### 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 = 18 # tactic lasts one day
	sprite = 4 # index of icon
	group = skirmish

	trigger = {
		phase = skirmish
	}

	mean_time_to_happen = {
		days = 3

		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 } } }
		}
	}



}

prepare_tactic = {
	days = 1
	sprite = 2
	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
}

wait_tactic = {
	days = 1
	sprite = 2
	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 } } }
		}
	}
}

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

	mean_time_to_happen = {
		days = 10
	}
}

##########################################################################
# 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
	}
}
