### At the moment we have a pretty basic icon system for combat tactics showing
### the uniticon which has the biggest bonus value in the tactic.
### This is the sprite number for each unit:
### 1=LI 2=HI 3=PIKE 4=LC 5=KNIGHTS 6=ARCHERS 7=HORSE ARCH.

# Must be first in file. This tactic will be set if anything goes wrong
no_tactic = {
	days = 1 # tactic lasts one day
	sprite = 1 # index of icon

	trigger = {
		always = no # never use unless set explicitly by code
	}
}

generic_skirmish_tactic = {
	days = 6
	sprite = 1
	#group = skirmish
	group = defensive

	trigger = {
		phase = skirmish
	}

	mean_time_to_happen = {
		days = 2
		
		modifier = {
			factor = 0.85
			flank_has_leader = yes
			leader = { liege = { capital_scope = { TECH_SKIRMISH = 2 } } }
		}
		modifier = {
			factor = 0.85
			flank_has_leader = yes
			leader = { liege = { capital_scope = { TECH_SKIRMISH = 4 } } }
		}
		modifier = {
			factor = 0.85
			flank_has_leader = yes
			leader = { liege = { capital_scope = { TECH_SKIRMISH = 6 } } }
		}
		modifier = {
			factor = 0.85
			flank_has_leader = yes
			leader = { liege = { capital_scope = { TECH_SKIRMISH = 8 } } }
		}
	}
}

harass_tactic = {	# exclusive for light cavalry
	days = 6
	sprite = 4
	group = harass

	trigger = {
		phase = skirmish
		OR = {
			troops = {
				who = light_cavalry
				value = 0.01
			}
			troops = {
				who = camel_cavalry
				value = 0.01
			}
		}
		OR = {
			NOT = {
				OR = {
					troops = {
						who = light_cavalry
						value = 0.45
					}
					troops = {
						who = camel_cavalry
						value = 0.45
					}
				}
			}
			AND = {
				flank_has_leader = yes
				leader = { martial = 12 }
				NOT = {
					OR = {
						troops = {
							who = light_cavalry
							value = 0.75
						}
						troops = {
							who = camel_cavalry
							value = 0.75
						}
					}
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			OR = {
				light_troops = {
					who = light_cavalry
					value = 0.7
				}
				light_troops = {
					who = camel_cavalry
					value = 0.7
				}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			OR = {
				light_troops = {
					who = light_cavalry
					value = 0.6
				}
				light_troops = {
					who = camel_cavalry
					value = 0.6
				}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			OR = {
				light_troops = {
					who = light_cavalry
					value = 0.5
				}
				light_troops = {
					who = camel_cavalry
					value = 0.5
				}
			}
		}
	}

	light_cavalry_offensive = 2
	camel_cavalry_offensive = 2
	horse_archers_offensive = -1.5
	archers_offensive = -0.5
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	enemy = {
		group = swarm
		factor = 1
	}
}

disorganised_harass_tactic = {
	days = 6
	sprite = 4
	group = harass

	trigger = {
		phase = skirmish
		OR = {
			troops = {
				who = light_cavalry
				value = 0.4
			}
			troops = {
				who = camel_cavalry
				value = 0.4
			}
		}
		OR = {
			flank_has_leader = no
			NOT = { leader = { martial = 12 } }
			OR = {
				troops = {
					who = light_cavalry
					value = 0.75
				}
				troops = {
					who = camel_cavalry
					value = 0.75
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 2
		modifier = {
			factor = 1.5
			OR = {
				light_troops = {
					who = light_cavalry
					value = 0.5
				}
				light_troops = {
					who = camel_cavalry
					value = 0.5
				}
			}
		}
		modifier = {
			factor = 1.5
			OR = {
				light_troops = {
					who = light_cavalry
					value = 0.7
				}
				light_troops = {
					who = camel_cavalry
					value = 0.7
				}
			}
		}
		modifier = {
			factor = 1.5
			OR = {
				light_troops = {
					who = light_cavalry
					value = 0.9
				}
				light_troops = {
					who = camel_cavalry
					value = 0.9
				}
			}
		}
		modifier = {
			factor = 0.80
			flank_has_leader = yes
			leader = { liege = { capital_scope = { TECH_SKIRMISH = 2 } } }
		}
		modifier = {
			factor = 0.80
			flank_has_leader = yes
			leader = { liege = { capital_scope = { TECH_SKIRMISH = 4 } } }
		}
		modifier = {
			factor = 0.80
			flank_has_leader = yes
			leader = { liege = { capital_scope = { TECH_SKIRMISH = 6 } } }
		}
		modifier = {
			factor = 0.80
			flank_has_leader = yes
			leader = { liege = { capital_scope = { TECH_SKIRMISH = 8 } } }
		}
	}

	light_cavalry_offensive = 0.5
	camel_cavalry_offensive = 0.5
	horse_archers_offensive = -1.5
	archers_offensive = -1.0
	light_cavalry_defensive = -0.5
	camel_cavalry_defensive = -0.5
	enemy = {
		group = swarm
		factor = 0.5
	}
}

volly_harass_tactic = {	# cooperative between light cavalry and archers
	days = 6
	sprite = 4
	group = harass

	trigger = {
		phase = skirmish
		OR = {
			troops = {
				who = light_cavalry
				value = 0.01
			}
			troops = {
				who = camel_cavalry
				value = 0.01
			}
		}
		troops = {
			who = archers
			value = 0.01
		}
	}

	mean_time_to_happen = {
		days = 4
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			OR = {
				light_troops = {
					who = light_cavalry
					value = 0.6
				}
				light_troops = {
					who = camel_cavalry
					value = 0.6
				}
			}
			light_troops = {
				who = archers
				value = 0.3
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			OR = {
				light_troops = {
					who = light_cavalry
					value = 0.5
				}
				light_troops = {
					who = camel_cavalry
					value = 0.5
				}
			}
			light_troops = {
				who = archers
				value = 0.3
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			OR = {
				light_troops = {
					who = light_cavalry
					value = 0.4
				}
				light_troops = {
					who = camel_cavalry
					value = 0.4
				}
			}
			light_troops = {
				who = archers
				value = 0.2
			}
		}
	}

	light_cavalry_offensive = 1.2
	camel_cavalry_offensive = 1.2
	archers_offensive = 0.6
	light_infantry_offensive = 1.2
	horse_archers_offensive = -1.8
	enemy = {
		group = swarm
		factor = 1
	}
}

volley_tactic = {	# exclusive for archers
	days = 6
	sprite = 6
	group = volley

	trigger = {
		phase = skirmish
		troops = {
			who = archers
			value = 0.01
		}
		NOT = {
			AND = {
				flank_has_leader = yes
				leader = {
					OR = {
						culture = english
						culture = welsh
					}
				}
			}
			AND = {
				troops = {
					who = archers
					value = 0.4
				}
				troops = {
					who = war_elephants
					value = 0.025
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			light_troops = {
				who = archers
				value = 0.7
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			light_troops = {
				who = archers
				value = 0.6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			light_troops = {
				who = archers
				value = 0.5
			}
		}
	}

	light_cavalry_offensive = -1.5
	camel_cavalry_offensive = -1.5
	horse_archers_offensive = -0.5
	archers_offensive = 2.0
	enemy = {
		group = harass
		factor = 1
	}
}

swarm_volley_tactic = {	# cooperative between archers and horse archers
	days = 6
	sprite = 6
	group = volley

	trigger = {
		phase = skirmish
		troops = {
			who = archers
			value = 0.01
		}
		troops = {
			who = horse_archers
			value = 0.01
		}
		OR = {
			location = {
				num_of_settlements > 0
				NOT = { terrain = forest }
				NOT = { terrain = woods }
				NOT = { terrain = mountain }
				NOT = { terrain = impassable_mountains }
				NOT = { terrain = jungle }
				NOT = { terrain = marsh }
			}
			leader = {
				location = {
					NOT = { terrain = forest }
					NOT = { terrain = woods }
					NOT = { terrain = mountain }
					NOT = { terrain = impassable_mountains }
					NOT = { terrain = jungle }
					NOT = { terrain = marsh }
				}
			}
			enemy = {
				leader = {
					location = {
						NOT = { terrain = forest }
						NOT = { terrain = woods }
						NOT = { terrain = mountain }
						NOT = { terrain = impassable_mountains }
						NOT = { terrain = jungle }
						NOT = { terrain = marsh }
					}
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			light_troops = {
				who = archers
				value = 0.6
			}
			light_troops = {
				who = horse_archers
				value = 0.3
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			light_troops = {
				who = archers
				value = 0.5
			}
			light_troops = {
				who = horse_archers
				value = 0.3
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			light_troops = {
				who = archers
				value = 0.4
			}
			light_troops = {
				who = horse_archers
				value = 0.2
			}
		}
	}

	light_cavalry_offensive = -1.8
	camel_cavalry_offensive = -1.8
	horse_archers_offensive =  0.6
	archers_offensive = 1.2
	enemy = {
		group = harass
		factor = 1
	}
}

swarm_tactic = {	# exclusive for horse archers
	days = 6
	sprite = 7
	group = swarm

	trigger = {
		phase = skirmish
		troops = {
			who = horse_archers
			value = 0.01
		}
		OR = {
			NOT = {
				troops = {
					who = horse_archers
					value = 0.35
				}
			}
			AND = {
				flank_has_leader = yes
				leader = { martial = 12 }
				NOT = {
					troops = {
						who = horse_archers
						value = 0.65
					}
				}
			}
		}
		OR = {
			location = {
				num_of_settlements > 0
				NOT = { terrain = forest }
				NOT = { terrain = woods }
				NOT = { terrain = mountain }
				NOT = { terrain = impassable_mountains }
				NOT = { terrain = jungle }
				NOT = { terrain = marsh }
			}
			leader = {
				location = {
					NOT = { terrain = forest }
					NOT = { terrain = woods }
					NOT = { terrain = mountain }
					NOT = { terrain = impassable_mountains }
					NOT = { terrain = jungle }
					NOT = { terrain = marsh }
				}
			}
			enemy = {
				leader = {
					location = {
						NOT = { terrain = forest }
						NOT = { terrain = woods }
						NOT = { terrain = mountain }
						NOT = { terrain = impassable_mountains }
						NOT = { terrain = jungle }
						NOT = { terrain = marsh }
					}
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			light_troops = {
				who = horse_archers
				value = 0.7
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			light_troops = {
				who = horse_archers
				value = 0.6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			light_troops = {
				who = horse_archers
				value = 0.5
			}
		}
	}

	light_cavalry_offensive = -0.5
	camel_cavalry_offensive = -0.5
	horse_archers_offensive = 2.0
	horse_archers_defensive = -0.25
	archers_offensive = -1.5
	enemy = {
		group = volley
		factor = 1
	}
}

disorganised_swarm_tactic = {
	days = 6
	sprite = 7
	group = swarm

	trigger = {
		phase = skirmish
		troops = {
			who = horse_archers
			value = 0.30
		}
		OR = {
			flank_has_leader = no
			NOT = { leader = { martial = 12 } }
			troops = {
				who = horse_archers
				value = 0.65
			}
		}
		OR = {
			location = {
				num_of_settlements > 0
				NOT = { terrain = forest }
				NOT = { terrain = woods }
				NOT = { terrain = mountain }
				NOT = { terrain = impassable_mountains }
				NOT = { terrain = jungle }
				NOT = { terrain = marsh }
			}
			leader = {
				location = {
					NOT = { terrain = forest }
					NOT = { terrain = woods }
					NOT = { terrain = mountain }
					NOT = { terrain = impassable_mountains }
					NOT = { terrain = jungle }
					NOT = { terrain = marsh }
				}
			}
			enemy = {
				leader = {
					location = {
						NOT = { terrain = forest }
						NOT = { terrain = woods }
						NOT = { terrain = mountain }
						NOT = { terrain = impassable_mountains }
						NOT = { terrain = jungle }
						NOT = { terrain = marsh }
					}
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 2
		modifier = {
			factor = 1.5
			light_troops = {
				who = horse_archers
				value = 0.5
			}
		}
		modifier = {
			factor = 1.5
			light_troops = {
				who = horse_archers
				value = 0.7
			}
		}	
		modifier = {
			factor = 1.5
			light_troops = {
				who = horse_archers
				value = 0.9
			}
		}
		modifier = {
			factor = 0.80
			flank_has_leader = yes
			leader = { liege = { capital_scope = { TECH_SKIRMISH = 2 } } }
		}
		modifier = {
			factor = 0.80
			flank_has_leader = yes
			leader = { liege = { capital_scope = { TECH_SKIRMISH = 4 } } }
		}
		modifier = {
			factor = 0.80
			flank_has_leader = yes
			leader = { liege = { capital_scope = { TECH_SKIRMISH = 6 } } }
		}
		modifier = {
			factor = 0.80
			flank_has_leader = yes
			leader = { liege = { capital_scope = { TECH_SKIRMISH = 8 } } }
		}
	}

	light_cavalry_offensive = -1.0
	camel_cavalry_offensive = -1.0
	horse_archers_offensive = 0.5
	horse_archers_defensive = -0.5
	archers_offensive = -1.5
	enemy = {
		group = volley
		factor = 0.5
	}
}

harras_swarm_tactic = {	# cooperative between horse archers and light cavalry
	days = 6
	sprite = 7
	group = swarm

	trigger = {
		phase = skirmish
		troops = {
			who = horse_archers
			value = 0.01
		}
		OR = {
			troops = {
				who = light_cavalry
				value = 0.01
			}
			troops = {
				who = camel_cavalry
				value = 0.01
			}
		}
#		OR = {
#			NOT = {
#				troops = {
#					who = horse_archers
#					value = 0.35
#				}
#			}
#			AND = {
#				flank_has_leader = yes
#				leader = { martial = 12 }
#				NOT = {
#					troops = {
#						who = horse_archers
#						value = 0.65
#					}
#				}
#			}
#		}
		OR = {
			location = {
				num_of_settlements > 0
				NOT = { terrain = forest }
				NOT = { terrain = woods }
				NOT = { terrain = mountain }
				NOT = { terrain = impassable_mountains }
				NOT = { terrain = jungle }
				NOT = { terrain = marsh }
			}
			leader = {
				location = {
					NOT = { terrain = forest }
					NOT = { terrain = woods }
					NOT = { terrain = mountain }
					NOT = { terrain = impassable_mountains }
					NOT = { terrain = jungle }
					NOT = { terrain = marsh }
				}
			}
			enemy = {
				leader = {
					location = {
						NOT = { terrain = forest }
						NOT = { terrain = woods }
						NOT = { terrain = mountain }
						NOT = { terrain = impassable_mountains }
						NOT = { terrain = jungle }
						NOT = { terrain = marsh }
					}
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			light_troops = {
				who = horse_archers
				value = 0.6
			}
			OR = {
				light_troops = {
					who = light_cavalry
					value = 0.3
				}
				light_troops = {
					who = camel_cavalry
					value = 0.3
				}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			light_troops = {
				who = horse_archers
				value = 0.5
			}
			OR = {
				light_troops = {
					who = light_cavalry
					value = 0.3
				}
				light_troops = {
					who = camel_cavalry
					value = 0.3
				}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			light_troops = {
				who = horse_archers
				value = 0.4
			}
			OR = {
				light_troops = {
					who = light_cavalry
					value = 0.2
				}
				light_troops = {
					who = camel_cavalry
					value = 0.2
				}
			}
		}
	}

	light_cavalry_offensive = 0.6
	camel_cavalry_offensive = 0.6
	horse_archers_offensive = 1.2
	archers_offensive = -1.8
	enemy = {
		group = volley
		factor = 1
	}
}

shieldwall_tactic = {
	days = 6
	sprite = 2 # index of icon
	group = defensive

	trigger = {
		phase = skirmish
		OR = {
			troops = {
				who = heavy_infantry
				value = 0.2
			}
			troops = {
				who = pikemen
				value = 0.2
			}
			AND = {
				troops = {
					who = light_infantry
					value = 0.2
				}
				OR = {
					troops = {
						who = heavy_infantry
						value = 0.01
					}
					troops = {
						who = pikemen
						value = 0.01
					}
				}
			}
		}
		troops = {
			who = archers
			value = 0.01
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			heavy_troops = {
				who = pikemen
				value = 0.3
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			heavy_troops = {
				who = heavy_infantry
				value = 0.3
			}
		}

		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			heavy_troops = {
				who = pikemen
				value = 0.3
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			heavy_troops = {
				who = heavy_infantry
				value = 0.3
			}
		}
		
		modifier = {
			factor = 0.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			OR = {
				light_troops = {
					who = light_cavalry
					value = 0.3
				}
				light_troops = {
					who = camel_cavalry
					value = 0.3
				}
			}
		}
		modifier = {
			factor = 0.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			light_troops = {
				who = horse_archers
				value = 0.3
			}
		}
		
		modifier = {
			factor = 0.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			OR = {
				light_troops = {
					who = light_cavalry
					value = 0.3
				}
				light_troops = {
					who = camel_cavalry
					value = 0.3
				}
			}
		}
		modifier = {
			factor = 0.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			light_troops = {
				who = horse_archers
				value = 0.3
			}
		}
	}

	light_infantry_defensive = 1.2
	heavy_infantry_defensive = 3
	pikemen_defensive = 2.4

	archers_offensive = 0.6

	light_cavalry_defensive = -0.5
	camel_cavalry_defensive = -0.5
	knights_defensive = -0.5
	horse_archers_defensive = -0.5
}

fient_tactic = {
	days = 6
	sprite = 1 # index of icon
	group = defensive

	trigger = {
		phase = skirmish
		troops = {
			who = light_infantry
			value = 0.2
		}
		OR = {
			troops = {
				who = archers
				value = 0.2
			}
			AND = {
				troops = {
					who = archers
					value = 0.01
				}
				NOT = {
					troops = {
						who = heavy_infantry
						value = 0.01
					}
				}
				NOT = {
					troops = {
						who = pikemen
						value = 0.01
					}
				}
				NOT = {
					troops = {
						who = knights
						value = 0.01
					}
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			light_troops = {
				who = archers
				value = 0.3
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			troops = {
				who = light_infantry
				value = 0.4
			}
		}
		modifier = {
			factor = 0.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			OR = {
				light_troops = {
					who = light_cavalry
					value = 0.5
				}
				light_troops = {
					who = camel_cavalry
					value = 0.5
				}
			}
		}
		modifier = {
			factor = 0.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			OR = {
				light_troops = {
					who = light_cavalry
					value = 0.6
				}
				light_troops = {
					who = camel_cavalry
					value = 0.6
				}
			}
		}
	}

	light_infantry_offensive = 1.0
	light_infantry_defensive = 0.5
	archers_offensive = 1.5
	
	heavy_infantry_offensive = -0.5
	heavy_infantry_defensive = -0.5
	knights_offensive = -0.5
	knights_defensive = -0.5
}



prepare_tactic = {
	days = 1
	sprite = 1
	group = defensive
		
	trigger = {
		phase = skirmish
		days = 15
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.1
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 0.1
			flank_has_leader = yes
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.1
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.80
			flank_has_leader = yes
			leader = { liege = { capital_scope = { TECH_SKIRMISH = 2 } } }
		}
		modifier = {
			factor = 0.80
			flank_has_leader = yes
			leader = { liege = { capital_scope = { TECH_SKIRMISH = 4 } } }
		}
		modifier = {
			factor = 0.80
			flank_has_leader = yes
			leader = { liege = { capital_scope = { TECH_SKIRMISH = 6 } } }
		}
		modifier = {
			factor = 0.80
			flank_has_leader = yes
			leader = { liege = { capital_scope = { TECH_SKIRMISH = 8 } } }
		}
	}
	
	change_phase_to = melee
}

charge_on_undefended_tactic = {
	days = 2
	sprite = 5
	group = charge
	
	trigger = {
		phase = skirmish
		is_flanking = no
		#days = 3 # duration of combat >= 3 days
		enemy = {
			troops = {
				who = archers
				value = 0.6
			}
		}
	}
	
	mean_time_to_happen = {
		#days = 1
		days = 1000
		#modifier = {
			#factor = 100
			#enemy = {
				#troops = {
					#who = archers
					#value = 0.6
				#}
			#}
		#}
		#modifier = {
			#factor = 0.001
			#enemy = {
				#NOT = {
					#troops = {
						#who = archers
						#value = 0.6
					#}
				#}
			#}
		#}
	}
	
	change_phase_to = melee
}

charge_of_opportunity_tactic = {
	days = 6
	sprite = 5 # index of icon
	group = charge
	
	trigger = {
		phase = skirmish
		is_flanking = no
		days = 10 # duration of combat >= 10 days
	}

	mean_time_to_happen = {
		days = 3 # this has nothing to do with days, it just represents relative chance of selecting this tactic, higher is better
	}

	change_phase_to = melee
	
	knights_offensive = 3
	horse_archers_offensive = 3
	heavy_infantry_offensive = 1.2
}

charge_tactic = {
	days = 6
	sprite = 5 # index of icon
	group = charge
	
	trigger = {
		phase = skirmish
		is_flanking = no
		days = 10 # duration of combat >= 10 days
	}

	mean_time_to_happen = {
		days = 10 # this has nothing to do with days, it just represents relative chance of selecting this tactic, higher is better
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			light_troops = {
				who = horse_archers
				value = 0.3
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			heavy_troops = {
				who = knights
				value = 0.1
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			heavy_troops = {
				who = heavy_infantry
				value = 0.1
			}
		}
	}

	change_phase_to = melee

	knights_offensive = 3
	horse_archers_offensive = 3
	heavy_infantry_offensive = 1.2
}

wait_tactic = {
	days = 1
	sprite = 3
	group = stand_fast

	trigger = {
		phase = melee
	}

	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 0.1
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 0.1
			flank_has_leader = yes
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.1
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.80
			flank_has_leader = yes
			leader = { liege = { capital_scope = { TECH_MELEE = 2 } } }
		}
		modifier = {
			factor = 0.80
			flank_has_leader = yes
			leader = { liege = { capital_scope = { TECH_MELEE = 4 } } }
		}
		modifier = {
			factor = 0.80
			flank_has_leader = yes
			leader = { liege = { capital_scope = { TECH_MELEE = 6 } } }
		}
		modifier = {
			factor = 0.80
			flank_has_leader = yes
			leader = { liege = { capital_scope = { TECH_MELEE = 8 } } }
		}
	}
}

advance_tactic = {	# exclusive for heavy infantry
	days = 6
	sprite = 2
	group = advance

	trigger = {
		phase = melee
		troops = {
			who = heavy_infantry
			value = 0.01
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			heavy_troops = {
				who = heavy_infantry
				value = 0.7
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			heavy_troops = {
				who = heavy_infantry
				value = 0.6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			heavy_troops = {
				who = heavy_infantry
				value = 0.5
			}
		}
	}

	knights_offensive = -0.5
	heavy_infantry_offensive = 3
	pikemen_offensive = -1.5
	enemy = {
		group = stand_fast
		factor = 3
	}
}

awesome_advance_tactic = {	# cooperative between heavy infantry and heavy cavalry
	days = 6
	sprite = 2
	group = advance

	trigger = {
		phase = melee
		troops = {
			who = heavy_infantry
			value = 0.01
		}
		troops = {
			who = knights
			value = 0.01
		}
	}

	mean_time_to_happen = {
		days = 4
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			heavy_troops = {
				who = heavy_infantry
				value = 0.6
			}
			heavy_troops = {
				who = knights
				value = 0.3
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			heavy_troops = {
				who = heavy_infantry
				value = 0.5
			}
			heavy_troops = {
				who = knights
				value = 0.3
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			heavy_troops = {
				who = heavy_infantry
				value = 0.4
			}
			heavy_troops = {
				who = knights
				value = 0.2
			}
		}
	}

	knights_offensive = 0.6
	heavy_infantry_offensive = 2.4
	pikemen_offensive = -1.8
	enemy = {
		group = stand_fast
		factor = 3
	}
}

stand_fast_tactic = {	# exclusive for pikemen
	days = 6
	sprite = 3
	group = stand_fast

	trigger = {
		phase = melee
		troops = {
			who = pikemen
			value = 0.01
		}
#		location = {
#			terrain = forest
#		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			heavy_troops = {
				who = pikemen
				value = 0.7
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			heavy_troops = {
				who = pikemen
				value = 0.6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			heavy_troops = {
				who = pikemen
				value = 0.5
			}
		}
		modifier = {
			factor = 0.1
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			troops = {
				who = war_elephants
				value = 0.04
			}
		}
		modifier = {
			factor = 0.1
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			troops = {
				who = war_elephants
				value = 0.02
			}
		}
		modifier = {
			factor = 0.1
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			troops = {
				who = war_elephants
				value = 0.01
			}
		}
	}

	knights_offensive = -1.5
	heavy_infantry_offensive = -0.5
	pikemen_offensive = 3
	enemy = {
		group = charge
		factor = 3
	}
}

slow_advance_tactic = {	# cooperative between pikemen and heavy infantry
	days = 6
	sprite = 3
	group = stand_fast

	trigger = {
		phase = melee
		OR = {
			AND = {
				troops = {
					who = pikemen
					value = 0.01
				}
				troops = {
					who = heavy_infantry
					value = 0.01
				}
			}
			troops = {
				who = war_elephants
				value = 0.005
			}
		}
	}

	mean_time_to_happen = {
		days = 4
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			OR = {
				AND = {
					heavy_troops = {
						who = pikemen
						value = 0.6
					}
					heavy_troops = {
						who = heavy_infantry
						value = 0.3
					}
				}
				troops = {
					who = war_elephants
					value = 0.04
				}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			OR = {
				AND = {
					heavy_troops = {
						who = pikemen
						value = 0.5
					}
					heavy_troops = {
						who = heavy_infantry
						value = 0.3
					}
				}
				troops = {
					who = war_elephants
					value = 0.02
				}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			OR = {
				AND = {
					heavy_troops = {
						who = pikemen
						value = 0.4
					}
					heavy_troops = {
						who = heavy_infantry
						value = 0.2
					}
				}
				troops = {
					who = war_elephants
					value = 0.01
				}
			}
		}
	}

	knights_offensive = -1.8
	heavy_infantry_offensive = 0.6
	pikemen_offensive = 2.4
	war_elephants_offensive = 1.2
	enemy = {
		group = charge
		factor = 3
	}
}

awesome_charge_tactic = {	# exclusive for heavy cavalry
	days = 6
	sprite = 5
	group = charge

	trigger = {
		phase = melee
		troops = {
			who = knights
			value = 0.01
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			heavy_troops = {
				who = knights
				value = 0.7
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			heavy_troops = {
				who = knights
				value = 0.6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			heavy_troops = {
				who = knights
				value = 0.5
			}
		}
	}

	knights_offensive = 3
	heavy_infantry_offensive = -1.5
	pikemen_offensive = -0.5
	enemy = {
		group = advance
		factor = 3
	}
}

awesomer_charge_tactic = {	# cooperative between heavy cavalry and pikemen
	days = 6
	sprite = 5
	group = charge

	trigger = {
		phase = melee
		troops = {
			who = knights
			value = 0.01
		}
		troops = {
			who = pikemen
			value = 0.01
		}
	}

	mean_time_to_happen = {
		days = 4
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			heavy_troops = {
				who = knights
				value = 0.6
			}
			heavy_troops = {
				who = pikemen
				value = 0.3
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			heavy_troops = {
				who = knights
				value = 0.5
			}
			heavy_troops = {
				who = pikemen
				value = 0.3
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			heavy_troops = {
				who = knights
				value = 0.4
			}
			heavy_troops = {
				who = pikemen
				value = 0.2
			}
		}
	}

	knights_offensive = 2.4
	heavy_infantry_offensive = -1.8
	pikemen_offensive = 0.6
	enemy = {
		group = advance
		factor = 3
	}
}

barrage_tactic = {
	days = 6
	sprite = 6 # index of icon
	group = defensive

	trigger = {
		phase = melee
		troops = {
			who = archers
			value = 0.2
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			troops = {
				who = archers
				value = 0.3
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			light_troops = {
				who = horse_archers
				value = 0.3
			}
		}
	}

	archers_offensive = 2.4
	horse_archers_offensive = 1.2
}

raid_tactic = {
	days = 6
	sprite = 4
	group = defensive

	trigger = {
		phase = melee
		OR = {
			troops = {
				who = light_cavalry
				value = 0.2
			}
			troops = {
				who = camel_cavalry
				value = 0.2
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			OR = {
				troops = {
					who = light_cavalry
					value = 0.3
				}
				troops = {
					who = camel_cavalry
					value = 0.3
				}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			troops = {
				who = light_infantry
				value = 0.3
			}
		}
	}
	
	light_cavalry_offensive = 2.4
	camel_cavalry_offensive = 2.4
	light_infantry_offensive = 2.4
	archers_offensive = 1.2
}

pursue_tactic = {
	days = 15
	sprite = 4
	group = charge
	
	trigger = {
		phase = pursue
	}

	mean_time_to_happen = {
		days = 10
	}
}

#########################
# Combat Flavor Tactics #
#########################

# Bad Tactics

reckless_charge_tactic = {
	days = 6
	sprite = 5 # index of icon
	group = charge
	
	trigger = {
		phase = skirmish
		is_flanking = no
		days = 10 # duration of combat >= 10 days
		flank_has_leader = yes
		leader = {
			OR = {
				trait = aggressive_leader
				trait = wroth
			}
		}		
	}

	mean_time_to_happen = {
		days = 10 # this has nothing to do with days, it just represents relative chance of selecting this tactic, higher is better
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				NOT = { martial = 7 }
			}
			light_troops = {
				who = horse_archers
				value = 0.3
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				NOT = { martial = 7 }
			}
			heavy_troops = {
				who = knights
				value = 0.1
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				NOT = { martial = 7 }
			}
			heavy_troops = {
				who = heavy_infantry
				value = 0.1
			}
		}
	}

	change_phase_to = melee

	knights_defensive = -0.5
	horse_archers_defensive = -0.5
	heavy_infantry_defensive = -0.3
	
	knights_offensive = 1.2
	horse_archers_offensive = 1.2
	heavy_infantry_offensive = 0.6
}


timid_advance_tactic = {
	days = 6
	sprite = 2
	group = advance

	trigger = {
		phase = melee
		troops = {
			who = heavy_infantry
			value = 0.01
		}
		flank_has_leader = yes
		leader = {
			OR = {
				trait = craven
				trait = organizer
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = { martial = 7 }
			}
			heavy_troops = {
				who = heavy_infantry
				value = 0.5
			}
		}	
	}

	knights_offensive = -2.1
	heavy_infantry_offensive = -2.1
	pikemen_offensive = 1.2
	
	enemy = {
		group = stand_fast
		factor = 1.2
	}
}

confused_orders_tactic = {
	days = 6
	sprite = 6
	group = volley

	trigger = {
		phase = skirmish
		troops = {
			who = archers
			value = 0.01
		}
		flank_has_leader = yes
		leader = {
			OR = {
				trait = lisp
				trait = stutter
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = { martial = 7 }
			}
			light_troops = {
				who = archers
				value = 0.5
			}
		}
	}

	archers_offensive = -1.2
	horse_archers_offensive = -1.2
	
	enemy = {
		group = charge
		factor = -1.2
	}
}

hesitant_commander_tactic = {
	days = 6
	sprite = 3
	group = stand_fast

	trigger = {
		phase = melee
		flank_has_leader = yes
		leader = {
			OR = {
				trait = slothful
				trait = shy
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = { martial = 7 }
			}
		}
	}

	knights_offensive = -1.5
	heavy_infantry_offensive = -1.5
}

charging_own_skirmishers_tactic = {
	days = 6
	sprite = 5 # index of icon
	group = charge
	
	trigger = {
		phase = skirmish
		is_flanking = no
		days = 10 # duration of combat >= 10 days
		flank_has_leader = yes
		leader = { trait = cruel }
	}

	mean_time_to_happen = {
		days = 10 # this has nothing to do with days, it just represents relative chance of selecting this tactic, higher is better
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				NOT = { martial = 10 }
			}
			heavy_troops = {
				who = knights
				value = 0.1
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				NOT = { martial = 10 }
			}
			OR = {
				light_troops = {
					who = light_cavalry
					value = 0.1
				}
				light_troops = {
					who = camel_cavalry
					value = 0.1
				}
			}
		}
	}

	change_phase_to = melee

	knights_offensive = 3
	light_cavalry_offensive = 1.8
	camel_cavalry_offensive = 1.8
	
	archers_offensive = -4.2
	archers_defensive = -0.5
	horse_archers_offensive = -1.2
	horse_archers_defensive = -0.3
}

# Good tactics

inspired_defense_tactic = {
	days = 6
	sprite = 2 # index of icon
	group = defensive

	trigger = {
		phase = skirmish
		flank_has_leader = yes
		leader = {
			OR = {
				trait = inspiring_leader
				trait = defensive_leader
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 14
				trait = defensive_leader
			}
		}
	}

	knights_defensive = 1.5
	heavy_infantry_defensive = 1.5
	light_infantry_defensive = 1.5
	light_cavalry_defensive = 1.5
	camel_cavalry_defensive = 1.5
	archers_defensive = 1.5
	horse_archers_defensive = 1.5
	pikemen_defensive = 1.5
	war_elephants_defensive = 1.5
	
	enemy = {
		group = charge
		factor = 1.2
	}
	enemy = {
		group = advance
		factor = 0.6
	}
}

heroic_countercharge_tactic = {
	days = 6
	sprite = 5
	group = charge

	trigger = {
		phase = melee 
		troops = {
			who = knights
			value = 0.01
		}
		OR = {
			troops = {
				who = light_cavalry
				value = 0.01
			}
			troops = {
				who = camel_cavalry
				value = 0.01
			}
		}
		flank_has_leader = yes
		leader = {
			OR = {
				trait = aggressive_leader
				trait = brave
				trait = cavalry_leader
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 14
			}
			heavy_troops = {
				who = knights
				value = 0.1
			}
		}
	}

	knights_offensive = 3.6
	light_cavalry_offensive = 3.6
	camel_cavalry_offensive = 3.6
	heavy_infantry_offensive = 0.6
	pikemen_offensive = 0.6

	enemy = {
		group = charge
		factor = 3
	}
}

glorious_countercharge_tactic = { #Call to Glory tactic. - Generic
	days = 6
	sprite = 5
	group = charge

	trigger = {
		phase = melee 
		OR = {
			troops = {
				who = light_cavalry
				value = 0.01
			}
			troops = {
				who = light_infantry
				value = 0.01
			}
			troops = {
				who = pikemen
				value = 0.01
			}
			troops = {
				who = horse_archers
				value = 0.01
			}
		}
		flank_has_leader = yes
		leader = {
			has_character_modifier = call_to_glory
		}
	}

	mean_time_to_happen = {
		days = 15
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 14
			}
			light_troops = { 
				who = light_cavalry
				value = 0.1
			}
		}
	}

	heavy_infantry_offensive = 1.75
	light_infantry_offensive = 1.75
	light_cavalry_offensive = 1.75
	camel_cavalry_offensive = 1.75
	archers_offensive = 1.75
	horse_archers_offensive = 1.75
	pikemen_offensive = 1.75

	enemy = {
		group = charge
		factor = 3
	}
}
			#Norse Lodge: light_infantry + heavy_infantry 				150 + 100
			#Tengri Lodge: light_cavalry + horse_archers 				100 + 150
			#Slavic Lodge: light_infantry + light_cavalry 				200 + 50
			#Baltic Lodge: light_infantry + heavy_infantry + archers 	100 + 100 + 50
 			#Finnish Lodge: light_infantry + archers 					100 + 150
			#West-African Lodge: light_infantry + pikemen 				150 + 100
			#Zunist Lodge: pikemen + archers 							150 + 100
			#Bon Lodge: light_infantry + light_cavalry + archers 		100 + 50 + 100
			#Hellenic Lodge: pikemen + heavy infantry 					200 + 50

#Winter's Maw Tactic - Norse (heavy infantry)
#Wolf's Howling Tactic - Tengri (horse archers)
#Slavic Last Stand Tactic - Slavic (light infantry)
#Baltic Last Stand Tactic - Baltic (heavy infantry)
#Elk's Lament Tactic - Finnish (archers)
#Bull Horns Tactic - West-africans (pikemen)
#Lightburst Tactic - Zunists (archers)
#Balanced Charge Tactic - Bon (light infantry/cavalry)
#Quincunx Tactic - Hellenic (pikemen)

#Call to Glory - Winter's Maw Tactic - Norse (heavy infantry)
glorious_norse_tactic = {
	days = 6
	sprite = 5
	group = charge

	trigger = {
		phase = melee
		troops = {
			who = heavy_infantry
			value = 0.01
		}
		leader = {
			has_character_modifier = call_to_glory
			society_member_of = warrior_lodge_norse
		}
	}

	mean_time_to_happen = {
		days = 15
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			heavy_troops = { 
				who = heavy_infantry
				value = 0.7
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			heavy_troops = { 
				who = heavy_infantry
				value = 0.6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			heavy_troops = { 
				who = heavy_infantry
				value = 0.5
			}
		}
	}

	light_infantry_defensive = 1.5
	heavy_infantry_offensive = 2.75

	enemy = {
		group = stand_fast
		factor = 1
	}
}

#Call to Glory - Wolf's Howling Tactic - Tengri (horse archers)
glorious_tengri_tactic = {
	days = 6
	sprite = 1
	group = defensive

	trigger = {
		phase = melee
		troops = {
			who = horse_archers
			value = 0.05
		}
		leader = {
			has_character_modifier = call_to_glory
			society_member_of = warrior_lodge_tengri
			NOR = {
				any_current_enemy = { has_opinion_modifier = { who = PREV modifier = opinion_honorable_combat } }
				AND = { 
					OR = { 
						is_ruler = no 
						is_playable = no
					}
					liege = { any_current_enemy = { has_opinion_modifier = { who = PREV modifier = opinion_honorable_combat } } }
				}
			}
			location = {
				NOT = { terrain = forest }
				NOT = { terrain = woods }
				NOT = { terrain = mountain }
				NOT = { terrain = impassable_mountains }
				NOT = { terrain = jungle }
				NOT = { terrain = marsh }
			}
		}
	}

	mean_time_to_happen = {
		days = 15
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
			light_troops = {
				who = horse_archers
				value = 0.3
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 4
			}
			light_troops = {
				who = horse_archers
				value = 0.4
			}
		}
	}
	
	change_phase_to = skirmish
	
	horse_archers_offensive =  2.0
	light_cavalry_offensive = 1.2
}

#Call to Glory - Slavic Last Stand Tactic - Slavic (light infantry)
glorious_slavic_tactic = {
	days = 6
	sprite = 3
	group = stand_fast

	trigger = {
		phase = melee
		troops = {
			who = light_infantry
			value = 0.01
		}
		leader = {
			has_character_modifier = call_to_glory
			society_member_of = warrior_lodge_slavic
		}
	}

	mean_time_to_happen = {
		days = 15
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			troops = { 
				who = light_infantry
				value = 0.4
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			troops = { 
				who = light_infantry
				value = 0.3
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			troops = { 
				who = light_infantry
				value = 0.2
			}
		}
	}

	light_infantry_offensive = 1.25
	light_infantry_defensive = 2.5
	light_cavalry_defensive = 1.25

	enemy = {
		group = charge
		factor = 3
	}
}

#Call to Glory - Baltic Last Stand Tactic - Baltic (heavy infantry)
glorious_baltic_tactic = {
	days = 6
	sprite = 3
	group = stand_fast

	trigger = {
		phase = melee
		troops = {
			who = heavy_infantry
			value = 0.01
		}
		leader = {
			has_character_modifier = call_to_glory
			society_member_of = warrior_lodge_baltic
		}
	}

	mean_time_to_happen = {
		days = 15
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			heavy_troops = { 
				who = heavy_infantry
				value = 0.7
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			heavy_troops = { 
				who = heavy_infantry
				value = 0.6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			heavy_troops = { 
				who = heavy_infantry
				value = 0.5
			}
		}
	}

	heavy_infantry_offensive = 1.25
	heavy_infantry_defensive = 2.5
	light_infantry_defensive = 1.25

	enemy = {
		group = charge
		factor = 3
	}
}

#Call to Glory - Elk's Lament Tactic - Finnish (archers)
glorious_finnish_tactic = {
	days = 6
	sprite = 6
	group = volley

	trigger = {
		phase = melee
		troops = {
			who = archers
			value = 0.05
		}
		leader = {
			has_character_modifier = call_to_glory
			society_member_of = warrior_lodge_finnish
			NOR = {
				any_current_enemy = { has_opinion_modifier = { who = PREV modifier = opinion_honorable_combat } }
				AND = { 
					OR = { 
						is_ruler = no 
						is_playable = no
					}
					liege = { any_current_enemy = { has_opinion_modifier = { who = PREV modifier = opinion_honorable_combat } } }
				}
			}
			location = {
				NOT = { terrain = desert }
			}
		}
	}

	mean_time_to_happen = {
		days = 15
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
			light_troops = {
				who = archers
				value = 0.3
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 4
			}
			light_troops = {
				who = archers
				value = 0.4
			}
		}
	}
	
	change_phase_to = skirmish
	
	archers_offensive =  2.5
	light_infantry_defensive = 1.5
}

#Call to Glory - Bull Horns Tactic - West-africans (pikemen)
glorious_west_african_tactic = {
	days = 6
	sprite = 5
	group = charge

	trigger = {
		phase = melee
		troops = {
			who = pikemen
			value = 0.01
		}
		leader = {
			has_character_modifier = call_to_glory
			society_member_of = warrior_lodge_west_african
		}
	}

	mean_time_to_happen = {
		days = 15
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			heavy_troops = { 
				who = pikemen
				value = 0.7
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			heavy_troops = { 
				who = pikemen
				value = 0.6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			heavy_troops = { 
				who = pikemen
				value = 0.5
			}
		}
	}

	archers_offensive = 1.5
	light_infantry_offensive = 1.5
	pikemen_offensive = 2.5
	enemy = {
		group = advance
		factor = 3
	}
}

#Call to Glory - Sunburst Tactic - Zunists (archers)
glorious_zun_tactic = {
	days = 6
	sprite = 6
	group = volley

	trigger = {
		phase = skirmish  
		troops = {
			who = archers
			value = 0.01
		}
		leader = {
			has_character_modifier = call_to_glory
			society_member_of = warrior_lodge_zun
		}
	}

	mean_time_to_happen = {
		days = 15
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			light_troops = { 
				who = archers
				value = 0.7
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			light_troops = { 
				who = archers
				value = 0.6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			light_troops = { 
				who = archers
				value = 0.5
			}
		}
	}

	archers_offensive = 3.75
	archers_defensive = 1.25
	
	enemy = {
		group = harass
		factor = 1
	}
	enemy = {
		group = charge
		factor = 1
	}
}
#Call to Glory - Balanced Tactic - Bon (light infantry/cavalry)
glorious_bon_tactic = {
	days = 6
	sprite = 3
	group = stand_fast

	trigger = {
		phase = melee
		troops = {
			who = light_infantry
			value = 0.01
		}
		troops = {
			who = light_cavalry
			value = 0.01
		}
		leader = {
			has_character_modifier = call_to_glory
			society_member_of = warrior_lodge_bon
		}
	}

	mean_time_to_happen = {
		days = 15
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			troops = { 
				who = light_infantry
				value = 0.6
			}
			light_troops = { 
				who = light_cavalry
				value = 0.4
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			troops = { 
				who = light_infantry
				value = 0.5
			}
			light_troops = { 
				who = light_cavalry
				value = 0.3
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			troops = { 
				who = light_infantry
				value = 0.4
			}
			light_troops = { 
				who = light_cavalry
				value = 0.2
			}
		}
	}

	light_infantry_offensive = 1.5
	light_infantry_defensive = 1.5
	light_cavalry_offensive = 1.5
	light_cavalry_defensive = 1.5
	
	enemy = {
		group = charge
		factor = 3
	}
}
#Call to Glory - Quincunx Tactic - Hellenic (pikemen)
glorious_hellenic_tactic = {
	days = 6
	sprite = 3
	group = stand_fast

	trigger = {
		phase = melee
		troops = {
			who = pikemen
			value = 0.01
		}
		leader = {
			has_character_modifier = call_to_glory
			society_member_of = warrior_lodge_hellenic
		}
	}

	mean_time_to_happen = {
		days = 15
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			heavy_troops = { 
				who = pikemen
				value = 0.7
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			heavy_troops = { 
				who = pikemen
				value = 0.6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			heavy_troops = { 
				who = pikemen
				value = 0.5
			}
		}
	}

	pikemen_offensive = 1.75
	pikemen_defensive = 2.75
	light_infantry_offensive = -0.5

	enemy = {
		group = charge
		factor = 3
	}
}


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

clever_ambush_tactic = {
	days = 6
	sprite = 3
	group = stand_fast

	trigger = {
		phase = melee
		troops = {
			who = light_infantry
			value = 0.1
		}
		OR = {
			troops = {
				who = horse_archers
				value = 0.1
			}
			troops = {
				who = light_cavalry
				value = 0.1
			}
			troops = {
				who = camel_cavalry
				value = 0.1
			}
		}
		flank_has_leader = yes
		leader = {
			OR = {
				trait = trickster
				trait = quick
				trait = genius
				trait = shrewd
			}
			NOR = {
				any_current_enemy = { has_opinion_modifier = { who = PREV modifier = opinion_honorable_combat } }
				AND = { 
					OR = { 
						is_ruler = no 
						is_playable = no
					}
					liege = { any_current_enemy = { has_opinion_modifier = { who = PREV modifier = opinion_honorable_combat } } }
				}
			}
			location = {
				OR = {
					terrain = forest
					terrain = hills
					terrain = mountain
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 14
			}
			OR = {
				troops = {
					who = horse_archers
					value = 0.2
				}
				troops = {
					who = light_cavalry
					value = 0.2
				}
				troops = {
					who = camel_cavalry
					value = 0.2
				}
			}
			troops = {
				who = light_infantry
				value = 0.2
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 14
				trait = trickster
			}
			OR = {
				troops = {
					who = horse_archers
					value = 0.2
				}
				troops = {
					who = light_cavalry
					value = 0.2
				}
				troops = {
					who = camel_cavalry
					value = 0.2
				}
			}
			troops = {
				who = light_infantry
				value = 0.2
			}
		}
	}

	light_cavalry_offensive = 2.4
	camel_cavalry_offensive = 2.4
	light_infantry_offensive = 1.2
	horse_archers_offensive = 1.2
	archers_offensive = 1.2
	enemy = {
		group = advance
		factor = 3
	}
}

religious_fervour_tactic = {
	days = 6
	sprite = 2
	group = advance

	trigger = {
		phase = melee
		flank_has_leader = yes
		OR = {
			leader = {
				trait = zealous
				trait = inspiring_leader
			}
			leader = { trait = possessed }
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 14
				trait = possessed
			}
		}
	}

	knights_offensive = 1.5
	heavy_infantry_offensive = 1.5
	light_infantry_offensive = 1.5
	light_cavalry_offensive = 1.5
	camel_cavalry_offensive = 1.5
	archers_offensive = 1.5
	horse_archers_offensive = 1.5
	pikemen_offensive = 1.5
	war_elephants_offensive = 1.5
}

############################
# Culture Specific Tactics #
############################

# Altaic (Mongol, etc)
retreat_and_ambush_tactic = {
	days = 6
	sprite = 7
	group = defensive

	trigger = {
		phase = melee
		troops = {
			who = horse_archers
			value = 0.2
		}
		flank_has_leader = yes
		leader = {
			culture_group = altaic 
			NOR = {
				any_current_enemy = { has_opinion_modifier = { who = PREV modifier = opinion_honorable_combat } }
				AND = { 
					OR = { 
						is_ruler = no 
						is_playable = no
					}
					liege = { any_current_enemy = { has_opinion_modifier = { who = PREV modifier = opinion_honorable_combat } } }
				}
			}
			location = {
				NOT = { terrain = forest }
				NOT = { terrain = woods }
				NOT = { terrain = mountain }
				NOT = { terrain = impassable_mountains }
				NOT = { terrain = jungle }
				NOT = { terrain = marsh }
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			troops = {
				who = horse_archers
				value = 0.3
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			OR = {
				light_troops = {
					who = light_cavalry
					value = 0.3
				}
				light_troops = {
					who = camel_cavalry
					value = 0.3
				}
			}
		}
	}

	change_phase_to = skirmish

	horse_archers_offensive =  2.0
	light_cavalry_offensive = 1.2
#	archers_offensive = 1.0
}

# Scandinavian
berserker_charge_tactic = {
	days = 6
	sprite = 5
	group = charge

	trigger = {
		phase = melee
		troops = {
			who = heavy_infantry
			value = 0.01
		}
		flank_has_leader = yes
		leader = { culture_group = north_germanic }
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 10
			}
			heavy_troops = {
				who = heavy_infantry
				value = 0.3
			}
		}
	}

	heavy_infantry_offensive = 3.6
	light_infantry_offensive = 1.2

	heavy_infantry_defensive = -0.5
	light_infantry_defensive = -0.3

	enemy = {
		group = stand_fast
		factor = 1
	}
}

# Scottish
schiltron_formation_tactic = {
	days = 6
	sprite = 3
	group = stand_fast

	trigger = {
		phase = melee
		troops = {
			who = pikemen
			value = 0.01
		}
		flank_has_leader = yes
		leader = { culture = scottish }
	}

	mean_time_to_happen = {
		days = 4
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			heavy_troops = {
				who = pikemen
				value = 0.6
			}
			heavy_troops = {
				who = heavy_infantry
				value = 0.3
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			heavy_troops = {
				who = pikemen
				value = 0.5
			}
			heavy_troops = {
				who = heavy_infantry
				value = 0.3
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			heavy_troops = {
				who = pikemen
				value = 0.4
			}
			heavy_troops = {
				who = heavy_infantry
				value = 0.2
			}
		}
	}

	light_infantry_defensive = 1.2
	heavy_infantry_defensive = 2.4
	pikemen_defensive = 3.6

	archers_offensive = 0.6
	pikemen_offensive = 2.4

	light_cavalry_defensive = -0.4
	knights_defensive = -0.4
	horse_archers_defensive = -0.4
	
	enemy = {
		group = charge
		factor = 3
	}
}

# Italian
pike_column_advance_tactic = {
	days = 6
	sprite = 2
	group = advance

	trigger = {
		phase = melee
		troops = {
			who = pikemen
			value = 0.01
		}
		flank_has_leader = yes
		leader = { 
			OR = { 
				culture = italian 
				culture = roman
			} 
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			heavy_troops = {
				who = pikemen
				value = 0.6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			heavy_troops = {
				who = pikemen
				value = 0.5
			}
		}	
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			heavy_troops = {
				who = pikemen
				value = 0.4
			}
		}	
	}

	knights_offensive = 0.6
	heavy_infantry_offensive = 1.2
	pikemen_offensive = 3
	enemy = {
		group = stand_fast
		factor = 3
	}
}

# English/Welsh
massive_longbow_volley_tactic = {
	days = 6
	sprite = 6
	group = volley

	trigger = {
		phase = skirmish
		troops = {
			who = archers
			value = 0.01
		}
		flank_has_leader = yes
		leader = {
			OR = {
				culture = english
				culture = welsh
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			light_troops = {
				who = archers
				value = 0.6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			light_troops = {
				who = archers
				value = 0.5
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			light_troops = {
				who = archers
				value = 0.4
			}
		}
	}

	archers_offensive = 3.5
	
	enemy = {
		group = harass
		factor = 1
	}
	enemy = {
		group = charge
		factor = 1
	}
}

# Frank/Norman/German/Occitan/Breton
couched_lance_charge_tactic = {
	days = 6
	sprite = 5
	group = charge

	trigger = {
		phase = melee
		troops = {
			who = knights
			value = 0.01
		}
		flank_has_leader = yes
		leader = {
			OR = {
				culture = frankish
				culture = occitan
				culture = norman
				culture = german
				culture = breton
				culture = outremer
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			heavy_troops = {
				who = knights
				value = 0.6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			heavy_troops = {
				who = knights
				value = 0.5
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			heavy_troops = {
				who = knights
				value = 0.4
			}
		}
	}

	knights_offensive = 4.2
	heavy_infantry_offensive = -0.6
	pikemen_offensive = 0.6
	enemy = {
		group = advance
		factor = 3
	}
}

# Tibetan
mountain_ambush_tactic = {
	days = 6
	sprite = 3
	group = stand_fast

	trigger = {
		phase = melee
		troops = {
			who = light_infantry
			value = 0.1
		}
		flank_has_leader = yes
		leader = {
			martial = 9
			culture_group = tibetan_group
			NOR = {
				any_current_enemy = { has_opinion_modifier = { who = PREV modifier = opinion_honorable_combat } }
				AND = { 
					OR = { 
						is_ruler = no 
						is_playable = no
					}
					liege = { any_current_enemy = { has_opinion_modifier = { who = PREV modifier = opinion_honorable_combat } } }
				}
			}
			location = {
				OR = {
					terrain = hills
					terrain = mountain
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			troops = {
				who = light_infantry
				value = 0.2
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				trait = trickster
			}
		}
	}

	light_cavalry_offensive = 2.4
	light_infantry_offensive = 1.5
	heavy_infantry_offensive = 1.25
	horse_archers_offensive = 1.5
	archers_offensive = 1.2
	enemy = {
		group = advance
		factor = 3
	}
}

# Arab
desert_ambush_tactic = {
	days = 6
	sprite = 3
	group = stand_fast

	trigger = {
		phase = melee
		OR = {
			troops = {
				who = horse_archers
				value = 0.1
			}
			troops = {
				who = light_cavalry
				value = 0.1
			}
			troops = {
				who = camel_cavalry
				value = 0.1
			}
		}
		troops = {
			who = light_infantry
			value = 0.1
		}
		flank_has_leader = yes
		leader = {
			culture_group = arabic
			NOR = {
				any_current_enemy = { has_opinion_modifier = { who = PREV modifier = opinion_honorable_combat } }
				AND = {
					OR = {
						is_ruler = no 
						is_playable = no
					}
					liege = { any_current_enemy = { has_opinion_modifier = { who = PREV modifier = opinion_honorable_combat } } }
				}
			}
			location = { terrain = desert }
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 10
			}
			OR = {
				troops = {
					who = horse_archers
					value = 0.2
				}
				troops = {
					who = light_cavalry
					value = 0.2
				}
				troops = {
					who = camel_cavalry
					value = 0.2
				}
			}
			troops = {
				who = light_infantry
				value = 0.2
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 10
				trait = trickster
			}
			OR = {
				troops = {
					who = horse_archers
					value = 0.2
				}
				troops = {
					who = light_cavalry
					value = 0.2
				}
				troops = {
					who = camel_cavalry
					value = 0.2
				}
			}
			troops = {
				who = light_infantry
				value = 0.2
			}
		}
	}

	light_cavalry_offensive = 1.8
	camel_cavalry_offensive = 2.4
	light_infantry_offensive = 1.2
	horse_archers_offensive = 1.2
	archers_offensive = 1.2
	enemy = {
		group = advance
		factor = 3
	}
}

# Byzantine
embolon_charge_formation_tactic = {
	days = 6
	sprite = 5
	group = charge

	trigger = {
		phase = melee
		troops = {
			who = knights
			value = 0.01
		}
		flank_has_leader = yes
		leader = { culture_group = byzantine }
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			heavy_troops = {
				who = knights
				value = 0.6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			heavy_troops = {
				who = knights
				value = 0.5
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			heavy_troops = {
				who = knights
				value = 0.4
			}
		}
	}

	knights_offensive = 2.4
	horse_archers_offensive = 1.2
	light_cavalry_offensive = 0.6
	heavy_infantry_offensive = -1.2
	pikemen_offensive = 0.6
	enemy = {
		group = advance
		factor = 3
	}
}

# War Elephants
crushing_charge_tactic = {
	days = 6
	sprite = 5 # index of icon
	group = charge
	
	trigger = {
		phase = skirmish
		is_flanking = no
		
		OR = {
			troops = {
				who = war_elephants
				value = 0.01
			}
			troops = {
				who = knights
				value = 0.2
			}
		}

		days = 10 # duration of combat >= 10 days
	}

	mean_time_to_happen = {
		days = 2 # this has nothing to do with days, it just represents relative chance of selecting this tactic, higher is better
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			troops = {
				who = war_elephants
				value = 0.04
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			troops = {
				who = war_elephants
				value = 0.03
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			troops = {
				who = war_elephants
				value = 0.02
			}
		}
		modifier = {
			factor = 8
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			troops = {
				who = knights
				value = 0.4
			}
		}
	}

	change_phase_to = melee

	knights_offensive = 1.75
	war_elephants_offensive = 2.5 
}

gray_wall_tactic = {
	days = 6
	sprite = 2 # index of icon
	group = defensive

	trigger = {
		phase = skirmish
		troops = {
			who = war_elephants
			value = 0.025
		}
	}

	mean_time_to_happen = {
		days = 5
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			light_troops = {
				who = archers
				value = 0.3
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			troops = {
				who = war_elephants
				value = 0.05
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			troops = {
				who = war_elephants
				value = 0.075
			}
		}
	}

	light_infantry_defensive = 1.2
	heavy_infantry_defensive = 3
	pikemen_defensive = 2.4
	war_elephants_defensive = 1.5

	archers_offensive = 1.2
	archers_defensive = 0.6

	light_cavalry_defensive = -0.5
	knights_defensive = -0.5
	horse_archers_defensive = -0.5
}

# force_back_tactic = {
#	days = 24
#	sprite = 3
#	group = stand_fast
#
#	trigger = {
#		phase = melee
#		OR = {
#			war_elephants = 0.005
#			heavy_infantry = 0.25
#			pikemen = 0.25
#		}
#	}
#
#	mean_time_to_happen = {
#		days = 3
#		modifier = {
#			factor = 1.5
#			flank_has_leader = yes
#			leader = {
#				martial = 8
#			}
#			OR = {
#				heavy_troops = {
#					who = pikemen
#					value = 0.7
#				}
#				heavy_troops = {
#					who = heavy_infantry
#					value = 0.3
#				}
#				troops = {
#					who = war_elephants
#					value = 0.04
#				}
#			}
#		}
#		modifier = {
#			factor = 1.5
#			flank_has_leader = yes
#			leader = {
#				martial = 12
#			}
#			OR = {
#				heavy_troops = {
#					who = pikemen
#					value = 0.6
#				}
#				heavy_troops = {
#					who = heavy_infantry
#					value = 0.3
#				}
#				troops = {
#					who = war_elephants
#					value = 0.02
#				}
#			}
#		}
#		modifier = {
#			factor = 1.5
#			flank_has_leader = yes
#			leader = {
#				martial = 16
#			}
#			OR = {
#				heavy_troops = {
#					who = pikemen
#					value = 0.5
#				}
#				heavy_troops = {
#					who = heavy_infantry
#					value = 0.3
#				}
#				troops = {
#					who = war_elephants
#					value = 0.01
#				}
#			}
#		}
#	}
#
#	knights_offensive = -1.8
#	heavy_infantry_offensive = 1.6
#	pikemen_offensive = 2.4
#	war_elephants_offensive = 1.2
#	enemy = {
#		group = charge
#		factor = 3
#	}
#}

elephant_trample_tactic = { # not crazy about the multiplier logic
	days = 6
	sprite = 5
	group = advance

	trigger = {
		phase = melee
		troops = {
			who = war_elephants
			value = 0.005
		}
	}

	mean_time_to_happen = {
		days = 4
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			OR = {
#				heavy_troops = {
#					who = pikemen
#					value = 0.7
#				}
				heavy_troops = {
					who = heavy_infantry
					value = 0.6
				}
				troops = {
					who = war_elephants
					value = 0.04
				}
				troops = {
					who = knights
					value = 0.25
				}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			OR = {
#				heavy_troops = {
#					who = pikemen
#					value = 0.6
#				}
				heavy_troops = {
					who = heavy_infantry
					value = 0.5
				}
				troops = {
					who = war_elephants
					value = 0.02
				}
				troops = {
					who = knights
					value = 0.25
				}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
			OR = {
#				heavy_troops = {
#					who = pikemen
#					value = 0.5
#				}
				heavy_troops = {
					who = heavy_infantry
					value = 0.4
				}
				troops = {
					who = war_elephants
					value = 0.01
				}
				troops = {
					who = knights
					value = 0.25
				}
			}
		}
	}

	knights_offensive = 2.0
	heavy_infantry_offensive = 2.0
	pikemen_offensive = 2.0
	war_elephants_offensive = 2.5
	war_elephants_defensive = -0.4
	light_cavalry_offensive = 0.5
	light_cavalry_defensive = -0.2
#	archers_offensive = -1.0
#	horse_archers_offensive = -1.0
}

##########################################################################
# Siege offensive tactics
##########################################################################
# Must be first "siege = attacker"
no_siege_offense_tactic = {
	days = 1 # tactic lasts one day
	sprite = 1 # index of icon
	
	siege = attacker	
	
	trigger = {
		always = no # never use unless set explicitly by code
	}
}

default_siege_offense_tactic = {
	days = 5
	sprite = 1

	siege = attacker	

	trigger = {
		always = yes
	}

	mean_time_to_happen = {
		days = 10
	}
}


##########################################################################
# Siege defensive tactics
##########################################################################

# Must be first "siege = defender"
no_siege_defense_tactic = {
	days = 1 # tactic lasts one day
	sprite = 1 # index of icon
	siege = defender	
	trigger = {
		always = no # never use unless set explicitly by code
	}
}

default_siege_defense_tactic = {
	days = 5
	sprite = 1

	siege = defender
	
	trigger = {
		always = yes
	}

	mean_time_to_happen = {
		days = 10
	}
}


##########################################################################
# Combat MTTH definitions(do not remove)
##########################################################################

flank_retreat_odds =
{
	# MTTH range is 0-100, if flank morale is below MTTH, flank will retreat
	mean_time_to_happen = {
		days = 20
	}
}

flank_pursue_odds =
{
	# MTTH range is 0-100, chance (in %) of pursuing a fleeing flank
	mean_time_to_happen = {
		days = 25
	}
}
