	second_type = 5
	second_amount = 200
	
	potential = {
		ai = no
	is_nomadic = no
		culture = pictish
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
}

RETTYPE_FLOGI_CUL_HAN =
{
	first_type = 5
	first_amount = 350
	second_type = 2
	second_amount = 150
	
	potential = {
		is_nomadic = no
		culture = han
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
}

RETTYPE_FLOGI_CUL_TIBET = 
{
	first_type = 0
	first_amount = 350
	
	second_type = 3
	second_amount = 150
	
	potential = {
		is_nomadic = no
		culture_group = tibetan_group
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
}

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

	potential = {
		is_nomadic = no
		culture = jurchen
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
}

RETTYPE_FLOGI_CUL_ASSYRIAN = 
{
	first_type = 1
	first_amount = 500
	
	potential = {
		is_nomadic = no
		culture = assyrian
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	modifier = {
		heavy_infantry_defensive = 0.2
		heavy_infantry_morale = 0.1
	}
}

RETTYPE_FLOGI_CUL_COPTIC = 
{
	first_type = 2
	first_amount = 300
	second_type = 5
	second_amount = 200

	potential = {
		is_nomadic = no
		culture = coptic
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	modifier = {
		archers_defensive = 0.3
		pikemen_defensive = 0.2
	}
}

RETTYPE_FLOGI_CUL_OUTREMER = 
{
	first_type = 4
	first_amount = 200
	
	second_type = 6
	second_amount = 300
	
	special_troops = camel_cavalry
	
	potential = {
		is_nomadic = no
		culture = outremer
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	modifier = {
		camel_cavalry_offensive = 0.2
		camel_cavalry_morale = 0.1
		knights_offensive = 0.1
		knights_morale = 0.1
	}
}

RETTYPE_FLOGI_CUL_ARBERIAN = 
{
	first_type = 3
	first_amount = 500

	potential = {
		is_nomadic = no
		culture = arberian
		NOR = {
		has_game_rule = {
				name = flogis_mod_retinue
				value = vanilla_retinue
			}
		has_game_rule = {
				name = flogis_mod_retinue
				value = ck2plus_retinue
			}
		}
	}
	
	modifier = {
		light_cavalry_defensive = 0.2
		light_cavalry_offensive = 0.2
		light_cavalry_morale = 0.4
	}
}

