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

##################################################################
##### Armbrustschützen / Crossbowmen 
##################################################################


RETTYPE_SPEC_1_1 = {

	first_type = 6
	first_amount = 500
	
	special_troops = crossbowmen
	
	hire_cost = 75
	
	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
			}
		}
		
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_16_1
			has_building = ha_geb_stad_16_1
			}
		}

		job_marshal = {
					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
					}
			
				}		
		NOT = {
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_16_2
			has_building = ha_geb_stad_16_2
			}
		}
		}
		
		
		
			
	}
}

RETTYPE_SPEC_1_2 = {

	first_type = 6
	first_amount = 500
	
	
	special_troops = crossbowmen
	
	hire_cost = 75
	maintenance_multiplier = 1.2
	
	modifier = {
		crossbowmen_offensive = 0.1
		crossbowmen_defensive = 0.1
	}	
	
	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
			}
		}
		job_marshal = {
					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
					}
			
				}
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_16_2
			has_building = ha_geb_stad_16_2
			}
		}	
		
		NOT = {
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_16_3
			has_building = ha_geb_stad_16_3
			}
		}
		}
		
		
			
	}
}

RETTYPE_SPEC_1_3 = {

	first_type = 6
	first_amount = 500
	
	special_troops = crossbowmen
	
	hire_cost = 75
	maintenance_multiplier = 1.3
	
	modifier = {
		crossbowmen_offensive = 0.2
		crossbowmen_defensive = 0.2
	}
	
	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
			}
		}
		
		job_marshal = {
					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
					}
			
				}
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_16_3
			has_building = ha_geb_stad_16_3
			}
		}	
		
		NOT = {
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_16_4
			has_building = ha_geb_stad_16_4
			}
		}
		}
		
			
	}
}

RETTYPE_SPEC_1_4 = {

	first_type = 6
	first_amount = 500
	
	special_troops = crossbowmen
	
	hire_cost = 75
	maintenance_multiplier = 1.4
	
	modifier = {
		crossbowmen_offensive = 0.3
		crossbowmen_defensive = 0.3
	}
	
	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
			}
		}
		job_marshal = {
					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
					}
			
				}
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_16_4
			has_building = ha_geb_stad_16_4
			}
		}	
		
		
			
	}
}

##################################################################
##### Berserker / Berserker 
##################################################################


RETTYPE_SPEC_2_1 = {

	first_type = 6
	first_amount = 500
	
	special_troops = berserker
	
	hire_cost = 75
	
	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
			}
		}
		job_marshal = {
					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
					}
			
				}
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_17_1
			has_building = ha_geb_stad_17_1
			}
		}	
		NOT = {
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_17_2
			has_building = ha_geb_stad_17_2
			}
		}
		}
		
		
		
			
	}
}

RETTYPE_SPEC_2_2 = {

	first_type = 6
	first_amount = 500
	
	special_troops = berserker
	
	maintenance_multiplier = 1.2
	hire_cost = 75
	
	modifier = {
		berserker_offensive = 0.1
		berserker_defensive = 0.1
	}	
	
	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
			}
		}
		
		job_marshal = {
					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
					}
			
				}
		
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_17_2
			has_building = ha_geb_stad_17_2
			}
		}	
		
		NOT = {
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_17_3
			has_building = ha_geb_stad_17_3
			}
		}
		}
		
		
			
	}
}

RETTYPE_SPEC_2_3 = {

	first_type = 6
	first_amount = 500
	
	special_troops = berserker
	
	maintenance_multiplier = 1.3
	hire_cost = 75
	
	modifier = {
		berserker_offensive = 0.2
		berserker_defensive = 0.2
	}
	
	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
			}
		}
		job_marshal = {
					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
					}
			
				}
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_17_3
			has_building = ha_geb_stad_17_3
			}
		}	
		
		NOT = {
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_17_4
			has_building = ha_geb_stad_17_4
			}
		}
		}
		
			
	}
}

RETTYPE_SPEC_2_4 = {

	first_type = 6
	first_amount = 500
	
	special_troops = berserker
	
	maintenance_multiplier = 1.4
	hire_cost = 75
	
	modifier = {
		berserker_offensive = 0.3
		berserker_defensive = 0.3
	}
	
	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
			}
		}
		job_marshal = {
					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
					}
			
				}
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_17_4
			has_building = ha_geb_stad_17_4
			}
		}	
		
		
			
	}
}


##################################################################
##### Berittene  Bogenschützen / Horse Archers
##################################################################


RETTYPE_SPEC_3_1 = {

	first_type = 6
	first_amount = 500
	
	special_troops = horse_archers
	

	
	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
			}
		}
		
		job_marshal = {
					OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
					}
			
				}
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_18_1
			has_building = ha_geb_stad_18_1
			}
		}	
		NOT = {
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_18_2
			has_building = ha_geb_stad_18_2
			}
		}
		}
		
		
		
			
	}
}

RETTYPE_SPEC_3_2 = {

	first_type = 6
	first_amount = 500
	
	special_troops = horse_archers
	
	maintenance_multiplier = 1.2

	
	modifier = {
		horse_archers_offensive = 0.1
		horse_archers_defensive = 0.1
	}	
	
	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
			}
		}
		
		job_marshal = {
					OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
					}
			
				}
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_18_2
			has_building = ha_geb_stad_18_2
			}
		}	
		
		NOT = {
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_18_3
			has_building = ha_geb_stad_18_3
			}
		}
		}
		
		
			
	}
}

RETTYPE_SPEC_3_3 = {

	first_type = 6
	first_amount = 500
	
	special_troops = horse_archers
	
	maintenance_multiplier = 1.3

	
	modifier = {
		horse_archers_offensive = 0.2
		horse_archers_defensive = 0.2
	}
	
	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
			}
		}
		
		job_marshal = {
					OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
					}
			
				}
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_18_3
			has_building = ha_geb_stad_18_3
			}
		}	
		
		NOT = {
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_18_4
			has_building = ha_geb_stad_18_4
			}
		}
		}
		
			
	}
}

RETTYPE_SPEC_3_4 = {

	first_type = 6
	first_amount = 500
	
	special_troops = horse_archers
	
	maintenance_multiplier = 1.4

	
	modifier = {
		horse_archers_offensive = 0.3
		horse_archers_defensive = 0.3
	}
	
	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
			}
		}
		
		job_marshal = {
					OR = {
					culture_group = altaic
					culture_group = magyar
					culture = alan
					culture_group = iranian
					}
			
				}
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_18_4
			has_building = ha_geb_stad_18_4
			}
		}	
		
		
			
	}
}

##################################################################
##### Kamelreiter / Camel Cavalry
##################################################################


RETTYPE_SPEC_4_1 = {

	first_type = 6
	first_amount = 500
	
	special_troops = camel_cavalry
	
	
	
	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
			}
		}
		
		job_marshal = {
					OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
					}
				}
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_19_1
			has_building = ha_geb_stad_19_1
			}
		}	
		NOT = {
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_19_2
			has_building = ha_geb_stad_19_2
			}
		}
		}
		
		
		
			
	}
}

RETTYPE_SPEC_4_2 = {

	first_type = 6
	first_amount = 500
	
	special_troops = camel_cavalry
	
	maintenance_multiplier = 1.2
	
	modifier = {
		camel_cavalry_offensive = 0.1
		camel_cavalry_defensive = 0.1
	}	
	
	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
			}
		}
		
		job_marshal = {
					OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
					}
				}
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_19_2
			has_building = ha_geb_stad_19_2
			}
		}	
		
		NOT = {
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_19_3
			has_building = ha_geb_stad_19_3
			}
		}
		}
		
		
			
	}
}

RETTYPE_SPEC_4_3 = {

	first_type = 6
	first_amount = 500
	
	special_troops = camel_cavalry
	
	maintenance_multiplier = 1.3
	
	modifier = {
		camel_cavalry_offensive = 0.2
		camel_cavalry_defensive = 0.2
	}
	
	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
			}
		}
		
		job_marshal = {
					OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
					}
				}
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_19_3
			has_building = ha_geb_stad_19_3
			}
		}	
		
		NOT = {
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_19_4
			has_building = ha_geb_stad_19_4
			}
		}
		}
		
			
	}
}

RETTYPE_SPEC_4_4 = {

	first_type = 6
	first_amount = 500
	
	special_troops = camel_cavalry
	
	maintenance_multiplier = 1.4
	
	modifier = {
		camel_cavalry_offensive = 0.3
		camel_cavalry_defensive = 0.3
	}
	
	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
			}
		}
		
		job_marshal = {
					OR = {
					culture_group = east_african
					culture_group = west_african
					culture_group = arabic
					}
				}
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_19_4
			has_building = ha_geb_stad_19_4
			}
		}	
		
		
			
	}
}

##################################################################
##### Kriegselefant / War Elephant 
##################################################################


RETTYPE_SPEC_5_1 = {

	first_type = 6
	first_amount = 500
	
	special_troops = war_elephants
	
	
	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
			}
		}
		
		job_marshal = {
					OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
					}
				}
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_20_1
			has_building = ha_geb_stad_20_1
			}
		}	
		NOT = {
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_20_2
			has_building = ha_geb_stad_20_2
			}
		}
		}
		
		
		
			
	}
}

RETTYPE_SPEC_5_2 = {

	first_type = 6
	first_amount = 500
	
	special_troops = war_elephants
	
	maintenance_multiplier = 1.2
	
	modifier = {
		war_elephants_offensive = 0.1
		war_elephants_defensive = 0.1
	}	
	
	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
			}
		}
		
		job_marshal = {
					OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
					}
				}
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_20_2
			has_building = ha_geb_stad_20_2
			}
		}	
		
		NOT = {
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_20_3
			has_building = ha_geb_stad_20_3
			}
		}
		}
		
		
			
	}
}

RETTYPE_SPEC_5_3 = {

	first_type = 6
	first_amount = 500
	
	special_troops = war_elephants
	
	maintenance_multiplier = 1.3

	
	modifier = {
		war_elephants_offensive = 0.2
		war_elephants_defensive = 0.2
	}
	
	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
			}
		}
		
		job_marshal = {
					OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
					}
				}
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_20_3
			has_building = ha_geb_stad_20_3
			}
		}	
		
		NOT = {
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_20_4
			has_building = ha_geb_stad_20_4
			}
		}
		}
		
			
	}
}

RETTYPE_SPEC_5_4 = {

	first_type = 6
	first_amount = 500
	
	special_troops = war_elephants
	
	maintenance_multiplier = 1.4
	
	modifier = {
		war_elephants_offensive = 0.3
		war_elephants_defensive = 0.3
	}
	
	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
			}
		}
		
		job_marshal = {
					OR = {
					culture_group = indo_aryan_group
					culture_group = dravidian_group
					}
				}
		capital_holding = {
			OR = {
			has_building = ha_geb_burg_20_4
			has_building = ha_geb_stad_20_4
			}
		}	
		
		
			
	}
}