### 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
	}
}



#OTHER

unyielding_positive = {
	days = 8
	sprite = 108
	group = charge
	
	trigger = {
		phase = pursue
		leader = {
			trait = unyielding_leader
		}
	}

	mean_time_to_happen = {
		days = 10
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}

	light_infantry_defensive = 2
	heavy_infantry_defensive = 2
	light_cavalry_defensive = 2
	knights_defensive = 2
	camel_cavalry_defensive = 2
	war_elephants_defensive = 2
}


shieldwall_tactic = {
	days = 12
	sprite = 88
	group = defensive

	trigger = {
		phase = skirmish
		OR = {
			heavy_infantry = 0.01
			light_infantry = 0.01
			pikemen = 0.01
		}
		leader = {
			trait = defensive_leader
		}
		archers = 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
			}
		}
	}

	light_infantry_defensive = 1.2
	heavy_infantry_defensive = 3
	pikemen_defensive = 2.4
	archers_offensive = 0.6

}

inspired_defense_tactic = {
	days = 12
	sprite = 82 # index of icon
	group = defensive

	trigger = {
		phase = skirmish
		flank_has_leader = yes
		leader = {
			trait = inspiring_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 = 18
	sprite = 80
	group = charge

	trigger = {
		phase = melee 
		knights = 0.01
		OR = {
			light_cavalry = 0.01
			camel_cavalry = 0.01
		}
		flank_has_leader = yes
		leader = {
			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
	}
}

clever_ambush_tactic = {
	days = 18
	sprite = 84
	group = stand_fast

	trigger = {
		phase = melee
		light_cavalry = 0.1
		OR = {
			light_infantry = 0.1
			camel_cavalry = 0.1
		}
		flank_has_leader = yes
		leader = {
			trait = trickster
		}
		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 = 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 = 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 = 18
	sprite = 106
	group = advance

	trigger = {
		phase = melee
		flank_has_leader = yes
		leader = {
			trait = holy_warrior
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}

	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
}


retreat_and_ambush_tactic = {
	days = 6
	sprite = 86
	group = defensive
	
	trigger = {
		phase = melee
		horse_archers = 0.01
		flank_has_leader = yes
		leader = {
			trait = organizer
		}
		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
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	
	change_phase_to = skirmish
	
	horse_archers_offensive =  2.0
	light_cavalry_offensive = 1.2
	archers_offensive = 1.0
}

berserker_charge_tactic = {
	days = 18
	sprite = 94
	group = charge

	trigger = {
		phase = melee 
		heavy_infantry = 0.01
		flank_has_leader = yes
		leader = {
			trait = aggressive_leader
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}

	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
	}
}

crushing_charge_tactic = {
	days = 10
	sprite = 112 # index of icon
	group = charge
	
	trigger = {
		phase = skirmish
		is_flanking = no
		war_elephants = 0.01
		leader = {
			trait = war_elephant_leader
		}
		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 = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}

	change_phase_to = melee

	war_elephants_offensive = 2.5 
	knights_offensive = 1.25 
}



raid_tactic = {
	days = 6
	sprite = 92
	group = defensive
	
	trigger = {
		phase = melee
		OR = {
			light_cavalry = 0.01
			camel_cavalry = 0.01
		}
		leader = {
			trait = flanker
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	
	light_cavalry_offensive = 2.4
	camel_cavalry_offensive = 2.4
	light_infantry_offensive = 2.4
}

charge_on_undefended_tactic = {
	days = 2
	sprite = 90
	group = charge
	
	trigger = {
		phase = skirmish
		is_flanking = no
		days = 3 # duration of combat >= 3 days
		leader = {
			trait = experimenter
		}
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 25
			enemy = {
				troops = {
					who = archers
					value = 0.5
				}
			}
		}
		modifier = {
			factor = 25
			enemy = {
				troops = {
					who = light_infantry
					value = 0.5
				}
			}
		}
	}
	
	change_phase_to = melee
}


fient_tactic = {
	days = 12
	sprite = 76 # index of icon
	group = defensive

	trigger = {
		phase = skirmish
		leader = {
			trait = light_foot_leader
		}
		light_infantry = 0.01
		archers  = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}

	light_infantry_offensive = 1.0
	light_infantry_defensive = 0.5
	archers_offensive = 1.5
}


awesome_charge_tactic = {
	days = 18
	sprite = 78
	group = charge

	trigger = {
		phase = melee
		leader = {
			trait = heavy_infantry_leader
		}
		heavy_infantry = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}

	heavy_infantry_offensive = 1.25
	pikemen_offensive = 0.5
	enemy = {
		group = advance
		factor = 3
	}
}
#Skirmish
#Traits
#Slothful: Relaxed Volley
sloth_positive = {
	days = 24
	sprite = 14
	group = volley

	trigger = {
		phase = skirmish
		flank_has_leader = yes
		leader = {
			trait = slothful
		}
		OR = {
			archers = 0.01
			horse_archers = 0.01
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2.0
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	
	archers_offensive = 0.75
	archers_defensive = 1.0
	horse_archers_offensive = 0.75
	horse_archers_defensive = 1.0
	
	enemy = {
		group = harass
		factor = 1.5
	}
}

#Slothful: Archers Surrounded
sloth_negative = {
	days = 24
	sprite = 15
	group = volley

	trigger = {
		phase = skirmish
		flank_has_leader = yes
		leader = {
			trait = slothful
		}
		OR = {
			archers = 0.01
			horse_archers = 0.01
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
	}

	archers_defensive = -0.75
	horse_archers_defensive = -0.5
	
	enemy = {
		group = charge
		factor = 2.5
	}
}


#Envious: Ambush
envy_positive = {
	days = 6
	sprite = 16
	group = swarm

	trigger = {
		phase = skirmish
		flank_has_leader = yes
		leader = {
			trait = envious
		}
		OR = {
			archers = 0.01
			light_infantry = 0.01
		}
		location = { 
			OR = {
				terrain = forest
				terrain = woods
				terrain = mountain
				terrain = impassable_mountains
				terrain = jungle
				terrain = marsh
			}
		}
		NOT = {days = 5}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2.0
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}

	archers_offensive = 2.5
	archers_defensive = 2.5
	light_infantry_offensive = 2
	light_infantry_defensive = 1.5

	enemy = {
		group = defensive
		factor = 3
	}
}

#Envious: Failed Ambush
envy_negative = {
	days = 18
	sprite = 17
	group = swarm

	trigger = {
		phase = skirmish
		flank_has_leader = yes
		leader = {
			trait = envious
		}
		OR = {
			archers = 0.01
			light_infantry = 0.01
		}
		location = { 
			OR = {
				terrain = forest
				terrain = woods
				terrain = mountain
				terrain = impassable_mountains
				terrain = jungle
				terrain = marsh
			}
		}
		NOT = {days = 5}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}

	archers_offensive = -0.75
	archers_defensive = -0.75
	light_infantry_offensive = -0.75
	light_infantry_defensive = -0.75

	enemy = {
		group = charge
		factor = 2
	}
}

#Lust: A Girl Worth Fighting For
lust_positive = {
	days = 4
	sprite = 20
	group = charge
	
	trigger = {
		phase = skirmish
		leader = {
			trait = lustful
		}
		days = 5 # duration of combat >= 3 days
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	
	}
	light_infantry_offensive = 1.75
	heavy_infantry_offensive = 1.25
	change_phase_to = melee
}

#Lust: No Women No Morale
lust_negative = {
	days = 2
	sprite = 21
	group = charge
	
	trigger = {
		phase = skirmish
		leader = {
			trait = lustful
		}
		days = 5 # duration of combat >= 3 days
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
		
	}
	
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = -0.25
	
	change_phase_to = melee
}

#Gluttonous Hungry for Battle
gluttony_positive = {
	days = 18
	sprite = 22
	group = swarm

	trigger = {
		phase = skirmish
		leader = {
			trait = gluttonous
		}
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
		}
		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 = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}

	light_infantry_offensive = 1.25
	light_infantry_defensive = -0.25
	heavy_infantry_offensive = 1.25
	heavy_infantry_defensive = -0.25
	
	enemy = {
		group = defensive
		factor = 2
	}
}

#Gluttonous: The Hunger Sets in
gluttony_negative = {
	days = 18
	sprite = 23
	group = swarm

	trigger = {
		phase = skirmish
		leader = {
			trait = gluttonous
		}
		OR = {
			light_cavalry = 0.01
			camel_cavalry = 0.01
			horse_archers = 0.01	
			knights = 0.01
		}
		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 = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = flat_terrain_leader
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = organizer
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = inspiring_leader
			}
		}
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = temperate
			}
		}
	}

	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	horse_archers_defensive = -0.25	
	knights_defensive = -0.25

	enemy = {
		group = volley
		factor = 1
	}
}

#Temperate: Little Bit at a Time
temperate_positive = {
	days = 24
	sprite = 28
	group = harass

	trigger = {
		phase = skirmish
		leader = {
			trait = temperate
		}
		OR = {
			light_cavalry = 0.01
			camel_cavalry = 0.01
			horse_archers = 0.01
		}
	}

	mean_time_to_happen = {
		days = 2
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	light_cavalry_offensive = -0.1
	camel_cavalry_offensive = -0.1
	horse_archers_offensive = -0.1
	light_cavalry_defensive = 2
	camel_cavalry_defensive = 2
	horse_archers_defensive = 2
	
	enemy = {
		group = swarm
		factor = 2
	}
}

#Temperate: Forces Split
temperate_negative = {
	days = 18
	sprite = 29
	group = harass

	trigger = {
		phase = skirmish
		leader = {
			trait = temperate
		}
		OR = {
			light_cavalry = 0.01
			camel_cavalry = 00.01
		}
	}

	mean_time_to_happen = {
		days = 2
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
	}

	light_cavalry_defensive = -0.5
	camel_cavalry_defensive = -0.5
	horse_archers_defensive = -0.5
	
	enemy = {
		group = swarm
		factor = 1
	}
}

#Honest: Taunt
honest_positive = {
	days = 20
	sprite = 38
	group = defensive
		
	trigger = {
		phase = skirmish
		leader = {
			trait = honest
		}
		days = 15
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	
	light_infantry_defensive = 2.5
	heavy_infantry_defensive = 3.0
	
	enemy = {
		group = charge
		factor = 20
	}
	
	change_phase_to = melee
}

#Honest: Composed Enemy
honest_negative = {
	days = 4
	sprite = 39
	group = defensive
		
	trigger = {
		phase = skirmish
		leader = {
			trait = honest
		}
		days = 15
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}
	
	light_infantry_offensive = -0.5
	heavy_infantry_offensive = -0.25

	change_phase_to = melee
}


erudite_positive = {
	days = 30
	sprite = 68
	group = defensive
		
	trigger = {
		phase = skirmish
		leader = {
			trait = erudite
		}
		days = 15
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	
	light_infantry_defensive = 1.5
	heavy_infantry_defensive = 1.5
	light_infantry_offensive = 1.5
	archers_offensive = 1.5
	
	enemy = {
		group = harass
		factor = 20
	}
	
}


erudite_negative = {
	days = 4
	sprite = 69
	group = defensive
		
	trigger = {
		phase = skirmish
		leader = {
			trait = erudite
		}
		days = 15
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}
	
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = -0.25
	archers_offensive = -0.25

	change_phase_to = melee
}


shrewd_positive = {
	days = 24
	sprite = 72
	group = harass

	trigger = {
		phase = skirmish
		leader = {
			trait = shrewd
		}
		light_infantry = 0.01
		archers = 0.01
	}

	mean_time_to_happen = {
		days = 2
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	
	light_infantry_offensive = 0.5
	light_infantry_defensive = 2.5
	archers_offensive = 0.5
	archers_defensive = 2.5
	
	enemy = {
		group = volley
		factor = 20
	}
}


shrewd_negative = {
	days = 18
	sprite = 73
	group = harass

	trigger = {
		phase = skirmish
		leader = {
			trait = shrewd
		}
		light_infantry = 0.01
		archers = 0.01
	}

	mean_time_to_happen = {
		days = 2
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
	}
	
	light_infantry_defensive = -0.5
	archers_defensive = -0.5
	
	enemy = {
		group = swarm
		factor = 2
	}
}



paranoid_positive = {
	days = 30
	sprite = 62
	group = defensive
		
	trigger = {
		phase = skirmish
		leader = {
			trait = paranoid
		}
		days = 15
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	
	light_infantry_defensive = 5.0
	heavy_infantry_defensive = 5.0
	
	light_infantry_offensive = -0.5
	heavy_infantry_offensive = -0.5
	
	enemy = {
		group = harass
		factor = 20
	}
	
	change_phase_to = melee
}


paranoid_negative = {
	days = 10
	sprite = 63
	group = defensive
		
	trigger = {
		phase = skirmish
		leader = {
			trait = paranoid
		}
		days = 15
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}
	
	light_infantry_defensive = 2.0
	heavy_infantry_defensive = 2.0
	
	light_infantry_offensive = -0.75
	heavy_infantry_offensive = -0.75
	
	enemy = {
		group = charge
		factor = 20
	}
	
	change_phase_to = melee
}


trusting_positive = {
	days = 3
	sprite = 64
	group = charge
		
	trigger = {
		phase = skirmish
		leader = {
			trait = trusting
		}
		light_infantry = 0.01
		days = 10
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	
	light_infantry_defensive = 2.0
	light_infantry_offensive = 2.0

	
	change_phase_to = melee
}


trusting_negative = {
	days = 10
	sprite = 65
	group = charge
		
	trigger = {
		phase = skirmish
		leader = {
			trait = trusting
		}
		light_infantry = 0.01
		days = 10
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}
	
	light_infantry_defensive = -0.5
	light_infantry_offensive = -0.5
	
	enemy = {
		group = charge
		factor = 20
	}
}


craven_positive = {
	days = 18
	sprite = 40
	group = volley

	trigger = {
		phase = skirmish
		leader = {
			trait = craven
		}
		OR = {
			archers = 0.01
			horse_archers = 0.01
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}

	archers_offensive = 0.25
	archers_defensive = 1.5
	horse_archers_offensive = 0.25
	horse_archers_defensive = 1.5
	
	enemy = {
		group = charge
		factor = 2
	}
}

craven_negative = {
	days = 18
	sprite = 41
	group = volley

	trigger = {
		phase = skirmish
		leader = {
			trait = craven
		}
		archers = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
	}

	archers_offensive = -0.25
	archers_defensive = -0.5
	horse_archers_offensive = -0.25
	horse_archers_defensive = -0.5
	
	enemy = {
		group = charge
		factor = 5
	}
}


brave_positive = {
	days = 2
	sprite = 42
	group = charge
	
	trigger = {
		phase = skirmish
		leader = {
			trait = brave
		}
		days = 5 # duration of combat >= 3 days
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	
	}
	light_infantry_offensive = 1.75
	heavy_infantry_offensive = 1.25
	change_phase_to = melee
	
	enemy = {
		group = defensive
		factor = 2
	}
}

brave_negative = {
	days = 2
	sprite = 43
	group = charge
	
	trigger = {
		phase = skirmish
		leader = {
			trait = brave
		}
		days = 5 # duration of combat >= 3 days
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}
	light_infantry_defensive = -0.5
	heavy_infantry_defensive = -0.5
	change_phase_to = melee
	
	enemy = {
		group = volley
		factor = 2
	}
}


gregarious_positive = {
	days = 4
	sprite = 46
	group = charge
	
	trigger = {
		phase = skirmish
		leader = {
			trait = gregarious
		}
		days = 5 # duration of combat >= 3 days
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	
	}
	light_infantry_offensive = 1.5
	pikemen_offensive = 1.5
	heavy_infantry_offensive = 0.25
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = 0.25
	change_phase_to = melee
}


gregarious_negative = {
	days = 2
	sprite = 47
	group = charge
	
	trigger = {
		phase = skirmish
		leader = {
			trait = gregarious
		}
		days = 5 # duration of combat >= 3 days
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
		
	}
	
	light_infantry_offensive = -0.5
	pikemen_offensive = -0.5
	
	change_phase_to = melee
}


#Standard
skirmish_positive = {
	days = 18 # tactic lasts one day
	sprite = 4 # index of icon
	group = skirmish

	trigger = {
		phase = skirmish
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	
	archers_offensive = 1.5
	horse_archers_offensive = 1.5
	light_infantry_offensive = 0.75
	
}

skirmish_negative = {
	days = 18 # tactic lasts one day
	sprite = 5 # index of icon
	group = skirmish

	trigger = {
		phase = skirmish
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}
	
	archers_defensive = -0.5
	horse_archers_defensive = -0.5
	light_infantry_offensive = -0.25
}


charge_positive = {
	days = 2
	sprite = 2
	group = charge
	
	trigger = {
		phase = skirmish
		days = 5 # duration of combat >= 3 days
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
		modifier = {
			factor = 2.0
			flank_has_leader = yes
			leader = {
				trait = wroth
			}
		}
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = patient
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}
		
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}
	
	}
	light_infantry_offensive = 2.0
	light_infantry_defensive = -0.5
	heavy_infantry_offensive = 1.5
	heavy_infantry_defensive = -0.25
	change_phase_to = melee
}

charge_negative = {
	days = 2
	sprite = 3
	group = charge
	
	trigger = {
		phase = skirmish
		days = 5 # duration of combat >= 3 days
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
		
		modifier = {
			factor = 2.0
			flank_has_leader = yes
			leader = {
				trait = wroth
			}
		}
		
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = patient
			}
		}
		
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}
		
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}
	}
	light_infantry_defensive = -0.5
	heavy_infantry_defensive = -0.25
	change_phase_to = melee
}


defend_positive = {
	days = 1
	sprite = 2
	group = defensive
		
	trigger = {
		phase = skirmish
		days = 15
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = wroth
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = patient
			}
		}
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}
		
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}
	}
	light_infantry_offensive = -0.5
	light_infantry_defensive = 1.5
	heavy_infantry_offensive = -0.25
	heavy_infantry_defensive = 2.0
	
	change_phase_to = melee
}

defend_negative = {
	days = 1
	sprite = 3
	group = defensive
		
	trigger = {
		phase = skirmish
		days = 15
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
		
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = wroth
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = patient
			}
		}
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}
		
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}
	}
	
	light_infantry_offensive = -0.5
	heavy_infantry_offensive = -0.25

	change_phase_to = melee
}

harass_positive = {
	days = 18
	sprite = 8
	group = harass

	trigger = {
		phase = skirmish
		OR = {
			light_cavalry = 0.01
			camel_cavalry = 0.01
		}
	}

	mean_time_to_happen = {
		days = 2
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = cavalry_leader
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = flanker
			}
		}
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = experimenter
			}
		}
	}

	light_cavalry_defensive = 1.5
	camel_cavalry_defensive = 1.5
	
	enemy = {
		group = swarm
		factor = 1
	}
}

harass_negative = {
	days = 18
	sprite = 9
	group = harass

	trigger = {
		phase = skirmish
		OR = {
			light_cavalry = 0.01
			camel_cavalry = 0.01
		}
	}

	mean_time_to_happen = {
		days = 2
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = cavalry_leader
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = flanker
			}
		}
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = experimenter
			}
		}
	}

	light_cavalry_defensive = -0.5
	camel_cavalry_defensive = -0.5
	
	enemy = {
		group = swarm
		factor = 1
	}
}


volley_positive = {
	days = 18
	sprite = 4
	group = volley

	trigger = {
		phase = skirmish
		archers = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_character_flag = bow
			}
		}
	}

	archers_offensive = 2.0
	
	enemy = {
		group = harass
		factor = 1.5
	}
}

volley_negative = {
	days = 18
	sprite = 5
	group = volley

	trigger = {
		phase = skirmish
		archers = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_character_flag = bow
			}
		}
	}

	archers_defensive = -1
	
	enemy = {
		group = harass
		factor = 1.5
	}
}

swarm_positive = {
	days = 18
	sprite = 8
	group = swarm

	trigger = {
		phase = skirmish
		OR = {
			light_cavalry = 0.01
			camel_cavalry = 0.01
			horse_archers = 0.01	
			knights = 0.01
		}
		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 = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = flat_terrain_leader
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = organizer
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = inspiring_leader
			}
		}
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = temperate
			}
		}
	}
	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	light_cavalry_offensive = 0.5
	camel_cavalry_offensive = 0.5
	horse_archers_offensive = 0.5	
	knights_offensive = 0.5

	enemy = {
		group = volley
		factor = 1
	}
}

swarm_negative = {
	days = 18
	sprite = 9
	group = swarm

	trigger = {
		phase = skirmish
		OR = {
			light_cavalry = 0.01
			camel_cavalry = 0.01
			horse_archers = 0.01	
			knights = 0.01
		}
		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 = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = flat_terrain_leader
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = organizer
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = inspiring_leader
			}
		}
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = temperate
			}
		}
	}

	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	horse_archers_defensive = -0.25	
	knights_defensive = -0.25

	enemy = {
		group = volley
		factor = 1
	}
}




# Melee
#Traits
#Wroth: Wild Charge
wroth_positive = {
	days = 9
	sprite = 10
	group = charge

	trigger = {
		phase = melee
		flank_has_leader = yes
		leader = {
			trait = wroth
		}
	}

	mean_time_to_happen = {
		days = 12
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	
	light_infantry_offensive = 2.5
	heavy_infantry_offensive = 2.5
	light_infantry_defensive = -0.5
	heavy_infantry_defensive = -0.5
	war_elephants_offensive = 0.5
	
	enemy = {
		group = stand_fast
		factor = 3
	}
}

#Wroth: Stumbled
wroth_negative = {
	days = 9
	sprite = 11
	group = charge

	trigger = {
		phase = melee
		flank_has_leader = yes
		leader = {
			trait = wroth
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}

	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.25
	light_infantry_defensive = -0.75
	heavy_infantry_defensive = -0.75
	
	enemy = {
		group = advance
		factor = 1
	}
}

#Proud: Victory March
proud_positive = {
	days = 24
	sprite = 12
	group = advance

	trigger = {
		phase = melee
		flank_has_leader = yes
		leader = {
			trait = proud
		}
		OR = {
			heavy_infantry = 0.01
			knights = 0.01
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}

	heavy_infantry_defensive = 2.5
	knights_defensive = 2.5
	
	enemy = {
		group = stand_fast
		factor = 3
	}
}

#Proud: Pride Trampled
proud_negative = {
	days = 24
	sprite = 13
	group = advance

	trigger = {
		phase = melee
		flank_has_leader = yes
		leader = {
			trait = proud
		}
		heavy_infantry = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}

		modifier = {
			factor = 2.0
			flank_has_leader = yes
			leader = {
				trait = wroth
			}
		}
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = patient
			}
		}
	}

	
	heavy_infantry_defensive = -0.5
	knights_defensive = -0.5
	
	enemy = {
		group = charge
		factor = 5
	}
}

#Patient: Slow and Steady
patient_positive = {
	days = 18
	sprite = 24
	group = stand_fast

	trigger = {
		phase = melee
		leader = {
			trait = patient
		}
		pikemen = 0.01
		heavy_infantry = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	
	heavy_infantry_offensive = -0.25
	heavy_infantry_defensive = 3.0
	pikemen_offensive = 1.25
	war_elephants_offensive = 0.75
	
	enemy = {
		group = charge
		factor = 4
	}
}

#Patient: Shield Wall Breached
patient_negative = {
	days = 18
	sprite = 25
	group = stand_fast

	trigger = {
		phase = melee
		leader = {
			trait = patient
		}
		pikemen = 0.01
		heavy_infantry = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
		
	}
	
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.5
	
	
	enemy = {
		group = charge
		factor = 10
	}
}

#Chaste: Promised a Wife
chaste_positive = {
	days = 18
	sprite = 26
	group = advance

	trigger = {
		phase = melee
		leader = {
			trait = chaste
		}
		light_infantry = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}

	
	light_infantry_offensive = 2.0
	
	enemy = {
		group = stand_fast
		factor = 3
	}
}

#Chaste: No One Waiting for Them at Home
chaste_negative = {
	days = 18
	sprite = 27
	group = advance

	trigger = {
		phase = melee
		leader = {
			trait = chaste
		}
		light_infantry = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}

	
	light_infantry_offensive = -0.5
	
	enemy = {
		group = stand_fast
		factor = 3
	}
}

#Charity: Endowment to Those who Survive
charity_positive = {
	days = 30
	sprite = 30
	group = stand_fast

	trigger = {
		phase = melee
		leader = {
			trait = charitable
		}
		light_infantry = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	
	light_infantry_offensive = -0.5
	light_infantry_defensive = 5.0
	
	enemy = {
		group = charge
		factor = 3
	}
}

#Charity: Charitable Soul
charity_negative = {
	days = 12
	sprite = 31
	group = stand_fast

	trigger = {
		phase = melee
		leader = {
			trait = charitable
		}
		light_infantry = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
		
	}
	
	light_infantry_offensive = -0.8
	light_infantry_defensive = 0.5
	
	enemy = {
		group = charge
		factor = 2
	}
}

#Diligent: Keep Pushing
diligent_positive = {
	days = 18
	sprite = 32
	group = charge

	trigger = {
		phase = melee
		leader = {
			trait = diligent
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	
	light_infantry_offensive = 1
	heavy_infantry_offensive = 1.5
	pikemen_offensive = 1.5
	knights_offensive = 0.25
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	war_elephants_offensive = 1
	
	enemy = {
		group = advance
		factor = 1
	}
}

#Diligent: Exhaustion
diligent_negative = {
	days = 18
	sprite = 33
	group = charge

	trigger = {
		phase = melee
		leader = {
			trait = diligent
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}

	
	light_infantry_offensive = -0.75
	heavy_infantry_offensive = -0.75
	pikemen_offensive = -0.75
	
	enemy = {
		group = advance
		factor = 3
	}
}



shy_positive = {
	days = 18
	sprite = 44
	group = advance

	trigger = {
		phase = melee
		leader = {
			trait = shy
		}
		OR = {
			light_infantry = 0.01
			pikemen = 0.01
			heavy_infantry = 0.01
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}

	light_infantry_defensive = 2.5
	pikemen_defensive = 2.5
	heavy_infantry_defensive = 2.5
	heavy_infantry_offensive = -0.25
	
	enemy = {
		group = stand_fast
		factor = 3
	}
}

shy_negative = {
	days = 18
	sprite = 45
	group = advance

	trigger = {
		phase = melee
		leader = {
			trait = shy
		}
		OR = {
			light_infantry = 0.01
			pikemen = 0.01
			heavy_infantry = 0.01
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}

	pikemen_defensive = -0.25
	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.5
	
	enemy = {
		group = defensive
		factor = 5
	}
}


ambitious_positive = {
	days = 9
	sprite = 48
	group = charge

	trigger = {
		phase = melee
		flank_has_leader = yes
		leader = {
			trait = ambitious
		}
	}

	mean_time_to_happen = {
		days = 12
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	
	light_infantry_offensive = 0.75
	heavy_infantry_offensive = 0.75
	light_cavalry_offensive = 0.75
	camel_cavalry_offensive = 0.75
	knights_offensive = 0.75
	war_elephants_offensive = 0.75
	
	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	war_elephants_defensive = -0.25
	
	
	enemy = {
		group = defensive
		factor = 10
	}
}

ambitious_negative = {
	days = 49
	sprite = 11
	group = charge

	trigger = {
		phase = melee
		flank_has_leader = yes
		leader = {
			trait = ambitious
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	war_elephants_defensive = -0.25
	
	enemy = {
		group = stand_fast
		factor = 2
	}
}


deceitful_positive = {
	days = 8
	sprite = 50
	group = charge

	trigger = {
		phase = melee
		leader = {
			trait = deceitful
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.25
	knights_offensive = 0.25
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	war_elephants_offensive = 0.25
	
	enemy = {
		group = stand_fast
		factor = 20
	}
}

deceitful_negative = {
	days = 8
	sprite = 51
	group = charge

	trigger = {
		phase = melee
		leader = {
			trait = deceitful
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}

	
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = -0.25
	pikemen_offensive = -0.25
	knights_offensive = -0.25
	light_cavalry_offensive = -0.25
	camel_cavalry_offensive = -0.25
	war_elephants_offensive = -0.25
	
	enemy = {
		group = advance
		factor = 5
	}
}


arbitrary_positive = {
	days = 18
	sprite = 54
	group = advance

	trigger = {
		phase = melee
		leader = {
			trait = arbitrary
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}

	
	light_infantry_offensive = -0.5
	light_infantry_defensive = 2.0
	heavy_infantry_offensive = 1.5
	heavy_infantry_defensive = -0.25
	light_cavalry_offensive = 2.0
	light_cavalry_defensive = -0.5
	knights_offensive = -0.25
	knights_defensive = 1.5
	camel_cavalry_offensive = 0.5
	camel_cavalry_defensive = -0.1
	war_elephants_offensive = 1.0
	war_elephants_defensive = -0.25
	
	enemy = {
		group = stand_fast
		factor = 3
	}
}

arbitrary_negative = {
	days = 18
	sprite = 55
	group = advance

	trigger = {
		phase = melee
		leader = {
			trait = arbitrary
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}

	light_infantry_offensive = -0.5
	light_infantry_defensive = -0.75
	heavy_infantry_offensive = -0.5
	heavy_infantry_defensive = -0.25
	light_cavalry_offensive = -0.75
	light_cavalry_defensive = -0.5
	knights_offensive = -0.25
	knights_defensive = -0.5
	camel_cavalry_offensive = -0.1
	camel_cavalry_defensive = -0.1
	war_elephants_offensive = -0.1
	war_elephants_defensive = -0.25
	
	enemy = {
		group = stand_fast
		factor = 3
	}
}

just_positive = {
	days = 18
	sprite = 56
	group = stand_fast

	trigger = {
		phase = melee
		leader = {
			trait = just
		}
		heavy_infantry = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	
	heavy_infantry_offensive = 1.5
	heavy_infantry_defensive = -0.25
	
	enemy = {
		group = stand_fast
		factor = 12
	}
}


just_negative = {
	days = 18
	sprite = 57
	group = stand_fast

	trigger = {
		phase = melee
		leader = {
			trait = just
		}
		heavy_infantry = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
		
	}
	
	heavy_infantry_offensive = 0.25
	heavy_infantry_defensive = -0.75
	
	
	enemy = {
		group = charge
		factor = 4
	}
}

#Cynical: Caution
cynical_positive = {
	days = 30
	sprite = 58
	group = stand_fast

	trigger = {
		phase = melee
		leader = {
			trait = cynical
		}
		light_infantry = 0.01
		heavy_infantry = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	
	light_infantry_defensive = 2.5
	heavy_infantry_defensive = 2.5
	pikemen_defensive = 2.5
	light_infantry_offensive = -0.5
	heavy_infantry_offensive = -0.5
	pikemen_offensive = -0.5
	
	enemy = {
		group = advance
		factor = 3
	}
}

cynical_negative = {
	days = 12
	sprite = 59
	group = stand_fast

	trigger = {
		phase = melee
		leader = {
			trait = cynical
		}
		light_infantry = 0.01
		heavy_infantry = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
		
	}
	
	light_infantry_offensive = -0.5
	heavy_infantry_offensive = -0.5
	pikemen_offensive = -0.5
	
	enemy = {
		group = charge
		factor = 2
	}
}


zeal_positive = {
	days = 30
	sprite = 60
	group = charge

	trigger = {
		phase = melee
		leader = {
			trait = zealous
		}
		heavy_infantry = 0.01
		knights = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	
	knights_offensive = 1.5
	heavy_infantry_offensive = 2.5
	
	enemy = {
		group = charge
		factor = 10
	}
}

zeal_negative = {
	days = 12
	sprite = 61
	group = stand_fast

	trigger = {
		phase = melee
		leader = {
			trait = zealous
		}
		light_infantry = 0.01
		heavy_infantry = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
		
	}
	
	knights_offensive = -0.5
	heavy_infantry_offensive = -0.75
	
	enemy = {
		group = advance
		factor = 2
	}
}

cruel_positive = {
	days = 18
	sprite = 66
	group = advance

	trigger = {
		phase = melee
		leader = {
			trait = cruel
		}
		is_flanking = yes
		heavy_infantry = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}

	heavy_infantry_defensive = 2.5
	pikemen_offensive = 1.5
	war_elephants_offensive = 1.0
	light_cavalry_offensive = 0.5
	knights_offensive = 0.5
	camel_cavalry_offensive = 0.5
	
	enemy = {
		group = stand_fast
		factor = 3
	}
}

cruel_negative = {
	days = 4
	sprite = 67
	group = advance

	trigger = {
		phase = melee
		leader = {
			trait = cruel
		}
		heavy_infantry = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}


	heavy_infantry_defensive = -0.75
	
	enemy = {
		group = charge
		factor = 10
	}
}

stubborn_positive = {
	days = 60
	sprite = 70
	group = stand_fast

	trigger = {
		phase = melee
		leader = {
			trait = stubborn
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	heavy_infantry_defensive = 1.5
	archers_offensive = 0.25
	light_infantry_offensive = 0.25
	pikemen_offensive = 0.25
	war_elephants_offensive = 0.25
	light_cavalry_offensive = 0.25
	knights_offensive = 0.25
	camel_cavalry_offensive = 0.25
	
	enemy = {
		group = advance
		factor = 3
	}
}

stubborn_negative = {
	days = 60
	sprite = 71
	group = stand_fast

	trigger = {
		phase = melee
		leader = {
			trait = stubborn
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}


	heavy_infantry_defensive = -0.5
	archers_offensive = -0.25
	light_infantry_offensive = -0.25
	pikemen_offensive = -0.25
	war_elephants_offensive = -0.25
	light_cavalry_offensive = -0.25
	knights_offensive = -0.25
	camel_cavalry_offensive = -0.25
	
	enemy = {
		group = charge
		factor = 10
	}
}


dull_positive = {
	days = 60
	sprite = 74
	group = stand_fast

	trigger = {
		phase = melee
		leader = {
			trait = dull
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	
	heavy_infantry_offensive = 0.25
	archers_offensive = 0.25
	light_infantry_offensive = 0.25
	pikemen_offensive = 0.25
	war_elephants_offensive = 0.25
	light_cavalry_offensive = 0.25
	knights_offensive = 0.25
	camel_cavalry_offensive = 0.25
	
	enemy = {
		group = defensive
		factor = 3
	}
}

dull_negative = {
	days = 60
	sprite = 75
	group = stand_fast

	trigger = {
		phase = melee
		leader = {
			trait = dull
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}


	heavy_infantry_defensive = -0.5
	archers_offensive = -0.5
	light_infantry_offensive = -0.5
	pikemen_offensive = -0.5
	war_elephants_offensive = -0.5
	light_cavalry_offensive = -0.5
	knights_offensive = -0.5
	camel_cavalry_offensive = -0.5
	
	enemy = {
		group = charge
		factor = 10
	}
}



#Standard
#Stand ground/slow march
stand_positive = {
	days = 18
	sprite = 6
	group = stand_fast

	trigger = {
		phase = melee
		OR = {
			pikemen = 0.01
			heavy_infantry = 0.01
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = wroth
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = patient
			}
		}
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}
		
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}
		
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = heavy_infantry_leader
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = unyielding_leader
			}
		}
	}

	heavy_infantry_defensive = 1.0
	pikemen_defensive = 1.0
	
	enemy = {
		group = charge
		factor = 3
	}
}

stand_negative = {
	days = 18
	sprite = 6
	group = stand_fast

	trigger = {
		phase = melee
		OR = {
			pikemen = 0.01
			heavy_infantry = 0.01
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = patient
			}
		}
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}
		
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}
		
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = heavy_infantry_leader
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = unyielding_leader
			}
		}
	}
	heavy_infantry_offensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_offensive = -0.25
	pikemen_defensive = -0.25
	
	
	enemy = {
		group = charge
		factor = 3
	}
}

#Charge
chargem_positive = {
	days = 18
	sprite = 8
	group = charge

	trigger = {
		phase = melee
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
		
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = patient
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}
		
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}
	}
	
	light_infantry_offensive = 0.5
	heavy_infantry_offensive = 0.5
	knights_offensive = 1
	light_cavalry_offensive = 1
	camel_cavalry_offensive = 1
	
	enemy = {
		group = advance
		factor = 3
	}
}

chargem_negative = {
	days = 18
	sprite = 9
	group = charge

	trigger = {
		phase = melee
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = patient
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}
		
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}
	}

	
	knights_defensive = -0.5
	light_cavalry_defensive = -0.5
	camel_cavalry_defensive = -0.5
	
	enemy = {
		group = advance
		factor = 3
	}
}


#Barrage/RAid
defendm_positive = {
	days = 6
	sprite = 4 # index of icon
	group = defensive
		
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
		}
		OR = {
			archers = 0.01
			horse_archers = 0.01
		}
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = wroth
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = patient
			}
		}
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}
		
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}
	}
	heavy_infantry_defensive = 1
	light_infantry_defensive = 0.5
	archers_offensive = 1.5
	horse_archers_offensive = 1.5
}

defendm_negative = {
	days = 6
	sprite = 5 # index of icon
	group = defensive
		
	trigger = {
		phase = melee
		OR = {
			archers = 0.01
			horse_archers = 0.01
		}
	}
	
	mean_time_to_happen = {
		days = 1
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = wroth
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = patient
			}
		}
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}
		
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}
	}
	
	archers_offensive = -1
	archers_defensive = -0.5
	horse_archers_offensive = -1
	horse_archers_defensive = -0.5
}

#Advance
advance_positive = {
	days = 18
	sprite = 6
	group = advance

	trigger = {
		phase = melee
		heavy_infantry = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}

		modifier = {
			factor = 2.0
			flank_has_leader = yes
			leader = {
				trait = wroth
			}
		}
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = patient
			}
		}
	}

	
	heavy_infantry_offensive = 1.0
	heavy_infantry_defensive = 0.75
	
	enemy = {
		group = stand_fast
		factor = 3
	}
}

advance_negative = {
	days = 18
	sprite = 7
	group = advance

	trigger = {
		phase = melee
		heavy_infantry = 0.01
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}

		modifier = {
			factor = 2.0
			flank_has_leader = yes
			leader = {
				trait = wroth
			}
		}
		modifier = {
			factor = 0.25
			flank_has_leader = yes
			leader = {
				trait = patient
			}
		}
	}

	
	heavy_infantry_defensive = -0.75
	
	enemy = {
		group = stand_fast
		factor = 3
	}
}



#Pursue
pursue_positive = {
	days = 15
	sprite = 8
	group = charge
	
	trigger = {
		phase = pursue
	}

	mean_time_to_happen = {
		days = 10
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	
	knights_offensive = 0.25
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
}

pursue_negative = {
	days = 15
	sprite = 9
	group = charge
	
	trigger = {
		phase = pursue
	}

	mean_time_to_happen = {
		days = 10
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}
	
	knights_offensive = -0.5
	light_cavalry_offensive = -0.5
	camel_cavalry_offensive = -0.5
}


#Greedy: Catch them all
greedy_positive = {
	days = 15
	sprite = 18
	group = charge
	
	trigger = {
		phase = pursue
		leader = {
			trait = greedy
		}
	}

	mean_time_to_happen = {
		days = 10
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	light_infantry_offensive = 0.5
	light_cavalry_offensive = 0.5
	camel_cavalry_offensive = 0.5
}

#Greedy: Hoodwinked
greedy_negative = {
	days = 15
	sprite = 19
	group = charge
	
	trigger = {
		phase = pursue
		leader = {
			trait = greedy
		}
	}

	mean_time_to_happen = {
		days = 10
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}
	
	knights_offensive = -0.5
}

#Kind: Clean Death
kind_positive = {
	days = 8
	sprite = 34
	group = charge
	
	trigger = {
		phase = pursue
		leader = {
			trait = kind
		}
	}

	mean_time_to_happen = {
		days = 10
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	light_infantry_offensive = 0.75
	light_cavalry_offensive = 0.75
	knights_offensive = 0.75
	camel_cavalry_offensive = 0.75
	light_infantry_defensive = -0.25
	light_cavalry_defensive = -0.25
	knights_defensive = -0.25
	camel_cavalry_defensive = -0.25
}

#Kind: Have Mercy
kind_negative = {
	days = 24
	sprite = 35
	group = charge
	
	trigger = {
		phase = pursue
		leader = {
			trait = kind
		}
	}

	mean_time_to_happen = {
		days = 10
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}
	
	light_infantry_offensive = -0.75
	light_cavalry_offensive = -0.75
	knights_offensive = -0.75
	camel_cavalry_offensive = -0.75
	light_infantry_defensive = 0.5
	light_cavalry_defensive = 0.5
	knights_defensive = 0.5
	camel_cavalry_defensive = 0.5
}

#Humble: Do What I can
humble_positive = {
	days = 8
	sprite = 36
	group = charge
	
	trigger = {
		phase = pursue
		leader = {
			trait = humble
		}
	}

	mean_time_to_happen = {
		days = 10
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	light_infantry_offensive = 0.25
	light_cavalry_offensive = 0.25
	knights_offensive = 0.25
	camel_cavalry_offensive = 0.25
}

#Humble: Know Your Limits
humble_negative = {
	days = 24
	sprite = 37
	group = charge
	
	trigger = {
		phase = pursue
		leader = {
			trait = humble
		}
	}

	mean_time_to_happen = {
		days = 10
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}
	
	light_infantry_offensive = -0.25
	light_cavalry_offensive = -0.25
	knights_offensive = -0.25
	camel_cavalry_offensive = -0.25
}


content_positive = {
	days = 8
	sprite = 52
	group = defensive
	
	trigger = {
		phase = pursue
		leader = {
			trait = content
		}
	}

	mean_time_to_happen = {
		days = 10
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 6
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				martial = 13
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 2.5
			flank_has_leader = yes
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 3
			flank_has_leader = yes
			leader = {
				martial = 25
			}
		}
	}
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = -0.25
	light_cavalry_offensive = -0.25
	knights_offensive = -0.25
	camel_cavalry_offensive = -0.25
	war_elephants_offensive = -0.25
	
	light_infantry_defensive = 0.75
	heavy_infantry_defensive = 0.75
	light_cavalry_defensive = 0.75
	knights_defensive = 0.75
	camel_cavalry_defensive = 0.75
	war_elephants_defensive = 0.75
}

content_negative = {
	days = 24
	sprite = 53
	group = defensive
	
	trigger = {
		phase = pursue
		leader = {
			trait = content
		}
	}

	mean_time_to_happen = {
		days = 10
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {martial = 5}
			}
		}
		modifier = {
			factor = 2
			flank_has_leader = yes
			leader = {
				has_mental_disorder_trigger = yes
			}
		}
		
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 4}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3.5}
			}
		}
		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				NOT = {health = 3}
			}
		}
	}
	
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = -0.25
	light_cavalry_offensive = -0.25
	knights_offensive = -0.25
	camel_cavalry_offensive = -0.25
	war_elephants_offensive = -0.25
}


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