	entity = {
		name = "infantry_cavalry_elephant_entity"
		pdxmesh = "infantry_cavalry_elephant_mesh"
		
		default_state = attack
		state = { name = "idle"						animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "move"						animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "cavalry_idle" 	animation_blend_time = 0.0 }
		state = { name = "support_attack"			animation = "cavalry_idle" 	animation_blend_time = 0.0 }
		state = { name = "defend"					animation = "cavalry_idle" 	animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		
		scale = 0.3
	}

###################################################### AFGANISTAN ###########################################################

##############################################
######## AFGANISTAN DEFAULT INFANTRY #########
##############################################
############# CLONE FROM THIS! ###############
##############################################

##############################################
#####       AFGANISTAN DEFAULT INFANTRY   ####
##############################################

########## RIFLE ##########

	entity = {
		name = "AFG_infantry_rider_entity"
		pdxmesh = "AFG_infantry_rifle_mesh"

		default_state = "idle"
		state = { name = "attack"			animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 propagate_state = { rifle2 = "defend" } }
		state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "cavalry_move" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "cavalry_idle"		animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "move"				animation = "cavalry_move"		animation_blend_time = 0.0 animation_speed = 1.0
			event = { sound = { soundeffect = "horse_walking" } }
		}
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		
		attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_rifle_right_entity" }	
		attach = { 	name = "rifle2"	Left_Hand_node = "ENG_infantry_weapon_rifle_left_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }
		
		scale = 0.8			
	}

	entity = {
		name = "AFG_cavalry_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"
		
		default_state = "idle"
		state = { name = "idle"						animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "move"						animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "AFG_infantry_rider_entity" }
		
		scale = 0.65
	}

	entity = {
		name = "AFG_cavalry_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		default_state = "idle"
		state = { name = "idle"				animation = "idle" 		animation_blend_time = 0.0 }
		state = { name = "move"				animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "attack" 	animation_blend_time = 0.0 }
		state = { name = "defend"					animation = "attack" 	animation_blend_time = 0.0 }
		state = { name = "support_attack"			animation = "attack" 	animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "attack" 		animation_blend_time = 0.0 }
		
		attach = { 	name = "infantry"			infantry = "AFG_infantry_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "AFG_cavalry_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
		
		scale = 1.0
	}

########## MG ##########

	entity = {
		name = "AFG_infantry_mg_rider_entity"
		pdxmesh = "AFG_infantry_mg_mesh"
		
		default_state = "idle"
		state = { name = "attack"			animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 propagate_state = { rifle1 = "defend" } }
		state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "cavalry_move" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "cavalry_idle"		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "cavalry_move"		animation_blend_time = 0.3 animation_speed = 1.0
			event = { sound = { soundeffect = "horse_walking" } }
		}
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		#state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }

		attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_mg_right_entity" }	
		attach = { 	name = "rifle2"	Left_Hand_node = "ENG_infantry_weapon_mg_left_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }	
		
		scale = 0.8			
	}

	entity = {
		name = "AFG_cavalry_mg_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"
	
		default_state = "idle"
		state = { name = "idle"				animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "move"				animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "defend"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "support_attack"			animation = "cavalry_idle" 		animation_blend_time = 0.0 }

		attach = { 	name = "infantry_unit"			Saddle_Node = "AFG_infantry_mg_rider_entity" }
		
		scale = 0.65
	}

	entity = {
		name = "AFG_cavalry_2_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
	
		default_state = "idle"
		state = { name = "idle"				animation = "idle" 		animation_blend_time = 0.0 }
		state = { name = "move"				animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "defend"					animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "support_attack"			animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "retreat"					animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "attack" 		animation_blend_time = 0.0 }

		attach = { 	name = "infantry"			infantry = "AFG_infantry_mg_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "AFG_cavalry_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
		
		scale = 1.0
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "AFG_cavalry_2_entity"
		name = "AFG_cavalry_3_entity"
	}

###############################################
####  AFGANISTAN DEFAULT INFANTRY - DESERT ####
###############################################
#REMOVED UNITL DESERT VERSION EXISTS.
########### RIFLE ##########
#
#	entity = {
#		clone = "AFG_infantry_rider_entity"
#		name = "AFG_infantry_desert_rider_entity"
#		pdxmesh = "AFG_infantry_rifle_mesh" 			#USES REGULAR INFANTRY UNTIL DESERT VERSION EXISTS.
#
#	}
#
########### MG ##########
#
#	entity = {
#		clone = "AFG_infantry_mg_rider_entity"
#		name = "AFG_infantry_desert_mg_rider_entity"
#		pdxmesh = "AFG_infantry_mg_mesh" 				#USES REGULAR INFANTRY UNTIL DESERT VERSION EXISTS.
#
#	}
#
######## CAVELRY #######
#
#	entity = {
#		clone = "AFG_cavalry_rifle_combined_entity"
#		name = "AFG_cavalry_rifle_combined_entity_desert"
#		pdxmesh = "infantry_cavalry_horse_mesh"		
#		
#		attach = { 	name = "infantry_unit"			Saddle_Node = "AFG_infantry_desert_rider_entity" }
#		
#	}
#
#	entity = {
#		clone = "AFG_cavalry_entity"
#		name = "AFG_cavalry_entity_desert"
#		pdxmesh = "infantry_cavalry_horse_frame_mesh"
#
#		attach = { 	name = "infantry"			infantry = "AFG_infantry_desert_rider_entity" }
#		attach = { 	name = "cavalry"			cavalry = "AFG_cavalry_rifle_combined_entity_desert" }
#		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
#	}
#
#	entity = {
#		clone = "AFG_cavalry_mg_combined_entity"
#		name = "AFG_cavalry_mg_combined_entity_desert"
#		pdxmesh = "infantry_cavalry_horse_mesh"		
#		
#		attach = { 	name = "infantry_unit"			Saddle_Node = "AFG_infantry_desert_mg_rider_entity" }
#	}
#
#	entity = {
#		clone = "AFG_cavalry_2_entity"
#		name = "AFG_cavalry_2_entity_desert"
#		pdxmesh = "infantry_cavalry_horse_frame_mesh"
#
#		attach = { 	name = "infantry"			infantry = "AFG_infantry_desert_mg_rider_entity" }
#		attach = { 	name = "cavalry"			cavalry = "AFG_cavalry_mg_combined_entity_desert" }
#		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
#	}
#
#	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
#		clone = "AFG_cavalry_2_entity_desert"
#		name = "AFG_cavalry_3_entity_desert"
#	}

####### CAMELRY #######

	entity = {
		name = "AFG_camelry_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_camel_mesh"
	
		default_state = "idle"
		state = { name = "idle"						animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "move"						animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }

		attach = { 	name = "infantry_unit"			Saddle_Node = "AFG_infantry_rider_entity" } #USES REGULAR INFANTRY UNTIL DESERT VERSION EXISTS.
		
		scale = 0.65
	}

	entity = {
		name = "AFG_camelry_mg_combined_entity"
		pdxmesh = "infantry_cavalry_camel_mesh"
		
		default_state = "idle"
		state = { name = "idle"				animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "move"				animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "support_attack"			animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "defend"					animation = "cavalry_idle" 			animation_blend_time = 0.0 }

		attach = { 	name = "infantry_unit"			Saddle_Node = "AFG_infantry_mg_rider_entity" } #USES REGULAR INFANTRY UNTIL DESERT VERSION EXISTS.
		
		scale = 0.65
	}

	entity = {
		name = "AFG_camelry_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		default_state = "idle"
		state = { name = "idle"				animation = "idle" 		animation_blend_time = 0.0 }
		state = { name = "move"				animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "attack" 	animation_blend_time = 0.0 }
		state = { name = "support_attack"			animation = "attack" 	animation_blend_time = 0.0 }
		state = { name = "defend"					animation = "attack" 	animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "attack" 		animation_blend_time = 0.0 }

		attach = { 	name = "infantry"			infantry = "AFG_infantry_rider_entity" } #USES REGULAR INFANTRY UNTIL DESERT VERSION EXISTS.
		attach = { 	name = "cavalry"			cavalry = "AFG_camelry_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = {
		name = "AFG_camelry_2_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		default_state = "idle"
		state = { name = "idle"				animation = "idle" 		animation_blend_time = 0.0 }
		state = { name = "move"				animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "support_attack"			animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "defend"					animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "retreat"					animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "attack" 		animation_blend_time = 0.0 }

		attach = { 	name = "infantry"			infantry = "AFG_infantry_mg_rider_entity" } #USES REGULAR INFANTRY UNTIL DESERT VERSION EXISTS.
		attach = { 	name = "cavalry"			cavalry = "AFG_camelry_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = {
		clone = "AFG_camelry_2_entity"
		name = "AFG_camelry_3_entity"
	}

##############################################
#####  AFGANISTAN DEFAULT INFANTRY SNOW  #####
##############################################

########## RIFLE ##########
	
	entity = {
		clone = "AFG_infantry_rider_entity"
		name = "AFG_infantry_rider_entity_snow"
		pdxmesh = "AFG_infantry_rifle_mesh" 				
	}

	entity = {
		clone = "AFG_cavalry_rifle_combined_entity"
		name = "AFG_cavalry_rifle_combined_entity_snow"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "AFG_infantry_rider_entity_snow" }
		
	}

	entity = {
		clone = "AFG_cavalry_entity"
		name = "AFG_cavalry_entity_snow"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "AFG_infantry_rider_entity_snow" }
		attach = { 	name = "cavalry"			cavalry = "AFG_cavalry_rifle_combined_entity_snow" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}
	
########## MG ##########
	
	entity = {
		clone = "AFG_infantry_mg_rider_entity"
		name = "AFG_infantry_mg_rider_entity_snow"
		pdxmesh = "AFG_infantry_mg_mesh"					
	}

	entity = {
		clone = "AFG_cavalry_mg_combined_entity"
		name = "AFG_cavalry_mg_combined_entity_snow"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "AFG_infantry_mg_rider_entity_snow" }
	}

	entity = {
		clone = "AFG_cavalry_2_entity"
		name = "AFG_cavalry_2_entity_snow"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "AFG_infantry_mg_rider_entity_snow" }
		attach = { 	name = "cavalry"			cavalry = "AFG_cavalry_mg_combined_entity_snow" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "AFG_cavalry_2_entity_snow"
		name = "AFG_cavalry_3_entity_snow"
	}


###############################################
######  AFGHANISTAN INFANTRY - ALT 0 	#######
###############################################

########## RIFLE ##########

	entity = {
		clone = "AFG_infantry_rider_entity"
		name = "AFG_infantry_alt_0_rider_entity"
		pdxmesh = "AFG_infantry_alt_0_rifle_mesh"

	}

########## MG ##########

	entity = {
		clone = "AFG_infantry_mg_rider_entity"
		name = "AFG_infantry_alt_0_mg_rider_entity"
		pdxmesh = "AFG_infantry_alt_0_mg_mesh" 

	}

####### CAVELRY #######

	entity = {
		clone = "AFG_cavalry_rifle_combined_entity"
		name = "AFG_cavalry_alt_0_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "AFG_infantry_alt_0_rider_entity" }
		
	}

	entity = {
		clone = "AFG_cavalry_entity"
		name = "AFG_cavalry_alt_0_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "AFG_infantry_alt_0_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "AFG_cavalry_alt_0_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = {
		clone = "AFG_cavalry_mg_combined_entity"
		name = "AFG_cavalry_alt_0_mg_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "AFG_infantry_alt_0_mg_rider_entity" }
	}

	entity = {
		clone = "AFG_cavalry_2_entity"
		name = "AFG_cavalry_2_alt_0_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "AFG_infantry_alt_0_mg_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "AFG_cavalry_alt_0_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "AFG_cavalry_2_alt_0_entity"
		name = "AFG_cavalry_3_alt_0_entity"
	}

########## CAMELRY ##########

	entity = {
		clone = "AFG_camelry_rifle_combined_entity"
		name = "AFG_camelry_alt_0_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_camel_mesh"
	
		attach = { 	name = "infantry_unit"			Saddle_Node = "AFG_infantry_alt_0_rider_entity" }
		
		scale = 0.65
	}

	entity = {
		clone = "AFG_camelry_mg_combined_entity"
		name = "AFG_camelry_alt_0_mg_combined_entity"
		pdxmesh = "infantry_cavalry_camel_mesh"
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "AFG_infantry_alt_0_mg_rider_entity" }
		
		scale = 0.65
	}

	entity = {
		clone = "AFG_camelry_entity"	
		name = "AFG_camelry_alt_0_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		attach = { 	name = "infantry"			infantry = "AFG_infantry_alt_0_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "AFG_camelry_alt_0_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = {
		clone = "AFG_camelry_2_entity"	
		name = "AFG_camelry_2_alt_0_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		attach = { 	name = "infantry"			infantry = "AFG_infantry_alt_0_mg_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "AFG_camelry_alt_0_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "AFG_camelry_2_alt_0_entity"
		name = "AFG_camelry_3_alt_0_entity"
	}


###############################################
########	AFGHANISTAN  MILITIA      #########
###############################################

########## RIFLE ##########

	entity = {
		clone = "AFG_infantry_rider_entity"
		name = "AFG_militia_rider_entity"
		pdxmesh = "AFG_militia_rifle_mesh"
	}

########## MG ##########

	entity = {
		clone = "AFG_infantry_mg_rider_entity"
		name = "AFG_militia_mg_rider_entity"
		pdxmesh = "AFG_militia_mg_mesh" 
	}

####### CAVELRY #######

	entity = {
		clone = "AFG_cavalry_rifle_combined_entity"
		name = "AFG_cavalry_alt_1_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "AFG_militia_rider_entity" }
		
	}

	entity = {
		clone = "AFG_cavalry_entity"
		name = "AFG_cavalry_alt_1_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "AFG_militia_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "AFG_cavalry_alt_1_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = {
		clone = "AFG_cavalry_mg_combined_entity"
		name = "AFG_cavalry_alt_1_mg_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "AFG_militia_mg_rider_entity" }
	}

	entity = {
		clone = "AFG_cavalry_2_entity"
		name = "AFG_cavalry_2_alt_1_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "AFG_militia_mg_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "AFG_cavalry_alt_1_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "AFG_cavalry_2_alt_1_entity"
		name = "AFG_cavalry_3_alt_1_entity"
	}

########## CAMELRY ##########

	entity = {
		clone = "AFG_camelry_rifle_combined_entity"
		name = "AFG_camelry_alt_1_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_camel_mesh"
	
		attach = { 	name = "infantry_unit"			Saddle_Node = "AFG_militia_rider_entity" }
		
		scale = 0.65
	}

	entity = {
		clone = "AFG_camelry_mg_combined_entity"
		name = "AFG_camelry_alt_1_mg_combined_entity"
		pdxmesh = "infantry_cavalry_camel_mesh"
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "AFG_militia_mg_rider_entity" }
		
		scale = 0.65
	}

	entity = {
		clone = "AFG_camelry_entity"	
		name = "AFG_camelry_alt_1_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		attach = { 	name = "infantry"			infantry = "AFG_militia_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "AFG_camelry_alt_1_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = {
		clone = "AFG_camelry_2_entity"	
		name = "AFG_camelry_2_alt_1_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		attach = { 	name = "infantry"			infantry = "AFG_militia_mg_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "AFG_camelry_alt_1_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "AFG_camelry_2_alt_1_entity"
		name = "AFG_camelry_3_alt_1_entity"
	}

##################################################### PERSIA / IRAN ###########################################################


###############################################
######  	PERSIAN DEFAULT INFANTRY 	#######
###############################################

########## RIFLE ##########

	entity = {
		clone = "AFG_infantry_rider_entity"
		name = "PER_infantry_rider_entity"
		pdxmesh = "PER_infantry_rifle_mesh"

		attach = { 	name = "rifle1"	Right_Hand_node = "PER_infantry_weapon_rifle_right_entity" }	
		attach = { 	name = "rifle2"	Left_Hand_node = "PER_infantry_weapon_rifle_left_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "PER_infantry_weapon_rifle_right_entity" }

	}

########## MG ##########

	entity = {
		clone = "AFG_infantry_mg_rider_entity"
		name = "PER_infantry_mg_rider_entity"
		pdxmesh = "PER_infantry_mg_mesh" 

	}

####### CAVELRY #######

	entity = {
		clone = "AFG_cavalry_rifle_combined_entity"
		name = "PER_cavalry_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "PER_infantry_rider_entity" }
		
	}

	entity = {
		clone = "AFG_cavalry_entity"
		name = "PER_cavalry_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "PER_infantry_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "PER_cavalry_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = {
		clone = "AFG_cavalry_mg_combined_entity"
		name = "PER_cavalry_mg_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "PER_infantry_mg_rider_entity" }
	}

	entity = {
		clone = "AFG_cavalry_2_entity"
		name = "PER_cavalry_2_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "PER_infantry_mg_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "PER_cavalry_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "PER_cavalry_2_entity"
		name = "PER_cavalry_3_entity"
	}

########## CAMELRY ##########

	entity = {
		clone = "AFG_camelry_rifle_combined_entity"
		name = "PER_camelry_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_camel_mesh"
	
		attach = { 	name = "infantry_unit"			Saddle_Node = "PER_infantry_rider_entity" }
		
		scale = 0.65
	}

	entity = {
		clone = "AFG_camelry_mg_combined_entity"
		name = "PER_camelry_mg_combined_entity"
		pdxmesh = "infantry_cavalry_camel_mesh"
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "PER_infantry_mg_rider_entity" }
		
		scale = 0.65
	}

	entity = {
		clone = "AFG_camelry_entity"	
		name = "PER_camelry_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		attach = { 	name = "infantry"			infantry = "PER_infantry_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "PER_camelry_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = {
		clone = "AFG_camelry_2_entity"	
		name = "PER_camelry_2_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		attach = { 	name = "infantry"			infantry = "PER_infantry_mg_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "PER_camelry_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "PER_camelry_2_entity"
		name = "PER_camelry_3_entity"
	}

###############################################
######  	PERSIAN INFANTRY - ALT 0 	#######
###############################################

########## RIFLE ##########

	entity = {
		clone = "AFG_infantry_rider_entity"
		name = "PER_infantry_alt_0_rider_entity"
		pdxmesh = "PER_infantry_alt_0_rifle_mesh"

		attach = { 	name = "rifle1"	Right_Hand_node = "PER_infantry_weapon_rifle_right_entity" }	
		attach = { 	name = "rifle2"	Left_Hand_node = "PER_infantry_weapon_rifle_left_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "PER_infantry_weapon_rifle_right_entity" }

	}

########## MG ##########

	entity = {
		clone = "AFG_infantry_mg_rider_entity"
		name = "PER_infantry_alt_0_mg_rider_entity"
		pdxmesh = "PER_infantry_alt_0_mg_mesh" 

	}

####### CAVELRY #######

	entity = {
		clone = "AFG_cavalry_rifle_combined_entity"
		name = "PER_cavalry_alt_0_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "PER_infantry_alt_0_rider_entity" }
		
	}

	entity = {
		clone = "AFG_cavalry_entity"
		name = "PER_cavalry_alt_0_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "PER_infantry_alt_0_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "PER_cavalry_alt_0_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = {
		clone = "AFG_cavalry_mg_combined_entity"
		name = "PER_cavalry_alt_0_mg_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "PER_infantry_alt_0_mg_rider_entity" }
	}

	entity = {
		clone = "AFG_cavalry_2_entity"
		name = "PER_cavalry_2_alt_0_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "PER_infantry_alt_0_mg_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "PER_cavalry_alt_0_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "PER_cavalry_2_alt_0_entity"
		name = "PER_cavalry_3_alt_0_entity"
	}

########## CAMELRY ##########

	entity = {
		clone = "AFG_camelry_rifle_combined_entity"
		name = "PER_camelry_alt_0_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_camel_mesh"
	
		attach = { 	name = "infantry_unit"			Saddle_Node = "PER_infantry_alt_0_rider_entity" }
		
		scale = 0.65
	}

	entity = {
		clone = "AFG_camelry_mg_combined_entity"
		name = "PER_camelry_alt_0_mg_combined_entity"
		pdxmesh = "infantry_cavalry_camel_mesh"
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "PER_infantry_alt_0_mg_rider_entity" }
		
		scale = 0.65
	}

	entity = {
		clone = "AFG_camelry_entity"	
		name = "PER_camelry_alt_0_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		attach = { 	name = "infantry"			infantry = "PER_infantry_alt_0_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "PER_camelry_alt_0_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = {
		clone = "AFG_camelry_2_entity"	
		name = "PER_camelry_2_alt_0_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		attach = { 	name = "infantry"			infantry = "PER_infantry_alt_0_mg_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "PER_camelry_alt_0_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "PER_camelry_2_alt_0_entity"
		name = "PER_camelry_3_alt_0_entity"
	}

###################################################### IRAQ ############################################################


###############################################
######## 	IRAQ DEFAULT INFANTRY      ########
###############################################

########## RIFLE ##########

	entity = {
		clone = "AFG_infantry_rider_entity"
		name = "IRQ_infantry_rider_entity"
		pdxmesh = "IRQ_infantry_rifle_mesh"
	}

########## MG ##########

	entity = {
		clone = "AFG_infantry_mg_rider_entity"
		name = "IRQ_infantry_mg_rider_entity"
		pdxmesh = "IRQ_infantry_mg_mesh" 
	}

####### CAVELRY #######

	entity = {
		clone = "AFG_cavalry_rifle_combined_entity"
		name = "IRQ_cavalry_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "IRQ_infantry_rider_entity" }
		
	}

	entity = {
		clone = "AFG_cavalry_entity"
		name = "IRQ_cavalry_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "IRQ_infantry_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "IRQ_cavalry_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = {
		clone = "AFG_cavalry_mg_combined_entity"
		name = "IRQ_cavalry_mg_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "IRQ_infantry_mg_rider_entity" }
	}

	entity = {
		clone = "AFG_cavalry_2_entity"
		name = "IRQ_cavalry_2_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "IRQ_infantry_mg_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "IRQ_cavalry_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "IRQ_cavalry_2_entity"
		name = "IRQ_cavalry_3_entity"
	}

########## CAMELRY ##########

	entity = {
		clone = "AFG_camelry_rifle_combined_entity"
		name = "IRQ_camelry_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_camel_mesh"
	
		attach = { 	name = "infantry_unit"			Saddle_Node = "IRQ_infantry_rider_entity" }
		
		scale = 0.65
	}

	entity = {
		clone = "AFG_camelry_mg_combined_entity"
		name = "IRQ_camelry_mg_combined_entity"
		pdxmesh = "infantry_cavalry_camel_mesh"
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "IRQ_infantry_mg_rider_entity" }
		
		scale = 0.65
	}

	entity = {
		clone = "AFG_camelry_entity"	
		name = "IRQ_camelry_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		attach = { 	name = "infantry"			infantry = "IRQ_infantry_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "IRQ_camelry_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = {
		clone = "AFG_camelry_2_entity"	
		name = "IRQ_camelry_2_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		attach = { 	name = "infantry"			infantry = "IRQ_infantry_mg_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "IRQ_camelry_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "IRQ_camelry_2_entity"
		name = "IRQ_camelry_3_entity"
	}

###############################################
#######  	 IRAQ INFANTRY - ALT 0 	   ########
###############################################

########## RIFLE ##########

	entity = {
		clone = "AFG_infantry_rider_entity"
		name = "IRQ_infantry_alt_0_rider_entity"
		pdxmesh = "IRQ_infantry_alt_0_rifle_mesh"

	}

########## MG ##########

	entity = {
		clone = "AFG_infantry_mg_rider_entity"
		name = "IRQ_infantry_alt_0_mg_rider_entity"
		pdxmesh = "IRQ_infantry_alt_0_mg_mesh" 

	}

####### CAVELRY #######

	entity = {
		clone = "AFG_cavalry_rifle_combined_entity"
		name = "IRQ_cavalry_alt_0_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "IRQ_infantry_alt_0_rider_entity" }
		
	}

	entity = {
		clone = "AFG_cavalry_entity"
		name = "IRQ_cavalry_alt_0_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "IRQ_infantry_alt_0_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "IRQ_cavalry_alt_0_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = {
		clone = "AFG_cavalry_mg_combined_entity"
		name = "IRQ_cavalry_alt_0_mg_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "IRQ_infantry_alt_0_mg_rider_entity" }
	}

	entity = {
		clone = "AFG_cavalry_2_entity"
		name = "IRQ_cavalry_2_alt_0_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "IRQ_infantry_alt_0_mg_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "IRQ_cavalry_alt_0_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "IRQ_cavalry_2_alt_0_entity"
		name = "IRQ_cavalry_3_alt_0_entity"
	}

########## CAMELRY ##########

	entity = {
		clone = "AFG_camelry_rifle_combined_entity"
		name = "IRQ_camelry_alt_0_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_camel_mesh"
	
		attach = { 	name = "infantry_unit"			Saddle_Node = "IRQ_infantry_alt_0_rider_entity" }
		
		scale = 0.65
	}

	entity = {
		clone = "AFG_camelry_mg_combined_entity"
		name = "IRQ_camelry_alt_0_mg_combined_entity"
		pdxmesh = "infantry_cavalry_camel_mesh"
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "IRQ_infantry_alt_0_mg_rider_entity" }
		
		scale = 0.65
	}

	entity = {
		clone = "AFG_camelry_entity"	
		name = "IRQ_camelry_alt_0_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		attach = { 	name = "infantry"			infantry = "IRQ_infantry_alt_0_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "IRQ_camelry_alt_0_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = {
		clone = "AFG_camelry_2_entity"	
		name = "IRQ_camelry_2_alt_0_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		attach = { 	name = "infantry"			infantry = "IRQ_infantry_alt_0_mg_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "IRQ_camelry_alt_0_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "IRQ_camelry_2_alt_0_entity"
		name = "IRQ_camelry_3_alt_0_entity"
	}

###############################################
#######  	 IRAQ INFANTRY - ALT 1 	   ########
###############################################

########## RIFLE ##########

	entity = {
		clone = "AFG_infantry_rider_entity"
		name = "IRQ_infantry_alt_1_rider_entity"
		pdxmesh = "IRQ_infantry_alt_1_rifle_mesh"

	}

########## MG ##########

	entity = {
		clone = "AFG_infantry_mg_rider_entity"
		name = "IRQ_infantry_alt_1_mg_rider_entity"
		pdxmesh = "IRQ_infantry_alt_1_mg_mesh" 

	}

####### CAVELRY #######

	entity = {
		clone = "AFG_cavalry_rifle_combined_entity"
		name = "IRQ_cavalry_alt_1_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "IRQ_infantry_alt_1_rider_entity" }
		
	}

	entity = {
		clone = "AFG_cavalry_entity"
		name = "IRQ_cavalry_alt_1_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "IRQ_infantry_alt_1_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "IRQ_cavalry_alt_1_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = {
		clone = "AFG_cavalry_mg_combined_entity"
		name = "IRQ_cavalry_alt_1_mg_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "IRQ_infantry_alt_1_mg_rider_entity" }
	}

	entity = {
		clone = "AFG_cavalry_2_entity"
		name = "IRQ_cavalry_2_alt_1_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "IRQ_infantry_alt_1_mg_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "IRQ_cavalry_alt_1_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "IRQ_cavalry_2_alt_1_entity"
		name = "IRQ_cavalry_3_alt_1_entity"
	}

########## CAMELRY ##########

	entity = {
		clone = "AFG_camelry_rifle_combined_entity"
		name = "IRQ_camelry_alt_1_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_camel_mesh"
	
		attach = { 	name = "infantry_unit"			Saddle_Node = "IRQ_infantry_alt_1_rider_entity" }
		
		scale = 0.65
	}

	entity = {
		clone = "AFG_camelry_mg_combined_entity"
		name = "IRQ_camelry_alt_1_mg_combined_entity"
		pdxmesh = "infantry_cavalry_camel_mesh"
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "IRQ_infantry_alt_1_mg_rider_entity" }
		
		scale = 0.65
	}

	entity = {
		clone = "AFG_camelry_entity"	
		name = "IRQ_camelry_alt_1_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		attach = { 	name = "infantry"			infantry = "IRQ_infantry_alt_1_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "IRQ_camelry_alt_1_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = {
		clone = "AFG_camelry_2_entity"	
		name = "IRQ_camelry_2_alt_1_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		attach = { 	name = "infantry"			infantry = "IRQ_infantry_alt_1_mg_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "IRQ_camelry_alt_1_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "IRQ_camelry_2_alt_1_entity"
		name = "IRQ_camelry_3_alt_1_entity"
	}

###############################################
######## 		IRAQ  MILITIA         #########
###############################################

########## RIFLE ##########

	entity = {
		clone = "AFG_infantry_rider_entity"
		name = "IRQ_militia_rider_entity"
		pdxmesh = "IRQ_militia_rifle_mesh"
	}

########## MG ##########

	entity = {
		clone = "AFG_infantry_mg_rider_entity"
		name = "IRQ_militia_mg_rider_entity"
		pdxmesh = "IRQ_militia_mg_mesh" 
	}

####### CAVELRY #######

	entity = {
		clone = "AFG_cavalry_rifle_combined_entity"
		name = "IRQ_cavalry_alt_2_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "IRQ_militia_rider_entity" }
		
	}

	entity = {
		clone = "AFG_cavalry_entity"
		name = "IRQ_cavalry_alt_2_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "IRQ_militia_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "IRQ_cavalry_alt_2_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = {
		clone = "AFG_cavalry_mg_combined_entity"
		name = "IRQ_cavalry_alt_2_mg_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "IRQ_militia_mg_rider_entity" }
	}

	entity = {
		clone = "AFG_cavalry_2_entity"
		name = "IRQ_cavalry_2_alt_2_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "IRQ_militia_mg_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "IRQ_cavalry_alt_2_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "IRQ_cavalry_2_alt_2_entity"
		name = "IRQ_cavalry_3_alt_2_entity"
	}

########## CAMELRY ##########

	entity = {
		clone = "AFG_camelry_rifle_combined_entity"
		name = "IRQ_camelry_alt_2_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_camel_mesh"
	
		attach = { 	name = "infantry_unit"			Saddle_Node = "IRQ_militia_rider_entity" }
		
		scale = 0.65
	}

	entity = {
		clone = "AFG_camelry_mg_combined_entity"
		name = "IRQ_camelry_alt_2_mg_combined_entity"
		pdxmesh = "infantry_cavalry_camel_mesh"
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "IRQ_militia_mg_rider_entity" }
		
		scale = 0.65
	}

	entity = {
		clone = "AFG_camelry_entity"	
		name = "IRQ_camelry_alt_2_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		attach = { 	name = "infantry"			infantry = "IRQ_militia_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "IRQ_camelry_alt_2_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = {
		clone = "AFG_camelry_2_entity"	
		name = "IRQ_camelry_2_alt_2_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		attach = { 	name = "infantry"			infantry = "IRQ_militia_mg_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "IRQ_camelry_alt_2_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "IRQ_camelry_2_alt_2_entity"
		name = "IRQ_camelry_3_alt_2_entity"
	}

###################################################### RAJ ###########################################################

	entity = {
		name = "RAJ_infantry_elephant_rider_entity"
		pdxmesh = "RAJ_infantry_rifle_mesh"
		
		default_state = "idle"
		state = { name = "attack"			animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 propagate_state = { rifle2 = "defend" } }
		state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "elephantry_move" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "elephantry_idle"		animation_blend_time = 0.0 animation_speed = 1.0 }
		state = { name = "move"				animation = "elephantry_move"		animation_blend_time = 0.0 animation_speed = 1.0
			event = { sound = { soundeffect = "horse_walking" } }
		}
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		
		attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_rifle_right_entity" }	
		attach = { 	name = "rifle2"	Left_Hand_node = "ENG_infantry_weapon_rifle_left_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }
		
		scale = 0.55			
	}	
	
	entity = {
		name = "RAJ_infantry_mg_elephant_rider_entity"
		pdxmesh = "RAJ_infantry_mg_mesh"
		
		default_state = "idle"
		state = { name = "attack"			animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 propagate_state = { rifle1 = "defend" } }
		state = { name = "defend"			animation = "attack" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "support_attack"	animation = "support_attack" 	animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "retreat"			animation = "elephantry_move" 			animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "idle"				animation = "elephantry_idle"		animation_blend_time = 0.3 animation_speed = 1.0 }
		state = { name = "move"				animation = "elephantry_move"		animation_blend_time = 0.3 animation_speed = 1.0
			event = { sound = { soundeffect = "horse_walking" } }
		}
		state = { name = "training"				animation = "training" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 2 looping = no }
		state = { name = "training"				animation = "jumping_jacks" 	animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "pushup" 			animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		#state = { name = "training"				animation = "guard_rifle" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		state = { name = "training"				animation = "aim_exercise" 		animation_blend_time = 0.3 animation_speed = 1.0 chance = 1 looping = no }
		
		attach = { 	name = "rifle1"	Right_Hand_node = "ENG_infantry_weapon_mg_right_entity" }	
		attach = { 	name = "rifle2"	Left_Hand_node = "ENG_infantry_weapon_mg_left_entity" }
		attach = { 	name = "rifle4"	Root_node_2 = "ENG_infantry_weapon_rifle_right_entity" }	
		
		scale = 0.55			
	}
	

####### ELEPHANTRY #######

	entity = {
		name = "RAJ_elephantry_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_elephant_mesh"
	
		default_state = "idle"
		state = { name = "idle"						animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "move"						animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }

		attach = { 	name = "infantry_unit"			Saddle_Node = "RAJ_infantry_elephant_rider_entity" } 
		
		scale = 0.5
	}

	entity = {
		name = "RAJ_elephantry_mg_combined_entity"
		pdxmesh = "infantry_cavalry_elephant_mesh"
		
		default_state = "idle"
		state = { name = "idle"				animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "move"				animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "cavalry_move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "support_attack"			animation = "cavalry_idle" 		animation_blend_time = 0.0 }
		state = { name = "defend"					animation = "cavalry_idle" 			animation_blend_time = 0.0 }

		attach = { 	name = "infantry_unit"			Saddle_Node = "RAJ_infantry_mg_elephant_rider_entity" } 
		
		scale = 0.5
	}

	entity = {
		name = "RAJ_elephantry_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		default_state = "idle"
		state = { name = "idle"				animation = "idle" 		animation_blend_time = 0.0 }
		state = { name = "move"				animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "attack" 	animation_blend_time = 0.0 }
		state = { name = "support_attack"			animation = "attack" 	animation_blend_time = 0.0 }
		state = { name = "defend"					animation = "attack" 	animation_blend_time = 0.0 }
		state = { name = "retreat"					animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "attack" 		animation_blend_time = 0.0 }

		attach = { 	name = "infantry"			infantry = "RAJ_infantry_elephant_rider_entity" } 
		attach = { 	name = "cavalry"			cavalry = "RAJ_elephantry_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_elephant_entity" }
		
		scale = 1.0
	}

	entity = {
		name = "RAJ_elephantry_2_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		default_state = "idle"
		state = { name = "idle"				animation = "idle" 		animation_blend_time = 0.0 }
		state = { name = "move"				animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "attack"					animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "support_attack"			animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "defend"					animation = "attack" 	animation_blend_time = 0.0 propagate_state = { cavalry = "idle" } }
		state = { name = "retreat"					animation = "move" 		animation_blend_time = 0.0 }
		state = { name = "training"					animation = "attack" 		animation_blend_time = 0.0 }

		attach = { 	name = "infantry"			infantry = "RAJ_infantry_mg_elephant_rider_entity" } 
		attach = { 	name = "cavalry"			cavalry = "RAJ_elephantry_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_elephant_entity" }
		
		scale = 1.0
	}

	entity = {
		clone = "RAJ_elephantry_2_entity"
		name = "RAJ_elephantry_3_entity"
	}

#GENERICS
	entity = {
		clone = "RAJ_elephantry_entity"
		name = "elephantry_entity"
	}

	entity = {
		clone = "RAJ_elephantry_2_entity"
		name = "elephantry_2_entity"
	}

	entity = {
		clone = "RAJ_elephantry_2_entity"
		name = "elephantry_3_entity"
	}

###############################################
#######  	 RAJ INFANTRY - ALT 0 	   ########
###############################################

########## RIFLE ##########

	entity = {
		clone = "AFG_infantry_rider_entity"
		name = "RAJ_infantry_alt_1_rider_entity"
		pdxmesh = "RAJ_infantry_alt_0_rifle_mesh"

	}

########## MG ##########

	entity = {
		clone = "AFG_infantry_mg_rider_entity"
		name = "RAJ_infantry_alt_1_mg_rider_entity"
		pdxmesh = "RAJ_infantry_alt_0_mg_mesh" 

	}

####### CAVELRY #######

	entity = {
		clone = "AFG_cavalry_rifle_combined_entity"
		name = "RAJ_cavalry_alt_1_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "RAJ_infantry_alt_1_rider_entity" }
		
	}

	entity = {
		clone = "AFG_cavalry_entity"
		name = "RAJ_cavalry_alt_1_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "RAJ_infantry_alt_1_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "RAJ_cavalry_alt_1_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = {
		clone = "AFG_cavalry_mg_combined_entity"
		name = "RAJ_cavalry_alt_1_mg_combined_entity"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "RAJ_infantry_alt_1_mg_rider_entity" }
	}

	entity = {
		clone = "AFG_cavalry_2_entity"
		name = "RAJ_cavalry_2_alt_1_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "RAJ_infantry_alt_1_mg_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "RAJ_cavalry_alt_1_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "RAJ_cavalry_2_alt_1_entity"
		name = "RAJ_cavalry_3_alt_1_entity"
	}

########## CAMELRY ##########

	entity = {
		clone = "AFG_camelry_rifle_combined_entity"
		name = "RAJ_camelry_alt_1_rifle_combined_entity"
		pdxmesh = "infantry_cavalry_camel_mesh"
	
		attach = { 	name = "infantry_unit"			Saddle_Node = "RAJ_infantry_alt_1_rider_entity" }
		
		scale = 0.65
	}

	entity = {
		clone = "AFG_camelry_mg_combined_entity"
		name = "RAJ_camelry_alt_1_mg_combined_entity"
		pdxmesh = "infantry_cavalry_camel_mesh"
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "RAJ_infantry_alt_1_mg_rider_entity" }
		
		scale = 0.65
	}

	entity = {
		clone = "AFG_camelry_entity"	
		name = "RAJ_camelry_alt_1_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		attach = { 	name = "infantry"			infantry = "RAJ_infantry_alt_1_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "RAJ_camelry_alt_1_rifle_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = {
		clone = "AFG_camelry_2_entity"	
		name = "RAJ_camelry_2_alt_1_entity"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		attach = { 	name = "infantry"			infantry = "RAJ_infantry_alt_1_mg_rider_entity" }
		attach = { 	name = "cavalry"			cavalry = "RAJ_camelry_alt_1_mg_combined_entity" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "RAJ_camelry_2_alt_1_entity"
		name = "RAJ_camelry_3_alt_1_entity"
	}

###############################################
#######   RAJ INFANTRY - ALT 0 DESERT  ########
###############################################

########## RIFLE ##########

	entity = {
		clone = "AFG_infantry_rider_entity"
		name = "RAJ_infantry_alt_1_rider_entity_desert"
		pdxmesh = "RAJ_infantry_alt_0_desert_rifle_mesh"

	}

########## MG ##########

	entity = {
		clone = "AFG_infantry_mg_rider_entity"
		name = "RAJ_infantry_alt_1_mg_rider_entity_desert"
		pdxmesh = "RAJ_infantry_alt_0_desert_mg_mesh" 

	}

####### CAVELRY #######

	entity = {
		clone = "AFG_cavalry_rifle_combined_entity"
		name = "RAJ_cavalry_alt_1_rifle_combined_entity_desert"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "RAJ_infantry_alt_1_rider_entity_desert" }
		
	}

	entity = {
		clone = "AFG_cavalry_entity"
		name = "RAJ_cavalry_alt_1_entity_desert"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "RAJ_infantry_alt_1_rider_entity_desert" }
		attach = { 	name = "cavalry"			cavalry = "RAJ_cavalry_alt_1_rifle_combined_entity_desert" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = {
		clone = "AFG_cavalry_mg_combined_entity"
		name = "RAJ_cavalry_alt_1_mg_combined_entity_desert"
		pdxmesh = "infantry_cavalry_horse_mesh"		
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "RAJ_infantry_alt_1_mg_rider_entity_desert" }
	}

	entity = {
		clone = "AFG_cavalry_2_entity"
		name = "RAJ_cavalry_2_alt_1_entity_desert"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"

		attach = { 	name = "infantry"			infantry = "RAJ_infantry_alt_1_mg_rider_entity_desert" }
		attach = { 	name = "cavalry"			cavalry = "RAJ_cavalry_alt_1_mg_combined_entity_desert" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_horse_entity" }
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "RAJ_cavalry_2_alt_1_entity_desert"
		name = "RAJ_cavalry_3_alt_1_entity_desert"
	}

########## CAMELRY ##########

	entity = {
		clone = "AFG_camelry_rifle_combined_entity"
		name = "RAJ_camelry_alt_1_rifle_combined_entity_desert"
		pdxmesh = "infantry_cavalry_camel_mesh"
	
		attach = { 	name = "infantry_unit"			Saddle_Node = "RAJ_infantry_alt_1_rider_entity_desert" }
		
		scale = 0.65
	}

	entity = {
		clone = "AFG_camelry_mg_combined_entity"
		name = "RAJ_camelry_alt_1_mg_combined_entity_desert"
		pdxmesh = "infantry_cavalry_camel_mesh"
		
		attach = { 	name = "infantry_unit"			Saddle_Node = "RAJ_infantry_alt_1_mg_rider_entity_desert" }
		
		scale = 0.65
	}

	entity = {
		clone = "AFG_camelry_entity"	
		name = "RAJ_camelry_alt_1_entity_desert"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		attach = { 	name = "infantry"			infantry = "RAJ_infantry_alt_1_rider_entity_desert" }
		attach = { 	name = "cavalry"			cavalry = "RAJ_camelry_alt_1_rifle_combined_entity_desert" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = {
		clone = "AFG_camelry_2_entity"	
		name = "RAJ_camelry_2_alt_1_entity_desert"
		pdxmesh = "infantry_cavalry_horse_frame_mesh"
		
		attach = { 	name = "infantry"			infantry = "RAJ_infantry_alt_1_mg_rider_entity_desert" }
		attach = { 	name = "cavalry"			cavalry = "RAJ_camelry_alt_1_mg_combined_entity_desert" }
		attach = { 	name = "horse"				horse = "infantry_cavalry_camel_entity" }
		
		scale = 1.0
	}

	entity = { #This is necessary otherwise the latest infantry tech will make the 3D model to go back to rifle
		clone = "RAJ_camelry_2_alt_1_entity_desert"
		name = "RAJ_camelry_3_alt_1_entity_desert"
	}