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

#todo  add generic Special troops(with conditions?)
#Generic melee units 
#gain 20% atk, 20% def, 10% morale,
#Generic skirmishing units archers light infantry horse archers
#gain 20% atk, 20% def,
#the reasoning here is that skirmishing units are not supposed to hold a position in a melee and would as a result run away sooner
#Cultural units 
#gain an extra 10% atk, 10% def, 10% morale,
#disables respective Generic unit (if one is better then the other you wouldn't want to accidentally get the shitty one)

TRIBAL_PIETY_RET_1 = {
	first_type = 5
	first_amount = 50
	
	second_type = 1
	second_amount = 50
	
	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
		}
	}
	
	hire_cost = 75
	costs_piety = yes
	
	modifier = {
		archers_offensive = 0.2
		archers_defensive = 0.4
		archers_morale = 0.2
		heavy_infantry_defensive = 0.2
		heavy_infantry_morale = 0.1
	}
}

TRIBAL_PIETY_RET_2 = {
	first_type = 0
	first_amount = 75
	
	second_type = 5
	second_amount = 75
	
	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
		}
	}
	
	hire_cost = 50
	costs_piety = yes
	
	modifier = {
		light_infantry_defensive = 0.6
		light_infantry_morale = 0.4
		archers_defensive = 0.4
		archers_morale = 0.2
	}
}

TRIBAL_RET_1 = {
	first_type = 0
	first_amount = 150
	
	potential = {
		is_tribal = yes
	}
	
	hire_cost = 25
	costs_prestige = yes
	
	maintenance_multiplier = 0.75
	
	modifier = {
		light_infantry_offensive = 0.2
		light_infantry_defensive = 0.5
		light_infantry_morale = 0.2
	}
}

TRIBAL_RET_2 = {
	first_type = 0
	first_amount = 100
	
	second_type = 5
	second_amount = 50
	
	potential = {
		is_tribal = yes
	}
	
	hire_cost = 50
	costs_prestige = yes
	
	maintenance_multiplier = 0.75
	
	modifier = {
		light_infantry_defensive = 0.6
		light_infantry_morale = 0.3
		archers_offensive = 0.4
		archers_defensive = 0.2
		archers_morale = 0.1
	}
}

TRIBAL_RET_3 = {
	first_type = 0
	first_amount = 100
	
	second_type = 3
	second_amount = 50
	
	potential = {
		is_tribal = yes
	}
	
	hire_cost = 75
	costs_prestige = yes
	
	maintenance_multiplier = 0.75
	
	modifier = {
		light_infantry_offensive = 0.6
		light_infantry_defensive = 0.2
		light_infantry_morale = 0.1	
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
	}
}

TRIBAL_RET_4 = {
	first_type = 0
	first_amount = 100
	
	second_type = 1
	second_amount = 50
	
	potential = {
		is_tribal = yes
	}
	
	hire_cost = 75
	costs_prestige = yes
	
	maintenance_multiplier = 0.75
	
	modifier = {
		light_infantry_offensive = 0.3
		light_infantry_defensive = 0.3
		light_infantry_morale = 0.3
		heavy_infantry_offensive = 0.1
		heavy_infantry_defensive = 0.1
	}
}

TRIBAL_RET_5 = {
	first_type = 3
	first_amount = 50
	
	second_type = 6
	second_amount = 25

	special_troops = horse_archers
	
	potential = {
		is_tribal = yes
		OR = {
			culture_group = altaic
			culture = alan
			culture = hungarian
		}
		NOT = {
			culture = jurchen
		}
	}
	
	hire_cost = 75
	costs_prestige = yes
	
	maintenance_multiplier = 0.75
	
	modifier = {
		light_cavalry_offensive = 0.1
		light_cavalry_defensive = 0.1
		horse_archers_defensive = 0.1
	}
}
#Generic Heavy infantry standard melee units
RETTYPE_INF1 =
{
	first_type = 1
	first_amount = 100
	
	potential = {
		is_nomadic = no
		NOT = {
		 culture_group = baltic
			culture_group = finno_ugric
			culture_group = east_slavic
			culture_group = north_germanic
			culture = saxon
			culture = old_saxon
			culture = frisian
			culture = irish
			culture = nahuatl
			culture_group = israelite
			culture = old_frankish
			culture = lombard
	    }
    }
	
	modifier = {
		heavy_infantry_defensive = 0.2
		heavy_infantry_offensive = 0.2
		heavy_infantry_morale = 0.1
	}
}

#Generic Pikemen melee units that are more tanky but slightly less lethal is slightly stronger then heavy infantry overall
RETTYPE_INF2 =
{
	first_type = 2
	first_amount = 100
	
	potential = {
		is_nomadic = no
		NOT = {
            culture = scottish
			culture = italian
			culture = dutch
			culture = suebi
			culture = pictish
			culture = han
		}	
	}
	
	modifier = {
		pikemen_defensive = 0.2
		pikemen_offensive = 0.2
		pikemen_morale = 0.1
	}
}

#Generic Knights elite melee units that can charge to get into melee faster these units are very expensive but can be very powerful against skirmisher heavy armies like tribals, nomads,
RETTYPE_CAV1 =
{
	first_type = 4
	first_amount = 100
	
	potential = {
		is_nomadic = no
		NOT ={
		    culture_group = byzantine
		    culture = frankish
			culture = occitan
			culture = norman
			culture = german
			culture = breton
			culture_group = south_slavic
			culture = jurchen
		}
	}
	
	modifier = {
        knights_offensive = 0.2
		knights_defensive = 0.2
		knights_morale = 0.1
	}
}

#Generic Archers elite skirmishing units vulnerable in melee
RETTYPE_SKIR1 = 
{
	first_type = 5
	first_amount = 100
	
	potential = {
		is_nomadic = no
		NOT = {
            culture = english
			culture = welsh
			culture_group = west_african
			culture = nubian
		}
	}
	
	modifier = {
		archers_offensive = 0.2
		archers_defensive = 0.2
	}
}

#Generic Light infantry cheap skirmishers ideal for raiding jack of all trades master of none
RETTYPE_SKIR2 = 
{
	first_type = 0
	first_amount = 500
	
	potential = {
		is_nomadic = no
		NOT = {
	    culture = ethiopian
		culture = somali
		}
	}
	
	modifier = {
		light_infantry_offensive = 0.2
		light_infantry_defensive = 0.2
	}
}

RETTYPE_CUL_ENG = 
{
	first_type = 5
	first_amount = 100
	
	potential = {
		is_nomadic = no
		OR = {
			culture = english
			culture = welsh
		}
	}
	
	modifier = {
		archers_offensive = 0.3
		archers_defensive = 0.3
		archers_morale = 0.1
	}
}

RETTYPE_CUL_SCOT = 
{
	first_type = 2
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture = scottish
	}
	
	modifier = {
		pikemen_defensive = 0.3
		pikemen_offensive = 0.3
		pikemen_morale = 0.2
	}
}

RETTYPE_CUL_BALT = 
{
	first_type = 1
	first_amount = 100
	
	potential = {
		is_nomadic = no
		OR = {
			culture_group = baltic
			culture_group = finno_ugric
		}
	}
	
	modifier = {
	    heavy_infantry_offensive = 0.3
		heavy_infantry_defensive = 0.3
		heavy_infantry_morale = 0.2
	}
}

RETTYPE_CUL_ALTAIC = 
{
	first_type = 6
	first_amount = 100

	special_troops = horse_archers
	
	potential = {
		is_nomadic = no
		OR = {
			culture_group = altaic
			culture_group = iranian
		}
	}
	
	modifier = {
		horse_archers_offensive = 0.3
		horse_archers_defensive = 0.3
		horse_archers_morale = 0.1
	}
}

RETTYPE_CUL_FRANK_NOR_GER = 
{
	first_type = 4
	first_amount = 100
	
	potential = {
		is_nomadic = no
		OR = {
			culture = frankish
			culture = occitan
			culture = norman
			culture = german
			culture = breton
		}
	}
	
	modifier = {
		knights_offensive = 0.1
		knights_defensive = 0.1
		knights_morale = 0.2
	}
}

RETTYPE_CUL_IBER = 
{
	first_type = 3
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture_group = iberian
	}
	
	modifier = {
		light_cavalry_offensive = 0.3
		light_cavalry_defensive = 0.3
		light_cavalry_morale = 0.2
	}
}

RETTYPE_CUL_ITA = 
{
	first_type = 2
	first_amount = 100
	
	potential = {
		is_nomadic = no
		OR = {
			culture = italian
			culture = dalmatian
		}
	}
	
	modifier = {
		pikemen_offensive = 0.3
		pikemen_defensive = 0.3
		pikemen_morale = 0.2
	}
}

RETTYPE_CUL_ROMAN = 
{
	first_type = 2
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture = roman
	}
	
	modifier = {
		pikemen_offensive = 0.3
		pikemen_defensive = 0.3
		pikemen_morale = 0.2
	}
}

RETTYPE_CUL_RUS = 
{
	first_type = 1
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture_group = east_slavic
	}
	
	modifier = {
		heavy_infantry_offensive = 0.3
		heavy_infantry_defensive = 0.3
		heavy_infantry_morale = 0.2
	}
}

RETTYPE_CUL_NORTHGER = 
{
	first_type = 1
	first_amount = 100
	
	potential = {
		is_nomadic = no
		OR = {
			culture_group = north_germanic
			culture = saxon
			culture = old_saxon
			culture = frisian
		}
	}
	
	modifier = {
		heavy_infantry_offensive = 0.3
        heavy_infantry_defensive = 0.3
		heavy_infantry_morale = 0.2
	}
}

RETTYPE_CUL_HUNG = 
{
	first_type = 3
	first_amount = 100
	
	potential = {
		is_nomadic = no
		OR = {
			culture = hungarian
			culture_group = west_slavic
		}
	}
	
	modifier = {
	    light_cavalry_offensive = 0.3
		light_cavalry_defensive = 0.3
		light_cavalry_morale = 0.2
	}
}
# Camel_Cavalry jack of all trades unlike light infantry kind of nice in battles
RETTYPE_CUL_ARAB = 
{
	first_type = 6
	first_amount = 100
	
	special_troops = camel_cavalry
	
	potential = {
		is_nomadic = no
		culture_group = arabic
		NOT = { culture = andalusian_arabic }
		NOT = { culture = maghreb_arabic }
	}
	
	modifier = {
		camel_cavalry_offensive = 0.3
		camel_cavalry_defensive = 0.3
		camel_cavalry_morale = 0.2
	}
}

RETTYPE_CUL_ANDALUSIAN = 
{
	first_type = 3
	first_amount = 100

	potential = {
		is_nomadic = no
		culture = andalusian_arabic
	}

	modifier = {
		light_cavalry_defensive = 0.3
		light_cavalry_offensive = 0.3
		light_cavalry_morale = 0.2
	}
}

RETTYPE_CUL_BERBER = 
{
	first_type = 3
	first_amount = 100

	potential = {
		is_nomadic = no
		culture = maghreb_arabic
	}

	modifier = {
		light_cavalry_offensive = 0.3
		light_cavalry_defensive = 0.3
		light_cavalry_morale = 0.2
	}
}

RETTYPE_CUL_BYZ = 
{
	first_type = 4
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture_group = byzantine
	}
	
	modifier = {
		knights_offensive = 0.3
		knights_defensive = 0.3
		knights_morale = 0.2
	}
}

RETTYPE_CUL_IRISH = 
{
	first_type = 1
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture = irish
	}
	
	modifier = {
	    heavy_infantry_offensive = 0.3
		heavy_infantry_defensive = 0.3
		heavy_infantry_morale = 0.2
	}
}

RETTYPE_CUL_ETHIO = 
{
	first_type = 0
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture = ethiopian
	}
	
	modifier = {
		light_infantry_offensive = 0.3
		light_infantry_defensive = 0.3
		light_infantry_morale = 0.1
	}
}

RETTYPE_CUL_SOMALI = 
{
	first_type = 0
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture = somali
	}
	
	modifier = {
		light_infantry_offensive = 0.3
		light_infantry_defensive = 0.3
		light_infantry_morale = 0.1
	}
}

RETTYPE_CUL_W_AFR = 
{
	first_type = 5
	first_amount = 100
	
	potential = {
		is_nomadic = no
		OR = {
			culture_group = west_african
			culture_group = central_african
			culture = daju
		}
	}
	
	modifier = {
		archers_offensive = 0.3
		archers_defensive = 0.3
		archers_morale = 0.1
	}
}

RETTYPE_CUL_SOUTH_SLA = 
{
	first_type = 4
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture_group = south_slavic
	}
	
	modifier = {
		knights_offensive = 0.3
		knights_defensive = 0.3
		knights_morale = 0.2
	}
}

RETTYPE_CUL_DUTCH = 
{
	first_type = 2
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture = dutch
	}
	
	modifier = {
		pikemen_offensive = 0.3
		pikemen_defensive = 0.3
		pikemen_morale = 0.2
	}
}

RETTYPE_CUL_NAHUA = 
{
	first_type = 1
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture = nahuatl
	}
	
	modifier = {
		heavy_infantry_offensive = 0.3
		heavy_infantry_defensive = 0.3
		heavy_infantry_morale = 0.2
	}
}

RETTYPE_CUL_JEWISH = 
{
	first_type = 1
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture_group = israelite
	}
	
	modifier = {
	    heavy_infantry_offensive = 0.3
		heavy_infantry_defensive = 0.3
		heavy_infantry_morale = 0.2
	}
}

RETTYPE_CUL_INDIAN = 
{
	first_type = 6
	first_amount = 10
	
	special_troops = war_elephants
	
	potential = {
		is_nomadic = no
		OR = {
			culture_group = indo_aryan_group
			culture_group = dravidian_group
		}
	}
	
	modifier = {
		war_elephants_offensive = 0.3
		war_elephants_defensive = 0.3
		war_elephants_morale = 0.2
	}
}

RETTYPE_CUL_NUBIAN = 
{
	first_type = 5
	first_amount = 100

	potential = {
		is_nomadic = no
		culture = nubian
	}
	
	modifier = {
		archers_offensive = 0.3
		archers_defensive = 0.3
		archers_morale = 0.1
	}
}

RETTYPE_CUL_FRA = 
{
	first_type = 1
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture = old_frankish
	}
	
	modifier = {
		heavy_infantry_offensive = 0.3
		heavy_infantry_defensive = 0.3
		heavy_infantry_morale = 0.2
	}
}

RETTYPE_CUL_LOM = 
{
	first_type = 1
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture = lombard
	}
	
	modifier = {
		heavy_infantry_offensive = 0.3
		heavy_infantry_defensive = 0.3
		heavy_infantry_morale = 0.2
	}
}

RETTYPE_CUL_SUEBI = 
{
	first_type = 2
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture = suebi
	}
	
	modifier = {
	    pikemen_offensive = 0.3
		pikemen_defensive = 0.3
		pikemen_morale = 0.2
	}
}

RETTYPE_CUL_PICTISH = 
{
	first_type = 2
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture = pictish
	}
	
	modifier = {
		pikemen_offensive = 0.3
		pikemen_defensive = 0.3
		pikemen_morale = 0.2
	}
}

HORDE_RETTYPE_CAV1 = 
{
	first_type = 3
	first_amount = 100
	
	hire_cost = 10
	costs_prestige = yes
	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
	}
}

HORDE_RETTYPE_CAV2 = 
{
	
	first_type = 6
	first_amount = 100

	special_troops = horse_archers
	
	hire_cost = 50
	costs_prestige = yes
	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
	}
}

HORDE_RETTYPE_CAV3 =
{
	first_type = 3
	first_amount = 100
	
	hire_cost = 20
	
	maintenance_multiplier = 0.50
	
	potential = {
		is_nomadic = yes
	}
}

HORDE_RETTYPE_CAV4 =
{
	first_type = 6
	first_amount = 100

	special_troops = horse_archers
	
	hire_cost = 50
	
	maintenance_multiplier = 0.50
	
	potential = {
		is_nomadic = yes
	}
}

HORDE_RETTYPE_CAV5 =
{
	first_type = 4
	first_amount = 100
	
	hire_cost = 50
    costs_prestige = yes

	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
	}
}

HORDE_RETTYPE_CAV6 =
{
	first_type = 4
	first_amount = 100
	
	hire_cost = 50
	
	maintenance_multiplier = 0.50
	
	potential = {
		is_nomadic = yes
	}
}

HORDE_RETTYPE_CAV7 =
{
	first_type = 6
	first_amount = 250
	
	special_troops = horse_archers
	
	hire_cost = 150
	
	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
	}
	
	modifier = {
		horse_archers_offensive = 0.75
		horse_archers_defensive = 1
	}
}

HORDE_RETTYPE_PAGAN =
{
	first_type = 3
	first_amount = 125
	second_type = 6
	second_amount = 125
	
	special_troops = horse_archers
	
	hire_cost = 50
	costs_piety = yes
	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
		religion_group = pagan_group
	}
	modifier = {
		light_cavalry_defensive = 0.5
		light_cavalry_offensive = -0.3
		horse_archers_offensive = 0.25
		horse_archers_defensive = 0.5
	}
}

HORDE_RETTYPE_MUSLIM =
{
	first_type = 6
	first_amount = 125
	second_type = 5
	second_amount = 125
	
	special_troops = horse_archers
	
	hire_cost = 50
	costs_piety = yes
	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
		religion_group = muslim
	}
	modifier = {
		archers_offensive = 0.25
		archers_defensive = 0.5
		horse_archers_offensive = 0.25
		horse_archers_defensive = 0.5
	}
}

HORDE_RETTYPE_CHRISTIAN =
{
	first_type = 2
	first_amount = 125
	second_type = 6
	second_amount = 125
	
	special_troops = horse_archers
	
	hire_cost = 75
	costs_piety = yes
	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
		religion_group = christian
	}
	modifier = {
		pikemen_defensive = 0.25
		horse_archers_offensive = 0.25
		horse_archers_defensive = 0.5
	}
}

HORDE_RETTYPE_ZOROASTRIAN =
{
	first_type = 1
	first_amount = 125
	second_type = 6
	second_amount = 125
	
	special_troops = horse_archers
	
	hire_cost = 75
	costs_piety = yes
	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
		religion_group = zoroastrian_group
	}
	modifier = {
		heavy_infantry_defensive = 0.25
		horse_archers_offensive = 0.25
		horse_archers_defensive = 0.5
	}
}

HORDE_RETTYPE_JEWISH =
{
	first_type = 3
	first_amount = 125
	second_type = 1
	second_amount = 125
	
	special_troops = horse_archers
	
	hire_cost = 50
	costs_piety = yes
	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
		religion_group = jewish_group
	}
	modifier = {
		heavy_infantry_defensive = 0.25
		light_cavalry_defensive = 0.75
	}
}

HORDE_RETTYPE_EASTERN =
{
	first_type = 0
	first_amount = 125
	second_type = 3
	second_amount = 125
	
	special_troops = horse_archers
	
	hire_cost = 50
	costs_piety = yes
	
	maintenance_multiplier = 0.25
	
	potential = {
		is_nomadic = yes
		religion_group = indian_group
	}
	modifier = {
		light_infantry_offensive = 0.25
		light_infantry_defensive = 0.5
		light_cavalry_defensive = 0.5
		light_cavalry_offensive = -0.3
	}
}

HORDE_RETTYPE_INDIAN = 
{
	first_type = 3
	first_amount = 200
	second_type = 6
	second_amount = 50
	
	special_troops = war_elephants

	hire_cost = 250
	
	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
	}
	
	modifier = {
		light_cavalry_offensive = 0.25
		light_cavalry_defensive = 0.5
		war_elephants_morale = 0.25
	}
}

HORDE_RETTYPE_DESERT = {
	first_type = 3
	first_amount = 100
	second_type = 6
	second_amount = 150
	
	special_troops = camel_cavalry
	
	hire_cost = 250
	
	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
	}
	
	modifier = {
		light_cavalry_offensive = 0.25
		light_cavalry_defensive = 0.5
		camel_cavalry_offensive = 0.25
		camel_cavalry_defensive = 0.5
	}
}

HORDE_RETTYPE_EUROPE = {
	first_type = 4
	first_amount = 250
	
	hire_cost = 250
	
	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
	}
	
	modifier = {
		knights_offensive = 0.25
		knights_defensive = -0.25
	}
}

RETTYPE_CUL_HAN =
{
	first_type = 2
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture = han
	}
	
	modifier = {
		pikemen_offensive = 0.3
		pikemen_defensive = 0.3
		pikemen_morale = 0.2
		
	}
}

RETTYPE_CUL_TIBET = 
{
	first_type = 3
	first_amount = 100

	
	potential = {
		is_nomadic = no
		culture_group = tibetan_group
	}
	
	modifier = {
		light_cavalry_offensive = 0.3
		light_cavalry_defensive = 0.3
		light_cavalry_morale = 0.2
	}
}

RETTYPE_CUL_JURCHEN =
{
	first_type = 4
	first_amount = 100

	potential = {
		is_nomadic = no
		culture = jurchen
	}
	
	modifier = {
	knights_offensive = 0.3
		knights_defensive = 0.3
		knights_morale = 0.2
	}
}

RETTYPE_CUL_ASSYRIAN = 
{
	first_type = 1
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture = assyrian
	}
	
	modifier = {
	    heavy_infantry_offensive = 0.3
		heavy_infantry_defensive = 0.3
		heavy_infantry_morale = 0.2
	}
}

RETTYPE_CUL_COPTIC = 
{
	first_type = 2
	first_amount = 100

	potential = {
		is_nomadic = no
		culture = coptic
	}
	
	modifier = {
    	pikemen_offensive = 0.3
		pikemen_defensive = 0.3
		pikemen_morale = 0.2
	}
}

RETTYPE_CUL_HORSE = 
{
	first_type = 3
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture_group = horse_group
	}
	
	modifier = {
		light_cavalry_defensive = 0.75
		light_cavalry_morale = 0.75
	}
}

RETTYPE_CUL_CAT = 
{
	first_type = 0
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture_group = cat_group
	}
	
	modifier = {
		light_infantry_morale = 0.25
		light_infantry_offensive = 2
	}
}

RETTYPE_CUL_BEAR = 
{
	first_type = 1
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture_group = bear_group
	}
	
	modifier = {
		heavy_infantry_morale = 0.25
		heavy_infantry_offensive = 1
	}
}

RETTYPE_CUL_HEDGEHOG = 
{
	first_type = 2
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture_group = hedgehog_group
	}
	
	modifier = {
		pikemen_morale = 0.25
		pikemen_defensive = 1
	}
}

RETTYPE_CUL_DUCK = 
{
	first_type = 1
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture_group = duck_group
	}
	
	modifier = {
		heavy_infantry_morale = 0.5
		heavy_infantry_defensive = 0.5
		heavy_infantry_offensive = 0.5
	}
}

RETTYPE_CUL_DOG = 
{
	first_type = 4
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture_group = dog_group
	}
	
	modifier = {
		knights_morale = 1
		knights_defensive = 0.75
	}
}

RETTYPE_CUL_ELEPHANT = 
{
	first_type = 6
	first_amount = 100
	
	special_troops = war_elephants
	
	potential = {
		is_nomadic = no
		culture_group = elephant_group
	}
	
	modifier = {
		war_elephants_offensive = 0.5
		war_elephants_defensive = 0.25
	}
}

RETTYPE_CUL_DRAGON = 
{
	first_type = 4
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture_group = dragon_group
	}
	
	modifier = {
		knights_morale = 1
		knights_offensive = 0.75
	}
}

RETTYPE_CUL_OUTREMER = 
{
	first_type = 6
	first_amount = 100
	
	special_troops = camel_cavalry
	
	potential = {
		is_nomadic = no
		culture = outremer
	}
	
	modifier = {
		camel_cavalry_offensive = 0.3
		camel_cavalry_defensive = 0.3
		camel_cavalry_morale = 0.2
	}
}

RETTYPE_CUL_ARBERIAN = 
{
	first_type = 3
	first_amount = 100

	potential = {
		is_nomadic = no
		culture = arberian
	}
	
	modifier = {
		light_cavalry_defensive = 0.3
		light_cavalry_offensive = 0.3
		light_cavalry_morale = 0.2
	}
}

RETTYPE_CUL_SAR = 
{
	first_type = 2
	first_amount = 100
	
	potential = {
		is_nomadic = no
		culture = sardinian
	}
	
	modifier = {
		pikemen_defensive = 0.3
		pikemen_offensive = 0.3
		pikemen_morale = 0.2
	}
}