# Roman
rapid_advance_tactic = {
	days = 2
	sprite = 2 # index of icon
	group = charge

	trigger = {
		phase = skirmish
		days = 5 # duration of combat >= 5 days
		leader = { culture = roman }
		heavy_infantry = 0.45
		light_cavalry  = 0.05
	}

	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 = {
			# No need to hurry if you have archers
			factor = 0.5
			troops = {
				who = archers
				value = 0.2
			}
		}
		modifier = {
			# No need to hurry if you have archers
			factor = 0.2
			flank_has_leader = yes
			leader = {
				martial = 8
				NOT = { trait = aggressive_leader }
				NOT = { trait = wroth }
			}
			troops = {
				who = archers
				value = 0.2
			}
		}
		modifier = {
			# Easier to do if you have scouts and skirmishers
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			light_troops = {
				who = light_cavalry
				value = 0.3
			}
			light_troops = {
				who = light_infantry
				value = 0.3
			}
		}
		modifier = {
			# Easier to do if you have scouts and skirmishers
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			light_troops = {
				who = light_cavalry
				value = 0.5
			}
			light_troops = {
				who = light_infantry
				value = 0.2
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 12
			}
			heavy_troops = {
				who = heavy_infantry
				value = 0.6
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 8
			}
			heavy_troops = {
				who = heavy_infantry
				value = 0.8
			}
		}
	}

	change_phase_to = melee

	light_cavalry_offensive  = 1.2
	light_infantry_offensive = 1.2
	heavy_infantry_offensive = 2
}