### 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
	}
}

# Skirmish Tactics
# All skirmish tactics should change phase to melee
generic_skirmish_tactic = {
	days = 5
	sprite = 4
	group = skirmish

	trigger = { phase = skirmish }

	mean_time_to_happen = { days = 3 }
	
	change_phase_to = melee
}

dogfighting_tactic = {
	days = 5
	sprite = 1
	group = skirmish
	
	light_infantry_offensive = 2
	
	trigger = {
		phase = skirmish
		light_infantry = 0.01
	}
	
	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = { trait = fighter_pilot }
		}
	}
	
	change_phase_to = melee
}

evasive_action_tactic = {
	days = 5
	sprite = 1
	group = skirmish
	
	light_infantry_defensive = 2
	heavy_infantry_defensive = 2
	
	trigger = {
		phase = skirmish
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
		}
	}
	
	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = { trait = fighter_pilot }
		}
	}
	
	change_phase_to = melee
}

destroyer_screen_tactic = {
	days = 5
	sprite = 1
	group = skirmish
	
	light_cavalry_offensive = 2
	
	trigger = {
		phase = skirmish
		light_cavalry = 0.01
	}
	
	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = { trait = warship_captain }
		}
	}
	
	change_phase_to = melee
}

# Melee Tactics
# All melee tactics should change phase to skirmish
generic_melee_tactic = {
	days = 3 # tactic lasts one day
	sprite = 4 # index of icon
	group = stand_fast
	
	trigger = {
		phase = melee
	}
	
	mean_time_to_happen = { days = 3 }
	
	change_phase_to = skirmish
}

bombing_run_tactic = {
	days = 3
	sprite = 2
	group = swarm
	
	heavy_infantry_offensive = 5
	light_cavalry_offensive = -2
	knights_offensive = -2
	dreadnoughts_offensive = -10
	
	trigger = {
		phase = melee
		heavy_infantry = 0.01
	}
	
	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 3
			has_flank_leader = yes
			leader = { trait = fighter_pilot }
		}
	}
	
	change_phase_to = skirmish
}

cruiser_raid_tactic = {
	days = 3
	sprite = 5
	group = harass
	
	knights_offensive = 4
	knights_defensive = 4
	dreadnoughts_offensive = -3
	
	trigger = {
		phase = melee
		knights = 0.01
	}
	
	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 3
			has_flank_leader = yes
			leader = { trait = warship_captain }
		}
	}
	
	change_phase_to = skirmish
}

wall_of_battle_tactic = {
	days = 3
	sprite = 6
	group = defensive
	
	dreadnoughts_offensive = 3
	dreadnoughts_defensive = 5
	
	trigger = {
		phase = melee
		dreadnoughts = 0.01
	}
	
	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 3
			has_flank_leader = yes
			leader = { trait = warship_captain }
		}
	}
	
	change_phase_to = skirmish
}

# Pursuit Tactic
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
	}
	
	light_infantry_offensive = -1000
	light_infantry_morale = -1000
	heavy_infantry_offensive = -100
	heavy_infantry_morale = -1000
	pikemen_offensive = -1000
	pikemen_morale = -1000
	light_cavalry_offensive = -1000
	light_cavalry_morale = -1000
	knights_offensive = -1000
	knights_morale = -1000
	dreadnoughts_offensive = -1000
	dreadnoughts_morale = -1000
}

default_siege_offense_tactic = {
	days = 5
	sprite = 1

	siege = attacker	

	trigger = {
		always = yes
	}

	mean_time_to_happen = {
		days = 10
	}
	
	light_infantry_offensive = -1000
	light_infantry_morale = -1000
	heavy_infantry_offensive = -100
	heavy_infantry_morale = -1000
	pikemen_offensive = -1000
	pikemen_morale = -1000
	light_cavalry_offensive = -1000
	light_cavalry_morale = -1000
	knights_offensive = -1000
	knights_morale = -1000
	dreadnoughts_offensive = -1000
	dreadnoughts_morale = -1000
}


##########################################################################
# 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
	}
	
	light_infantry_offensive = -1000
	heavy_infantry_offensive = -1000
	pikemen_offensive = -1000
	light_cavalry_offensive = -1000
	knights_offensive = -1000
	dreadnoughts_offensive = -1000
}

default_siege_defense_tactic = {
	days = 5
	sprite = 1

	siege = defender
	
	trigger = {
		always = yes
	}

	mean_time_to_happen = {
		days = 10
	}
	
	light_infantry_offensive = -1000
	heavy_infantry_offensive = -1000
	pikemen_offensive = -1000
	light_cavalry_offensive = -1000
	knights_offensive = -1000
	dreadnoughts_offensive = -1000
}


##########################################################################
# 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 = 25
	}
}

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