############################################################
# Carnal Realms Medieval Combat System
#
# Full replacement for vanilla field-combat tactics.
#
# Battlefield model:
# troop composition + terrain + military technology
# + commander Martial + commander traits + battle phase
# = tactic availability and weighting.
#
# Technology determines capability.
# Technology uses the commander's top-liege capital as realm-wide doctrine.
# Allied and hired commanders retain their own realm's doctrine.
# Martial determines execution.
# Terrain determines practicality.
# Troop composition determines physical possibility.
#
# Carnal Realms psychological tactics are universal.
# They represent confidence, provocation, intimidation,
# cohesion, aggression, baiting, or a real maneuver.
#
# IMPORTANT: Vanilla 00_combat_tactics.txt contains no
# <unit>_morale tactic modifiers. This file therefore uses
# only vanilla-demonstrated tactic modifiers (offensive,
# defensive, enemy group factors, weighting, and phase
# changes) to model psychological effects indirectly.
#
# Vanilla tactic groups retained because they are the groups
# documented by the CK2 Modding Bible:
# skirmish, harass, swarm, volley, defensive, charge,
# stand_fast, advance.
############################################################

# Core counter cycles: volley > harass > swarm > volley;
# advance > stand_fast > charge > advance. Special maneuvers keep their counters.
# Trigger days gates battle age; top-level days sets duration, MTTH days is weight.

### Unit tactic sprite mapping retained from vanilla:
### 1=LI 2=HI 3=PIKE 4=LC 5=KNIGHTS 6=ARCHERS 7=HORSE ARCH.

# Must be first in file. Engine fallback.
no_tactic = {
	days = 1
	sprite = 1
	trigger = {
		always = no
	}
}

############################################################
# SKIRMISH - BASIC / APPROACH
############################################################

# Always-available skirmish fallback.
generic_skirmish_tactic = {
	days = 6
	sprite = 1
	group = skirmish

	trigger = {
		phase = skirmish
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 0.80
			flank_has_leader = yes
			leader = {
				top_liege = {
					capital_scope = {
						TECH_SKIRMISH = 2
					}
				}
			}
		}

		modifier = {
			factor = 0.80
			flank_has_leader = yes
			leader = {
				top_liege = {
					capital_scope = {
						TECH_SKIRMISH = 4
					}
				}
			}
		}

		modifier = {
			factor = 0.80
			flank_has_leader = yes
			leader = {
				top_liege = {
					capital_scope = {
						TECH_SKIRMISH = 6
					}
				}
			}
		}

		modifier = {
			factor = 0.80
			flank_has_leader = yes
			leader = {
				top_liege = {
					capital_scope = {
						TECH_SKIRMISH = 8
					}
				}
			}
		}
	}
}

# Hold position and force the enemy to make the next move.
wait_tactic = {
	days = 5
	sprite = 2
	group = defensive

	trigger = {
		phase = skirmish
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}

		modifier = {
			factor = 1.25
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
	}

	light_infantry_defensive = 0.10
	heavy_infantry_defensive = 0.10
	pikemen_defensive = 0.10
	archers_defensive = 0.10
}

# Infantry closes under shields while missile troops operate behind it.
shieldwall_tactic = {
	days = 7
	sprite = 2
	group = defensive

	trigger = {
		phase = skirmish
		OR = {
			light_infantry = 0.20
			heavy_infantry = 0.20
			pikemen = 0.20
		}
		flank_has_leader = yes
		leader = {
			martial = 8
			top_liege = {
				capital_scope = {
					TECH_INFANTRY = 2
					TECH_SKIRMISH = 2
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}

		modifier = {
			factor = 1.25
			flank_has_leader = yes
			leader = {
				trait = organizer
			}
		}
	}

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.30
	pikemen_defensive = 0.25
	archers_defensive = 0.15
	light_cavalry_offensive = -0.10
	knights_offensive = -0.10
}

# Loose raiding and probing attacks by light troops.
raid_tactic = {
	days = 4
	sprite = 1
	group = skirmish

	trigger = {
		phase = skirmish
		light_infantry = 0.20
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.25
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}

		modifier = {
			factor = 1.25
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}
	}

	light_infantry_offensive = 0.20
	light_infantry_defensive = -0.05
	archers_offensive = 0.10
}


############################################################
# SKIRMISH - MISSILE
############################################################

# Concentrated missile fire against an advancing formation.
volley_tactic = {
	days = 6
	sprite = 6
	group = volley

	trigger = {
		phase = skirmish
		archers = 0.20
		flank_has_leader = yes
		leader = {
			martial = 8
			top_liege = {
				capital_scope = {
					TECH_SKIRMISH = 2
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				top_liege = {
					capital_scope = {
						TECH_SKIRMISH = 4
					}
				}
			}
		}
	}

	archers_offensive = 0.35
	archers_defensive = 0.10
	light_infantry_defensive = 0.10
	enemy = {
		group = harass
		factor = 1.20
	}
}

# Missile fire synchronized with mounted harassment.
volly_harass_tactic = {
	days = 5
	sprite = 6
	group = volley

	trigger = {
		phase = skirmish
		archers = 0.15
		OR = {
			light_cavalry = 0.10
			camel_cavalry = 0.10
		}
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = {
				capital_scope = {
					TECH_SKIRMISH = 3
					TECH_CAVALRY = 2
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 14
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = cavalry_leader
			}
		}
	}

	archers_offensive = 0.30
	light_cavalry_offensive = 0.20
	camel_cavalry_offensive = 0.20
	enemy = {
		group = harass
		factor = 1.15
	}
}

# Sustained massed missile fire by a well-organized flank.
barrage_tactic = {
	days = 7
	sprite = 6
	group = volley

	trigger = {
		phase = skirmish
		archers = 0.30
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = {
				capital_scope = {
					TECH_SKIRMISH = 4
					TECH_RECRUITMENT = 3
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 14
			}
		}

		modifier = {
			factor = 1.25
			flank_has_leader = yes
			leader = {
				top_liege = {
					capital_scope = {
						TECH_SKIRMISH = 6
					}
				}
			}
		}
	}

	archers_offensive = 0.55
	archers_defensive = -0.05
	light_infantry_defensive = 0.10
	enemy = {
		group = harass
		factor = 1.25
	}
}

# Advanced mass-archery doctrine; no culture lock.
massive_longbow_volley_tactic = {
	days = 8
	sprite = 6
	group = volley

	trigger = {
		phase = skirmish
		archers = 0.35
		flank_has_leader = yes
		leader = {
			martial = 12
			top_liege = {
				capital_scope = {
					TECH_SKIRMISH = 6
					TECH_RECRUITMENT = 4
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}

		modifier = {
			factor = 1.25
			flank_has_leader = yes
			leader = {
				top_liege = {
					capital_scope = {
						TECH_SKIRMISH = 8
					}
				}
			}
		}
	}

	archers_offensive = 0.75
	archers_defensive = 0.05
	heavy_infantry_defensive = 0.10
	pikemen_defensive = 0.10
	enemy = {
		group = harass
		factor = 1.30
	}
}


############################################################
# SKIRMISH - MOUNTED
############################################################

# Mounted screening, probing, and harassment in maneuverable terrain.
harass_tactic = {
	days = 5
	sprite = 4
	group = harass

	trigger = {
		phase = skirmish
		OR = {
			light_cavalry = 0.15
			camel_cavalry = 0.15
		}
		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 = 1.4
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = cavalry_leader
			}
		}

		modifier = {
			factor = 1.35
			flank_has_leader = yes
			leader = {
				OR = {
					cr_has_equipped_courser_mount_trigger = yes
					cr_has_equipped_desert_mount_trigger = yes
					cr_has_equipped_steppe_mount_trigger = yes
				}
			}
		}
	}

	light_cavalry_offensive = 0.30
	camel_cavalry_offensive = 0.30
	light_cavalry_defensive = 0.10
	camel_cavalry_defensive = 0.10
	enemy = {
		group = swarm
		factor = 1.15
	}
}

# Mounted harassment without adequate control.
disorganised_harass_tactic = {
	days = 4
	sprite = 4
	group = harass

	trigger = {
		phase = skirmish
		OR = {
			light_cavalry = 0.10
			camel_cavalry = 0.10
		}
		OR = {
			flank_has_leader = no
			AND = {
				flank_has_leader = yes
				leader = { NOT = { martial = 7 } }
			}
		}
	}

	mean_time_to_happen = {
		days = 2

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = wroth
			}
		}
	}

	light_cavalry_offensive = 0.10
	camel_cavalry_offensive = 0.10
	light_cavalry_defensive = -0.20
	camel_cavalry_defensive = -0.20
}

# Horse-archer harassment in terrain that permits mounted maneuver.
swarm_tactic = {
	days = 6
	sprite = 7
	group = swarm

	trigger = {
		phase = skirmish
		horse_archers = 0.20
		location = {
			NOT = { terrain = forest }
			NOT = { terrain = woods }
			NOT = { terrain = mountain }
			NOT = { terrain = impassable_mountains }
			NOT = { terrain = jungle }
			NOT = { terrain = marsh }
		}
		flank_has_leader = yes
		leader = {
			martial = 8
			top_liege = {
				capital_scope = {
					TECH_CAVALRY = 2
					TECH_SKIRMISH = 2
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 12
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = cavalry_leader
			}
		}

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				cr_has_equipped_steppe_mount_trigger = yes
			}
		}
	}

	horse_archers_offensive = 0.40
	horse_archers_defensive = 0.15
	light_cavalry_offensive = 0.10
	enemy = {
		group = volley
		factor = 1.15
	}
}

# Poorly coordinated horse-archer action.
disorganised_swarm_tactic = {
	days = 4
	sprite = 7
	group = swarm

	trigger = {
		phase = skirmish
		horse_archers = 0.15
		OR = {
			flank_has_leader = no
			AND = {
				flank_has_leader = yes
				leader = { NOT = { martial = 7 } }
			}
		}
	}

	mean_time_to_happen = {
		days = 2
	}

	horse_archers_offensive = 0.10
	horse_archers_defensive = -0.20
	light_cavalry_defensive = -0.10
}

# Horse archers and light cavalry coordinate harassment.
harras_swarm_tactic = {
	days = 6
	sprite = 7
	group = swarm

	trigger = {
		phase = skirmish
		horse_archers = 0.15
		light_cavalry = 0.10
		location = {
			NOT = { terrain = forest }
			NOT = { terrain = woods }
			NOT = { terrain = mountain }
			NOT = { terrain = impassable_mountains }
			NOT = { terrain = jungle }
			NOT = { terrain = marsh }
		}
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = {
				capital_scope = {
					TECH_CAVALRY = 3
					TECH_SKIRMISH = 3
					TECH_RECRUITMENT = 2
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 14
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = cavalry_leader
			}
		}

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				cr_has_equipped_steppe_mount_trigger = yes
			}
		}
	}

	horse_archers_offensive = 0.35
	light_cavalry_offensive = 0.25
	horse_archers_defensive = 0.10
	light_cavalry_defensive = 0.10
	enemy = {
		group = volley
		factor = 1.15
	}
}

# Mounted and foot missile troops concentrate fire.
swarm_volley_tactic = {
	days = 6
	sprite = 7
	group = swarm

	trigger = {
		phase = skirmish
		horse_archers = 0.15
		archers = 0.10
		location = {
			NOT = { terrain = forest }
			NOT = { terrain = woods }
			NOT = { terrain = mountain }
			NOT = { terrain = impassable_mountains }
			NOT = { terrain = jungle }
			NOT = { terrain = marsh }
		}
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = {
				capital_scope = {
					TECH_SKIRMISH = 4
					TECH_CAVALRY = 3
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 14
			}
		}
	}

	horse_archers_offensive = 0.35
	archers_offensive = 0.25
	horse_archers_defensive = 0.10
	enemy = {
		group = volley
		factor = 1.15
	}
}


############################################################
# SKIRMISH - AMBUSH / BAIT / CR PSYCHOLOGICAL
############################################################

# Terrain ambush based on concealment and surprise.
clever_ambush_tactic = {
	days = 5
	sprite = 1
	group = harass

	trigger = {
		phase = skirmish
		OR = {
			light_infantry = 0.15
			archers = 0.15
			light_cavalry = 0.10
		}
		location = {
			OR = {
				terrain = forest
				terrain = woods
				terrain = hills
				terrain = mountain
				terrain = jungle
			}
		}
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = {
				capital_scope = {
					TECH_SKIRMISH = 3
					TECH_RECRUITMENT = 2
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 14
			}
		}

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				trait = trickster
			}
		}
	}

	light_infantry_offensive = 0.35
	archers_offensive = 0.30
	light_cavalry_offensive = 0.20
	light_infantry_defensive = 0.15
	enemy = {
		group = advance
		factor = 1.25
	}
}

# Prepared ambush in hills or mountains.
mountain_ambush_tactic = {
	days = 6
	sprite = 1
	group = harass

	trigger = {
		phase = skirmish
		OR = {
			light_infantry = 0.20
			archers = 0.20
		}
		location = {
			OR = {
				terrain = hills
				terrain = mountain
			}
		}
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = {
				capital_scope = {
					TECH_SKIRMISH = 4
					TECH_RECRUITMENT = 3
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 14
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = trickster
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				cr_has_equipped_mountain_mount_trigger = yes
			}
		}
	}

	light_infantry_offensive = 0.45
	archers_offensive = 0.40
	light_infantry_defensive = 0.20
	archers_defensive = 0.15
	enemy = {
		group = advance
		factor = 1.30
	}
}

# Desert-specific ambush and baiting maneuver.
desert_ambush_tactic = {
	days = 6
	sprite = 4
	group = harass

	trigger = {
		phase = skirmish
		location = { terrain = desert }
		OR = {
			camel_cavalry = 0.15
			light_cavalry = 0.15
			light_infantry = 0.20
		}
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = {
				capital_scope = {
					TECH_SKIRMISH = 4
					TECH_RECRUITMENT = 3
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 14
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = trickster
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				cr_has_equipped_desert_mount_trigger = yes
			}
		}
	}

	camel_cavalry_offensive = 0.50
	light_cavalry_offensive = 0.30
	light_infantry_offensive = 0.25
	camel_cavalry_defensive = 0.15
	enemy = {
		group = advance
		factor = 1.25
	}
}

# Advanced feigned withdrawal. Vanilla misspelled ID retained for compatibility.
fient_tactic = {
	days = 5
	sprite = 4
	group = harass

	trigger = {
		phase = skirmish
		OR = {
			light_cavalry = 0.20
			horse_archers = 0.20
			camel_cavalry = 0.20
		}
		location = {
			NOT = { terrain = forest }
			NOT = { terrain = woods }
			NOT = { terrain = mountain }
			NOT = { terrain = impassable_mountains }
			NOT = { terrain = jungle }
			NOT = { terrain = marsh }
		}
		flank_has_leader = yes
		leader = {
			martial = 12
			top_liege = {
				capital_scope = {
					TECH_SKIRMISH = 5
					TECH_CAVALRY = 4
					TECH_RECRUITMENT = 4
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.6
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				trait = trickster
			}
		}

		modifier = {
			factor = 1.25
			flank_has_leader = yes
			leader = {
				trait = cavalry_leader
			}
		}
	}

	light_cavalry_offensive = 0.30
	horse_archers_offensive = 0.40
	camel_cavalry_offensive = 0.30
	light_cavalry_defensive = 0.15
	horse_archers_defensive = 0.15
	camel_cavalry_defensive = 0.15
	enemy = {
		group = advance
		factor = 1.30
	}
}

# Universal CR confidence and provocation display.
cr_shameless_display = {
	days = 4
	sprite = 1
	group = harass

	trigger = {
		phase = skirmish
		flank_has_leader = yes
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				trait = lustful
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = brave
			}
		}

		modifier = {
			factor = 0.75
			flank_has_leader = yes
			leader = {
				trait = chaste
			}
		}

		modifier = {
			factor = 0.75
			flank_has_leader = yes
			leader = {
				trait = shy
			}
		}
	}

	light_infantry_offensive = 0.10
	archers_offensive = 0.10
	light_cavalry_offensive = 0.10
	heavy_infantry_defensive = 0.05
	pikemen_defensive = 0.05
}

# Provocation intended to unsettle or anger the opposing line.
cr_carnal_taunting = {
	days = 4
	sprite = 1
	group = harass

	trigger = {
		phase = skirmish
		OR = {
			light_infantry = 0.15
			archers = 0.15
			light_cavalry = 0.10
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = lustful
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = wroth
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}
	}

	light_infantry_offensive = 0.15
	archers_offensive = 0.10
	light_cavalry_offensive = 0.10
	light_infantry_defensive = -0.05
}

# Sexualized battlefield bait; globally available in CR.
cr_open_invitation = {
	days = 5
	sprite = 4
	group = harass

	trigger = {
		phase = skirmish
		OR = {
			light_cavalry = 0.15
			light_infantry = 0.20
			camel_cavalry = 0.15
		}
		flank_has_leader = yes
		leader = {
			martial = 8
			top_liege = {
				capital_scope = {
					TECH_SKIRMISH = 2
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = trickster
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = lustful
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}
	}

	light_cavalry_defensive = 0.10
	camel_cavalry_defensive = 0.10
	light_infantry_defensive = 0.10
	enemy = {
		group = advance
		factor = 1.15
	}
}

# CR-flavored prepared bait-and-ambush maneuver.
cr_come_into_my_trap = {
	days = 6
	sprite = 4
	group = harass

	trigger = {
		phase = skirmish
		OR = {
			light_cavalry = 0.15
			horse_archers = 0.15
			light_infantry = 0.20
		}
		location = {
			OR = {
				terrain = forest
				terrain = woods
				terrain = hills
				terrain = mountain
				terrain = jungle
			}
		}
		flank_has_leader = yes
		leader = {
			martial = 12
			top_liege = {
				capital_scope = {
					TECH_SKIRMISH = 5
					TECH_RECRUITMENT = 4
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.6
			flank_has_leader = yes
			leader = {
				trait = trickster
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
	}

	light_cavalry_offensive = 0.30
	horse_archers_offensive = 0.35
	light_infantry_offensive = 0.30
	archers_offensive = 0.20
	enemy = {
		group = advance
		factor = 1.30
	}
}


############################################################
# SKIRMISH -> MELEE TRANSITIONS
############################################################

# Broad fallback transition from skirmish into main engagement.
prepare_tactic = {
	days = 3
	sprite = 2
	group = advance

	trigger = {
		phase = skirmish
		days = 15
	}

	mean_time_to_happen = {
		days = 8

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				martial = 8
			}
		}

		modifier = {
			factor = 1.25
			flank_has_leader = yes
			leader = {
				top_liege = {
					capital_scope = {
						TECH_MELEE = 2
					}
				}
			}
		}
	}

	change_phase_to = melee
}

# Simple deliberate charge to contact.
charge_tactic = {
	days = 3
	sprite = 5
	group = charge

	trigger = {
		phase = skirmish
		days = 10
		OR = {
			knights = 0.15
			heavy_infantry = 0.20
			light_cavalry = 0.20
		}
		flank_has_leader = yes
		leader = {
			martial = 8
			top_liege = {
				capital_scope = {
					TECH_MELEE = 2
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 5

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				martial = 12
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				cr_has_equipped_charge_mount_trigger = yes
			}
		}

		modifier = {
			factor = 1.15
			flank_has_leader = yes
			leader = {
				cr_has_equipped_mount_saddle_trigger = yes
			}
		}
	}

	change_phase_to = melee
	knights_offensive = 0.20
	heavy_infantry_offensive = 0.15
	light_cavalry_offensive = 0.10
}

# A competent commander exploits an opening to force main engagement.
charge_of_opportunity_tactic = {
	days = 3
	sprite = 5
	group = charge

	trigger = {
		phase = skirmish
		days = 10
		OR = {
			knights = 0.15
			light_cavalry = 0.20
			heavy_infantry = 0.20
		}
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = {
				capital_scope = {
					TECH_MELEE = 3
					TECH_RECRUITMENT = 2
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 14
			}
		}

		modifier = {
			factor = 1.25
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}

		modifier = {
			factor = 1.35
			flank_has_leader = yes
			leader = {
				OR = {
					cr_has_equipped_charge_mount_trigger = yes
					cr_has_equipped_courser_mount_trigger = yes
				}
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				cr_has_equipped_mount_bridle_trigger = yes
			}
		}
	}

	change_phase_to = melee
	knights_offensive = 0.30
	light_cavalry_offensive = 0.20
	heavy_infantry_offensive = 0.20
}

# Heavy cavalry exploits a poorly protected missile or skirmish line.
charge_on_undefended_tactic = {
	days = 3
	sprite = 5
	group = charge

	trigger = {
		phase = skirmish
		days = 3
		knights = 0.15
		location = {
			NOT = { terrain = forest }
			NOT = { terrain = woods }
			NOT = { terrain = mountain }
			NOT = { terrain = impassable_mountains }
			NOT = { terrain = jungle }
			NOT = { terrain = marsh }
		}
		flank_has_leader = yes
		leader = {
			martial = 12
			top_liege = {
				capital_scope = {
					TECH_CAVALRY = 4
					TECH_MELEE = 3
					TECH_RECRUITMENT = 3
				}
			}
		}
		enemy = {
			troops = {
				who = archers
				value = 0.60
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = cavalry_leader
			}
		}

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				cr_has_equipped_charge_mount_trigger = yes
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				cr_has_equipped_mount_saddle_trigger = yes
			}
		}
	}

	change_phase_to = melee
	knights_offensive = 0.50
	light_cavalry_offensive = 0.20
	enemy = {
		group = volley
		factor = 1.20
	}
}

# Poorly timed premature commitment; replaces personality-joke logic.
reckless_charge_tactic = {
	days = 3
	sprite = 5
	group = charge

	trigger = {
		phase = skirmish
		days = 5
		OR = {
			flank_has_leader = no
			AND = {
				flank_has_leader = yes
				leader = { NOT = { martial = 7 } }
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				trait = wroth
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}

		modifier = {
			factor = 0.6
			flank_has_leader = yes
			leader = {
				cr_has_equipped_mount_barding_trigger = yes
			}
		}

		modifier = {
			factor = 0.75
			flank_has_leader = yes
			leader = {
				cr_has_equipped_mount_bridle_trigger = yes
			}
		}
	}

	change_phase_to = melee
	light_infantry_offensive = 0.10
	heavy_infantry_offensive = 0.10
	knights_offensive = 0.15
	light_infantry_defensive = -0.20
	heavy_infantry_defensive = -0.15
	knights_defensive = -0.15
}

# Main body collides with its own screen during a disordered advance.
charging_own_skirmishers_tactic = {
	days = 3
	sprite = 2
	group = advance

	trigger = {
		phase = skirmish
		days = 5
		OR = {
			flank_has_leader = no
			AND = {
				flank_has_leader = yes
				leader = { NOT = { martial = 6 } }
			}
		}
		OR = {
			archers = 0.15
			light_infantry = 0.20
		}
	}

	mean_time_to_happen = {
		days = 4
	}

	change_phase_to = melee
	archers_defensive = -0.25
	light_infantry_defensive = -0.20
	heavy_infantry_offensive = -0.10
	knights_offensive = -0.10
}


############################################################
# MELEE - FALLBACK / INFANTRY
############################################################

# Always-available melee fallback.
cr_basic_melee = {
	days = 6
	sprite = 2
	group = advance

	trigger = {
		phase = melee
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 0.85
			flank_has_leader = yes
			leader = {
				top_liege = {
					capital_scope = {
						TECH_MELEE = 2
					}
				}
			}
		}

		modifier = {
			factor = 0.85
			flank_has_leader = yes
			leader = {
				top_liege = {
					capital_scope = {
						TECH_MELEE = 4
					}
				}
			}
		}

		modifier = {
			factor = 0.85
			flank_has_leader = yes
			leader = {
				top_liege = {
					capital_scope = {
						TECH_MELEE = 6
					}
				}
			}
		}

		modifier = {
			factor = 0.85
			flank_has_leader = yes
			leader = {
				top_liege = {
					capital_scope = {
						TECH_MELEE = 8
					}
				}
			}
		}
	}
}

# Disciplined infantry advance rather than vanilla abstract advance.
advance_tactic = {
	days = 6
	sprite = 2
	group = advance

	trigger = {
		phase = melee
		OR = {
			heavy_infantry = 0.20
			light_infantry = 0.25
		}
		flank_has_leader = yes
		leader = {
			martial = 8
			top_liege = {
				capital_scope = {
					TECH_INFANTRY = 2
					TECH_MELEE = 2
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				martial = 12
			}
		}

		modifier = {
			factor = 1.25
			flank_has_leader = yes
			leader = {
				trait = organizer
			}
		}
	}

	heavy_infantry_offensive = 0.30
	light_infantry_offensive = 0.20
	heavy_infantry_defensive = 0.10
	light_infantry_defensive = 0.05
	enemy = {
		group = stand_fast
		factor = 1.15
	}
}

# High-technology disciplined infantry pressure.
awesome_advance_tactic = {
	days = 7
	sprite = 2
	group = advance

	trigger = {
		phase = melee
		heavy_infantry = 0.30
		flank_has_leader = yes
		leader = {
			martial = 12
			top_liege = {
				capital_scope = {
					TECH_INFANTRY = 5
					TECH_MELEE = 4
					TECH_RECRUITMENT = 4
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = organizer
			}
		}
	}

	heavy_infantry_offensive = 0.55
	heavy_infantry_defensive = 0.20
	pikemen_offensive = 0.20
	light_infantry_offensive = 0.15
	enemy = {
		group = stand_fast
		factor = 1.15
	}
}

# Slow, controlled forward pressure while retaining cohesion.
slow_advance_tactic = {
	days = 7
	sprite = 2
	group = defensive

	trigger = {
		phase = melee
		OR = {
			heavy_infantry = 0.20
			pikemen = 0.20
		}
		flank_has_leader = yes
		leader = {
			martial = 8
			top_liege = {
				capital_scope = {
					TECH_INFANTRY = 2
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}

		modifier = {
			factor = 1.25
			flank_has_leader = yes
			leader = {
				trait = organizer
			}
		}
	}

	heavy_infantry_offensive = 0.10
	pikemen_offensive = 0.10
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.30
}

# Spear or pike brace intended to absorb shock action.
stand_fast_tactic = {
	days = 7
	sprite = 3
	group = stand_fast

	trigger = {
		phase = melee
		pikemen = 0.20
		flank_has_leader = yes
		leader = {
			martial = 8
			top_liege = {
				capital_scope = {
					TECH_INFANTRY = 2
					TECH_MELEE = 2
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				martial = 12
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}
	}

	pikemen_defensive = 0.50
	pikemen_offensive = 0.15
	heavy_infantry_defensive = 0.15
	knights_offensive = -0.10
	enemy = {
		group = charge
		factor = 1.30
	}
}

# Dense spear formation; no culture lock.
schiltron_formation_tactic = {
	days = 8
	sprite = 3
	group = stand_fast

	trigger = {
		phase = melee
		pikemen = 0.30
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = {
				capital_scope = {
					TECH_INFANTRY = 4
					TECH_MELEE = 3
					TECH_RECRUITMENT = 3
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				martial = 14
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}
	}

	pikemen_defensive = 0.65
	heavy_infantry_defensive = 0.20
	pikemen_offensive = -0.05
	knights_offensive = -0.10
	enemy = {
		group = charge
		factor = 1.35
	}
}

# Advanced pike formation used offensively; no culture lock.
pike_column_advance_tactic = {
	days = 7
	sprite = 3
	group = advance

	trigger = {
		phase = melee
		pikemen = 0.30
		flank_has_leader = yes
		leader = {
			martial = 12
			top_liege = {
				capital_scope = {
					TECH_INFANTRY = 5
					TECH_MELEE = 4
					TECH_RECRUITMENT = 4
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				trait = organizer
			}
		}
	}

	pikemen_offensive = 0.55
	pikemen_defensive = 0.20
	heavy_infantry_offensive = 0.15
}

# Highly cohesive defensive infantry line.
gray_wall_tactic = {
	days = 8
	sprite = 2
	group = defensive

	trigger = {
		phase = melee
		OR = {
			heavy_infantry = 0.25
			light_infantry = 0.30
			pikemen = 0.25
		}
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = {
				capital_scope = {
					TECH_INFANTRY = 4
					TECH_RECRUITMENT = 4
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				martial = 14
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				trait = organizer
			}
		}
	}

	heavy_infantry_defensive = 0.50
	light_infantry_defensive = 0.35
	pikemen_defensive = 0.45
	archers_defensive = 0.15
	heavy_infantry_offensive = -0.05
}

# Sustained infantry pressure intended to push the opposing line backward.
force_back_tactic = {
	days = 6
	sprite = 2
	group = advance

	trigger = {
		phase = melee
		OR = {
			heavy_infantry = 0.30
			pikemen = 0.30
		}
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = {
				capital_scope = {
					TECH_INFANTRY = 3
					TECH_MELEE = 3
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				martial = 14
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}
	}

	heavy_infantry_offensive = 0.40
	pikemen_offensive = 0.35
	heavy_infantry_defensive = 0.10
	pikemen_defensive = 0.15
	enemy = {
		group = stand_fast
		factor = 1.15
	}
}


############################################################
# MELEE - CAVALRY / SHOCK
############################################################

# Coordinated heavy-cavalry shock action.
awesome_charge_tactic = {
	days = 5
	sprite = 5
	group = charge

	trigger = {
		phase = melee
		knights = 0.20
		location = {
			NOT = { terrain = forest }
			NOT = { terrain = woods }
			NOT = { terrain = mountain }
			NOT = { terrain = impassable_mountains }
			NOT = { terrain = jungle }
			NOT = { terrain = marsh }
		}
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = {
				capital_scope = {
					TECH_CAVALRY = 3
					TECH_MELEE = 3
					TECH_RECRUITMENT = 2
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 14
			}
		}

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				trait = cavalry_leader
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				cr_has_equipped_charge_mount_trigger = yes
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				cr_has_equipped_mount_barding_trigger = yes
			}
		}
	}

	knights_offensive = 0.60
	knights_defensive = -0.05
	light_cavalry_offensive = 0.20
	enemy = {
		group = advance
		factor = 1.15
	}
}

# Advanced mounted attack aimed at a flank or exposed sector.
awesomer_charge_tactic = {
	days = 5
	sprite = 5
	group = charge

	trigger = {
		phase = melee
		knights = 0.25
		light_cavalry = 0.10
		location = {
			NOT = { terrain = forest }
			NOT = { terrain = woods }
			NOT = { terrain = mountain }
			NOT = { terrain = impassable_mountains }
			NOT = { terrain = jungle }
			NOT = { terrain = marsh }
		}
		flank_has_leader = yes
		leader = {
			martial = 14
			top_liege = {
				capital_scope = {
					TECH_CAVALRY = 6
					TECH_MELEE = 5
					TECH_RECRUITMENT = 5
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 18
			}
		}

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				trait = cavalry_leader
			}
		}

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				cr_has_equipped_charge_mount_trigger = yes
			}
		}

		modifier = {
			factor = 1.15
			flank_has_leader = yes
			leader = {
				cr_has_equipped_mount_caparison_trigger = yes
			}
		}
	}

	knights_offensive = 0.75
	light_cavalry_offensive = 0.40
	knights_defensive = -0.10
	light_cavalry_defensive = -0.05
	enemy = {
		group = advance
		factor = 1.25
	}
}

# Couched-lance shock charge based on equipment and doctrine, not culture.
couched_lance_charge_tactic = {
	days = 5
	sprite = 5
	group = charge

	trigger = {
		phase = melee
		knights = 0.20
		location = {
			NOT = { terrain = forest }
			NOT = { terrain = woods }
			NOT = { terrain = mountain }
			NOT = { terrain = impassable_mountains }
			NOT = { terrain = jungle }
			NOT = { terrain = marsh }
		}
		flank_has_leader = yes
		leader = {
			martial = 12
			top_liege = {
				capital_scope = {
					TECH_CAVALRY = 4
					TECH_MELEE = 4
					TECH_RECRUITMENT = 3
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = cavalry_leader
			}
		}

		modifier = {
			factor = 1.6
			flank_has_leader = yes
			leader = {
				cr_has_equipped_charge_mount_trigger = yes
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				cr_has_equipped_mount_saddle_trigger = yes
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				cr_has_equipped_mount_barding_trigger = yes
			}
		}
	}

	knights_offensive = 0.75
	knights_defensive = -0.10
	enemy = {
		group = advance
		factor = 1.20
	}
}

# Wedge-shaped shock attack; no Byzantine culture lock.
embolon_charge_formation_tactic = {
	days = 5
	sprite = 5
	group = charge

	trigger = {
		phase = melee
		knights = 0.15
		OR = {
			heavy_infantry = 0.15
			light_cavalry = 0.15
		}
		location = {
			NOT = { terrain = forest }
			NOT = { terrain = woods }
			NOT = { terrain = mountain }
			NOT = { terrain = impassable_mountains }
			NOT = { terrain = jungle }
			NOT = { terrain = marsh }
		}
		flank_has_leader = yes
		leader = {
			martial = 12
			top_liege = {
				capital_scope = {
					TECH_CAVALRY = 5
					TECH_MELEE = 5
					TECH_RECRUITMENT = 4
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = cavalry_leader
			}
		}
	}

	knights_offensive = 0.65
	heavy_infantry_offensive = 0.20
	light_cavalry_offensive = 0.25
	knights_defensive = -0.05
}

# Timed counterattack against committed attackers.
heroic_countercharge_tactic = {
	days = 5
	sprite = 5
	group = charge

	trigger = {
		phase = melee
		OR = {
			knights = 0.15
			light_cavalry = 0.20
			heavy_infantry = 0.25
		}
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = {
				capital_scope = {
					TECH_MELEE = 3
					TECH_RECRUITMENT = 3
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 14
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = brave
			}
		}

		modifier = {
			factor = 1.35
			flank_has_leader = yes
			leader = {
				cr_has_equipped_charge_mount_trigger = yes
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				cr_has_equipped_mount_bridle_trigger = yes
			}
		}
	}

	knights_offensive = 0.45
	light_cavalry_offensive = 0.30
	heavy_infantry_offensive = 0.25
	knights_defensive = 0.10
	heavy_infantry_defensive = 0.10
	enemy = {
		group = charge
		factor = 1.25
	}
}

# High-organization coordinated counterattack.
glorious_countercharge_tactic = {
	days = 6
	sprite = 5
	group = charge

	trigger = {
		phase = melee
		OR = {
			knights = 0.15
			heavy_infantry = 0.25
			pikemen = 0.20
		}
		flank_has_leader = yes
		leader = {
			martial = 14
			top_liege = {
				capital_scope = {
					TECH_MELEE = 6
					TECH_RECRUITMENT = 5
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 18
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = organizer
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				cr_has_equipped_charge_mount_trigger = yes
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				cr_has_equipped_mount_barding_trigger = yes
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				cr_has_equipped_mount_caparison_trigger = yes
			}
		}
	}

	knights_offensive = 0.50
	heavy_infantry_offensive = 0.45
	pikemen_offensive = 0.35
	heavy_infantry_defensive = 0.15
	pikemen_defensive = 0.20
	enemy = {
		group = charge
		factor = 1.30
	}
}

# Massed heavy shock attack.
crushing_charge_tactic = {
	days = 5
	sprite = 5
	group = charge

	trigger = {
		phase = melee
		OR = {
			knights = 0.30
			war_elephants = 0.03
		}
		location = {
			NOT = { terrain = forest }
			NOT = { terrain = woods }
			NOT = { terrain = mountain }
			NOT = { terrain = impassable_mountains }
			NOT = { terrain = jungle }
			NOT = { terrain = marsh }
		}
		flank_has_leader = yes
		leader = {
			martial = 12
			top_liege = {
				capital_scope = {
					TECH_MELEE = 5
					TECH_RECRUITMENT = 4
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				OR = {
					cr_has_equipped_charge_mount_trigger = yes
					cr_has_equipped_fantasy_mount_trigger = yes
				}
			}
		}
	}

	knights_offensive = 0.70
	war_elephants_offensive = 0.80
	heavy_infantry_offensive = 0.20
	knights_defensive = -0.10
	war_elephants_defensive = -0.05
	enemy = {
		group = advance
		factor = 1.20
	}
}

# Elephants used as formation-disrupting shock troops.
elephant_trample_tactic = {
	days = 5
	sprite = 5
	group = charge

	trigger = {
		phase = melee
		war_elephants = 0.03
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = {
				capital_scope = {
					TECH_MELEE = 4
					TECH_RECRUITMENT = 3
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				martial = 14
			}
		}
	}

	war_elephants_offensive = 0.85
	war_elephants_defensive = 0.10
	heavy_infantry_offensive = 0.15
	pikemen_offensive = 0.15
	enemy = {
		group = advance
		factor = 1.20
	}
}


############################################################
# MELEE - MANEUVER / RESERVES / WITHDRAWAL
############################################################

# Commander restores cohesion and stabilizes the battle line.
inspired_defense_tactic = {
	days = 7
	sprite = 2
	group = defensive

	trigger = {
		phase = melee
		OR = {
			heavy_infantry = 0.20
			pikemen = 0.20
			light_infantry = 0.25
		}
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = {
				capital_scope = {
					TECH_RECRUITMENT = 3
					TECH_INFANTRY = 2
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				martial = 14
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = organizer
			}
		}
	}

	heavy_infantry_defensive = 0.35
	pikemen_defensive = 0.35
	light_infantry_defensive = 0.25
	archers_defensive = 0.15
}

# Controlled fighting withdrawal that reopens distance.
retreat_and_ambush_tactic = {
	days = 4
	sprite = 4
	group = harass

	trigger = {
		phase = melee
		OR = {
			light_cavalry = 0.15
			horse_archers = 0.15
			light_infantry = 0.20
		}
		flank_has_leader = yes
		leader = {
			martial = 12
			top_liege = {
				capital_scope = {
					TECH_RECRUITMENT = 5
					TECH_SKIRMISH = 5
					TECH_MELEE = 4
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				trait = trickster
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = organizer
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				OR = {
					cr_has_equipped_courser_mount_trigger = yes
					cr_has_equipped_steppe_mount_trigger = yes
				}
			}
		}

		modifier = {
			factor = 1.25
			flank_has_leader = yes
			leader = {
				cr_has_equipped_mount_bridle_trigger = yes
			}
		}
	}

	change_phase_to = skirmish
	light_cavalry_defensive = 0.25
	horse_archers_defensive = 0.25
	light_infantry_defensive = 0.20
}

# Generic battle fervor rather than a supernatural or society-specific effect.
religious_fervour_tactic = {
	days = 5
	sprite = 2
	group = advance

	trigger = {
		phase = melee
		flank_has_leader = yes
	}

	mean_time_to_happen = {
		days = 5

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = brave
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = zealous
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}
	}

	light_infantry_offensive = 0.15
	heavy_infantry_offensive = 0.15
	pikemen_offensive = 0.15
	knights_offensive = 0.15
	light_infantry_defensive = 0.05
	heavy_infantry_defensive = 0.05
	pikemen_defensive = 0.05
}

# Frenzied infantry assault; no culture lock.
berserker_charge_tactic = {
	days = 4
	sprite = 2
	group = advance

	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.25
			heavy_infantry = 0.20
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				trait = wroth
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				martial = 10
			}
		}
	}

	light_infantry_offensive = 0.35
	heavy_infantry_offensive = 0.35
	light_infantry_defensive = -0.20
	heavy_infantry_defensive = -0.15
}

# Legacy ID repurposed as global heavy-infantry shock doctrine.
glorious_norse_tactic = {
	days = 5
	sprite = 2
	group = advance

	trigger = {
		phase = melee
		heavy_infantry = 0.30
		flank_has_leader = yes
		leader = {
			martial = 12
			top_liege = {
				capital_scope = {
					TECH_INFANTRY = 4
					TECH_MELEE = 4
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
	}

	heavy_infantry_offensive = 0.50
	heavy_infantry_defensive = 0.10
}

# Legacy ID repurposed as global advanced mounted encirclement.
glorious_tengri_tactic = {
	days = 5
	sprite = 7
	group = swarm

	trigger = {
		phase = melee
		horse_archers = 0.20
		light_cavalry = 0.15
		location = {
			NOT = { terrain = forest }
			NOT = { terrain = woods }
			NOT = { terrain = mountain }
			NOT = { terrain = impassable_mountains }
			NOT = { terrain = jungle }
			NOT = { terrain = marsh }
		}
		flank_has_leader = yes
		leader = {
			martial = 14
			top_liege = {
				capital_scope = {
					TECH_CAVALRY = 6
					TECH_MELEE = 5
					TECH_RECRUITMENT = 5
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = cavalry_leader
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = trickster
			}
		}
	}

	horse_archers_offensive = 0.55
	light_cavalry_offensive = 0.45
	horse_archers_defensive = 0.15
	light_cavalry_defensive = 0.15
}

# Legacy ID repurposed as coordinated light-infantry assault.
glorious_slavic_tactic = {
	days = 5
	sprite = 1
	group = advance

	trigger = {
		phase = melee
		light_infantry = 0.35
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = {
				capital_scope = {
					TECH_INFANTRY = 3
					TECH_MELEE = 3
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				martial = 14
			}
		}
	}

	light_infantry_offensive = 0.45
	light_infantry_defensive = 0.10
}

# Legacy ID repurposed as global heavy-infantry stand.
glorious_baltic_tactic = {
	days = 7
	sprite = 2
	group = defensive

	trigger = {
		phase = melee
		heavy_infantry = 0.30
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = {
				capital_scope = {
					TECH_INFANTRY = 3
					TECH_RECRUITMENT = 3
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				martial = 14
			}
		}
	}

	heavy_infantry_defensive = 0.50
	heavy_infantry_offensive = 0.15
}

# Legacy ID repurposed as an organized attempt to reopen missile distance.
glorious_finnish_tactic = {
	days = 5
	sprite = 6
	group = volley

	trigger = {
		phase = melee
		archers = 0.25
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = {
				capital_scope = {
					TECH_SKIRMISH = 4
					TECH_RECRUITMENT = 3
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				martial = 14
			}
		}
	}

	change_phase_to = skirmish
	archers_offensive = 0.40
	archers_defensive = 0.15
	light_infantry_defensive = 0.15
}

# Legacy ID repurposed as global spear-supported envelopment.
glorious_west_african_tactic = {
	days = 6
	sprite = 3
	group = advance

	trigger = {
		phase = melee
		pikemen = 0.30
		light_infantry = 0.15
		flank_has_leader = yes
		leader = {
			martial = 12
			top_liege = {
				capital_scope = {
					TECH_INFANTRY = 5
					TECH_MELEE = 5
					TECH_RECRUITMENT = 4
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				trait = organizer
			}
		}
	}

	pikemen_offensive = 0.50
	light_infantry_offensive = 0.25
	pikemen_defensive = 0.15
}

# Legacy ID repurposed as global advanced arrow saturation.
glorious_zun_tactic = {
	days = 6
	sprite = 6
	group = volley

	trigger = {
		phase = skirmish
		archers = 0.30
		flank_has_leader = yes
		leader = {
			martial = 12
			top_liege = {
				capital_scope = {
					TECH_SKIRMISH = 5
					TECH_RECRUITMENT = 4
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}
	}

	archers_offensive = 0.60
	archers_defensive = 0.10
	enemy = {
		group = harass
		factor = 1.20
	}
}

# Legacy ID repurposed as mixed-force coordinated assault.
glorious_bon_tactic = {
	days = 5
	sprite = 5
	group = charge

	trigger = {
		phase = melee
		light_infantry = 0.20
		OR = {
			light_cavalry = 0.15
			knights = 0.10
		}
		flank_has_leader = yes
		leader = {
			martial = 12
			top_liege = {
				capital_scope = {
					TECH_MELEE = 4
					TECH_RECRUITMENT = 4
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				trait = organizer
			}
		}
	}

	light_infantry_offensive = 0.30
	light_cavalry_offensive = 0.35
	knights_offensive = 0.35
	light_infantry_defensive = 0.10
}

# Legacy ID repurposed as global advanced deep pike formation.
glorious_hellenic_tactic = {
	days = 8
	sprite = 3
	group = stand_fast

	trigger = {
		phase = melee
		pikemen = 0.35
		flank_has_leader = yes
		leader = {
			martial = 14
			top_liege = {
				capital_scope = {
					TECH_INFANTRY = 6
					TECH_MELEE = 5
					TECH_RECRUITMENT = 5
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				martial = 18
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				trait = organizer
			}
		}
	}

	pikemen_defensive = 0.70
	pikemen_offensive = 0.35
	heavy_infantry_defensive = 0.15
	enemy = {
		group = charge
		factor = 1.35
	}
}


############################################################
# MELEE - CR PSYCHOLOGICAL / SEXUALIZED TACTICS
############################################################

# Universal CR defiance display. Defensive effect represents confidence and cohesion, not armor.
cr_bare_breasted_defiance = {
	days = 6
	sprite = 2
	group = defensive

	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.20
			heavy_infantry = 0.20
			pikemen = 0.20
		}
	}

	mean_time_to_happen = {
		days = 5

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = brave
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = lustful
			}
		}

		modifier = {
			factor = 0.8
			flank_has_leader = yes
			leader = {
				trait = shy
			}
		}
	}

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_infantry_offensive = 0.05
	heavy_infantry_offensive = 0.05
}

# CR-named pinning action that fixes the enemy in place.
cr_hold_them_down = {
	days = 6
	sprite = 2
	group = stand_fast

	trigger = {
		phase = melee
		OR = {
			heavy_infantry = 0.25
			pikemen = 0.25
		}
		flank_has_leader = yes
		leader = {
			martial = 8
			top_liege = {
				capital_scope = {
					TECH_INFANTRY = 2
					TECH_MELEE = 2
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				trait = organizer
			}
		}
	}

	heavy_infantry_defensive = 0.35
	pikemen_defensive = 0.40
	heavy_infantry_offensive = 0.10
	pikemen_offensive = 0.10
	enemy = {
		group = advance
		factor = 1.15
	}
}

# Rapid shock commitment with an explicit defensive tradeoff.
cr_hard_and_fast = {
	days = 4
	sprite = 5
	group = charge

	trigger = {
		phase = melee
		OR = {
			knights = 0.15
			light_cavalry = 0.20
			camel_cavalry = 0.20
		}
		location = {
			NOT = { terrain = forest }
			NOT = { terrain = woods }
			NOT = { terrain = mountain }
			NOT = { terrain = impassable_mountains }
			NOT = { terrain = jungle }
			NOT = { terrain = marsh }
		}
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = {
				capital_scope = {
					TECH_CAVALRY = 3
					TECH_MELEE = 3
					TECH_RECRUITMENT = 2
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = cavalry_leader
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				trait = lustful
			}
		}
	}

	knights_offensive = 0.50
	light_cavalry_offensive = 0.35
	camel_cavalry_offensive = 0.35
	knights_defensive = -0.10
	light_cavalry_defensive = -0.05
	camel_cavalry_defensive = -0.05
}

# CR breakthrough tactic; difficult and committed.
cr_deep_penetration = {
	days = 5
	sprite = 2
	group = advance

	trigger = {
		phase = melee
		OR = {
			heavy_infantry = 0.30
			knights = 0.20
			war_elephants = 0.03
		}
		flank_has_leader = yes
		leader = {
			martial = 12
			top_liege = {
				capital_scope = {
					TECH_MELEE = 5
					TECH_RECRUITMENT = 4
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}

		modifier = {
			factor = 1.25
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}
	}

	heavy_infantry_offensive = 0.55
	knights_offensive = 0.60
	war_elephants_offensive = 0.70
	heavy_infantry_defensive = -0.05
	knights_defensive = -0.10
	enemy = {
		group = defensive
		factor = 1.20
	}
}

# CR-flavored flank/rear exploitation maneuver.
cr_take_them_from_behind = {
	days = 5
	sprite = 4
	group = charge

	trigger = {
		phase = melee
		OR = {
			light_cavalry = 0.20
			knights = 0.15
			camel_cavalry = 0.20
		}
		location = {
			NOT = { terrain = forest }
			NOT = { terrain = woods }
			NOT = { terrain = mountain }
			NOT = { terrain = impassable_mountains }
			NOT = { terrain = jungle }
			NOT = { terrain = marsh }
		}
		flank_has_leader = yes
		leader = {
			martial = 12
			top_liege = {
				capital_scope = {
					TECH_CAVALRY = 4
					TECH_MELEE = 4
					TECH_RECRUITMENT = 4
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				martial = 16
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = cavalry_leader
			}
		}

		modifier = {
			factor = 1.25
			flank_has_leader = yes
			leader = {
				trait = trickster
			}
		}
	}

	light_cavalry_offensive = 0.45
	knights_offensive = 0.50
	camel_cavalry_offensive = 0.45
	light_cavalry_defensive = 0.05
	enemy = {
		group = defensive
		factor = 1.20
	}
}

# Advanced envelopment that stretches enemy frontage.
cr_spread_them_wide = {
	days = 6
	sprite = 4
	group = advance

	trigger = {
		phase = melee
		OR = {
			light_cavalry = 0.15
			knights = 0.15
			camel_cavalry = 0.15
		}
		OR = {
			heavy_infantry = 0.20
			light_infantry = 0.25
		}
		location = {
			NOT = { terrain = forest }
			NOT = { terrain = woods }
			NOT = { terrain = mountain }
			NOT = { terrain = impassable_mountains }
			NOT = { terrain = jungle }
			NOT = { terrain = marsh }
		}
		flank_has_leader = yes
		leader = {
			martial = 14
			top_liege = {
				capital_scope = {
					TECH_MELEE = 5
					TECH_CAVALRY = 5
					TECH_RECRUITMENT = 5
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				martial = 18
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = organizer
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				trait = cavalry_leader
			}
		}
	}

	light_cavalry_offensive = 0.40
	knights_offensive = 0.45
	camel_cavalry_offensive = 0.40
	heavy_infantry_offensive = 0.25
	light_infantry_offensive = 0.20
	enemy = {
		group = defensive
		factor = 1.25
	}
}

# Universal CR aggressive psychological state with an explicit discipline cost.
cr_carnal_frenzy = {
	days = 4
	sprite = 2
	group = advance

	trigger = {
		phase = melee
		flank_has_leader = yes
	}

	mean_time_to_happen = {
		days = 5

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				trait = lustful
			}
		}

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				trait = wroth
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}

		modifier = {
			factor = 0.8
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}
	}

	light_infantry_offensive = 0.20
	heavy_infantry_offensive = 0.20
	pikemen_offensive = 0.15
	knights_offensive = 0.20
	light_cavalry_offensive = 0.15
	camel_cavalry_offensive = 0.15
	light_infantry_defensive = -0.15
	heavy_infantry_defensive = -0.10
	pikemen_defensive = -0.10
	knights_defensive = -0.10
}


############################################################
# MELEE - BAD / DISORDERED OUTCOMES
############################################################

# Hesitant advance caused by poor command; organizer no longer makes it bad.
timid_advance_tactic = {
	days = 5
	sprite = 2
	group = defensive

	trigger = {
		phase = melee
		flank_has_leader = yes
		leader = { NOT = { martial = 7 } }
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = craven
			}
		}
	}

	heavy_infantry_offensive = -0.15
	light_infantry_offensive = -0.15
	pikemen_offensive = -0.10
	heavy_infantry_defensive = 0.10
	pikemen_defensive = 0.10
}

# Uncoordinated orders from absent or poor command; no speech-impediment trigger.
confused_orders_tactic = {
	days = 4
	sprite = 1
	group = advance

	trigger = {
		phase = melee
		OR = {
			flank_has_leader = no
			AND = {
				flank_has_leader = yes
				leader = { NOT = { martial = 6 } }
			}
		}
	}

	mean_time_to_happen = {
		days = 3
	}

	light_infantry_offensive = -0.15
	heavy_infantry_offensive = -0.15
	pikemen_offensive = -0.15
	archers_offensive = -0.15
	light_cavalry_offensive = -0.15
	knights_offensive = -0.15
	horse_archers_offensive = -0.15
	camel_cavalry_offensive = -0.15
}

# Low-skill command hesitation.
hesitant_commander_tactic = {
	days = 5
	sprite = 2
	group = defensive

	trigger = {
		phase = melee
		flank_has_leader = yes
		leader = { NOT = { martial = 6 } }
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.25
			flank_has_leader = yes
			leader = {
				trait = craven
			}
		}

		modifier = {
			factor = 1.15
			flank_has_leader = yes
			leader = {
				trait = shy
			}
		}
	}

	light_infantry_offensive = -0.10
	heavy_infantry_offensive = -0.10
	pikemen_offensive = -0.10
	knights_offensive = -0.10
	light_infantry_defensive = 0.05
	heavy_infantry_defensive = 0.05
}


############################################################
# PURSUE - ROUT EXPLOITATION
############################################################

# Always-available pursue fallback.
pursue_tactic = {
	days = 5
	sprite = 4
	group = charge

	trigger = {
		phase = pursue
	}

	mean_time_to_happen = {
		days = 5
	}
}

# Disciplined exploitation that preserves cohesion.
cr_controlled_pursuit = {
	days = 5
	sprite = 4
	group = defensive

	trigger = {
		phase = pursue
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = { capital_scope = { TECH_RECRUITMENT = 3 } }
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = organizer
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				trait = defensive_leader
			}
		}
	}

	light_cavalry_offensive = 0.20
	knights_offensive = 0.15
	horse_archers_offensive = 0.20
	camel_cavalry_offensive = 0.20
	light_infantry_offensive = 0.05
}

# Light cavalry excels at running down a broken enemy.
cr_light_cavalry_pursuit = {
	days = 5
	sprite = 4
	group = charge

	trigger = {
		phase = pursue
		light_cavalry = 0.15
		flank_has_leader = yes
		leader = {
			martial = 8
			top_liege = {
				capital_scope = {
					TECH_CAVALRY = 2
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = cavalry_leader
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				martial = 12
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				OR = {
					cr_has_equipped_courser_mount_trigger = yes
					cr_has_equipped_desert_mount_trigger = yes
					cr_has_equipped_steppe_mount_trigger = yes
				}
			}
		}

		modifier = {
			factor = 1.15
			flank_has_leader = yes
			leader = {
				cr_has_equipped_mount_horseshoes_trigger = yes
			}
		}
	}

	light_cavalry_offensive = 0.55
	light_cavalry_defensive = 0.10
}

# Heavy cavalry participates effectively but is less pursuit-specialized than light cavalry.
cr_heavy_cavalry_pursuit = {
	days = 5
	sprite = 5
	group = charge

	trigger = {
		phase = pursue
		knights = 0.15
		flank_has_leader = yes
		leader = {
			martial = 8
			top_liege = {
				capital_scope = {
					TECH_CAVALRY = 2
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = cavalry_leader
			}
		}
	}

	knights_offensive = 0.35
	light_cavalry_offensive = 0.15
}

# Mounted archers exploit a rout in maneuverable terrain.
cr_horse_archer_pursuit = {
	days = 5
	sprite = 7
	group = swarm

	trigger = {
		phase = pursue
		horse_archers = 0.15
		location = {
			NOT = { terrain = forest }
			NOT = { terrain = woods }
			NOT = { terrain = mountain }
			NOT = { terrain = impassable_mountains }
			NOT = { terrain = jungle }
			NOT = { terrain = marsh }
		}
		flank_has_leader = yes
		leader = {
			martial = 8
			top_liege = {
				capital_scope = {
					TECH_CAVALRY = 2
					TECH_SKIRMISH = 2
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = cavalry_leader
			}
		}

		modifier = {
			factor = 1.5
			flank_has_leader = yes
			leader = {
				cr_has_equipped_steppe_mount_trigger = yes
			}
		}

		modifier = {
			factor = 1.15
			flank_has_leader = yes
			leader = {
				cr_has_equipped_mount_horseshoes_trigger = yes
			}
		}
	}

	horse_archers_offensive = 0.50
	light_cavalry_offensive = 0.15
}

# Infantry follows the rout but lacks mounted pursuit speed.
cr_infantry_pursuit = {
	days = 5
	sprite = 1
	group = advance

	trigger = {
		phase = pursue
		OR = {
			light_infantry = 0.25
			heavy_infantry = 0.25
		}
	}

	mean_time_to_happen = {
		days = 5

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}
	}

	light_infantry_offensive = 0.20
	heavy_infantry_offensive = 0.15
}

# Universal CR aggressive mounted pursuit.
cr_ride_them_hard = {
	days = 4
	sprite = 4
	group = charge

	trigger = {
		phase = pursue
		OR = {
			light_cavalry = 0.15
			horse_archers = 0.15
			camel_cavalry = 0.15
			knights = 0.15
		}
		flank_has_leader = yes
		leader = {
			martial = 10
			top_liege = {
				capital_scope = {
					TECH_CAVALRY = 3
					TECH_RECRUITMENT = 2
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 4

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}

		modifier = {
			factor = 1.3
			flank_has_leader = yes
			leader = {
				trait = cavalry_leader
			}
		}

		modifier = {
			factor = 1.2
			flank_has_leader = yes
			leader = {
				trait = lustful
			}
		}

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				OR = {
					cr_has_equipped_courser_mount_trigger = yes
					cr_has_equipped_desert_mount_trigger = yes
					cr_has_equipped_steppe_mount_trigger = yes
				}
			}
		}

		modifier = {
			factor = 1.15
			flank_has_leader = yes
			leader = {
				cr_has_equipped_mount_horseshoes_trigger = yes
			}
		}
	}

	light_cavalry_offensive = 0.60
	horse_archers_offensive = 0.55
	camel_cavalry_offensive = 0.60
	knights_offensive = 0.35
	light_cavalry_defensive = -0.05
	horse_archers_defensive = -0.05
	camel_cavalry_defensive = -0.05
}

# Victorious troops scatter in pursuit and lose cohesion.
cr_uncontrolled_pursuit = {
	days = 4
	sprite = 4
	group = charge

	trigger = {
		phase = pursue
		OR = {
			flank_has_leader = no
			AND = {
				flank_has_leader = yes
				leader = { NOT = { martial = 7 } }
			}
		}
	}

	mean_time_to_happen = {
		days = 3

		modifier = {
			factor = 1.4
			flank_has_leader = yes
			leader = {
				trait = wroth
			}
		}

		modifier = {
			factor = 1.25
			flank_has_leader = yes
			leader = {
				trait = aggressive_leader
			}
		}
	}

	light_cavalry_offensive = -0.10
	knights_offensive = -0.10
	horse_archers_offensive = -0.10
	camel_cavalry_offensive = -0.10
	light_infantry_offensive = -0.05
	light_cavalry_defensive = -0.20
	knights_defensive = -0.15
	horse_archers_defensive = -0.15
	camel_cavalry_defensive = -0.20
}


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