# -*- ck2.combat_tactics -*-

### Originally made by Think0028
### 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:
### GOOD 1=LI 2=HI 3=PIKE 4=LC 5=KNIGHTS 6=ARCHERS 7=HORSE ARCH.
### Neutral 8=LI 9=HI 10=PIKE 11=LC 12=KNIGHTS 13=ARCHERS 14=HORSE ARCH.
### Bad 15=LI 16=HI 17=PIKE 18=LC 19=KNIGHTS 20=ARCHERS 21=HORSE ARCH.

# Must be first in file. This tactic will be set if anything goes wrong
no_tactic = {
	days = 3 # tactic lasts one day
	sprite = 15 # index of icon

	trigger = {
		always = no # never use unless set explicitly by code
	}
	
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = -0.25
	pikemen_offensive = -0.25
	light_cavalry_offensive = -0.25
	camel_cavalry_offensive = -0.25
	knights_offensive = -0.25
	archers_offensive = -0.25
	horse_archers_offensive = -0.25
	
	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
}

generic_skirmish_tactic = {
	days = 5 # tactic lasts one day
	sprite = 8 # index of icon
	group = skirmish

	trigger = {
		phase = skirmish
			flank_has_leader = no
	}

	mean_time_to_happen = {
		days = 0
	}
}

#### Charge Tactics ####
good_charge_tactic = {
	days = 5
	sprite = 5 # index of icon
	group = charge
	
	trigger = {
		phase = skirmish
		is_flanking = no
		flank_has_leader = yes
		days = 11 # duration of combat >= 10 days
	}

	mean_time_to_happen = {
		days = 6 # this has nothing to do with days, it just represents relative chance of selecting this tactic, higher is better
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
		modifier = {
			factor = 3
			troops = {
				who = knights
				value = 0.3
			}
		}
		modifier = {
			factor = 3
			troops = {
				who = heavy_infantry
				value = 0.3
			}
		}
	}

	change_phase_to = melee
	
	light_infantry_offensive = 0.5
	heavy_infantry_offensive = 0.75
	pikemen_offensive = 1.0
	light_cavalry_offensive = 0.5
	camel_cavalry_offensive = 1.5
	knights_offensive = 1.50
	archers_offensive = 0.25
	horse_archers_offensive = 0.25
	
	light_infantry_defensive = 0
	heavy_infantry_defensive = 0
	pikemen_defensive = 0
	light_cavalry_defensive = 0
	camel_cavalry_defensive = 0
	knights_defensive = 0
	archers_defensive = 0
	horse_archers_defensive = 0
}

charge_tactic = {
	days = 5
	sprite = 12 # index of icon
	group = charge
	
	trigger = {
		phase = skirmish
		is_flanking = no
		flank_has_leader = yes
		days = 11 # duration of combat >= 10 days
	}

	mean_time_to_happen = {
		days = 6 # this has nothing to do with days, it just represents relative chance of selecting this tactic, higher is better
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
		modifier = {
			factor = 3
			troops = {
				who = knights
				value = 0.3
			}
		}
		modifier = {
			factor = 3
			troops = {
				who = heavy_infantry
				value = 0.3
			}
		}
	}

	change_phase_to = melee
	
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.5
	pikemen_offensive = 0.75
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 1.25
	knights_offensive = 1.25
	archers_offensive = 0
	horse_archers_offensive = 0
	
	light_infantry_defensive = 0
	heavy_infantry_defensive = 0
	pikemen_defensive = 0
	light_cavalry_defensive = 0
	camel_cavalry_defensive = 0
	knights_defensive = 0
	archers_defensive = 0
	horse_archers_defensive = 0
}

bad_charge_tactic = {
	days = 5
	sprite = 19 # index of icon
	group = charge
	
	trigger = {
		phase = skirmish
		is_flanking = no
		flank_has_leader = yes
		days = 11 # duration of combat >= 10 days
	}

	mean_time_to_happen = {
		days = 6 # this has nothing to do with days, it just represents relative chance of selecting this tactic, higher is better
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
		modifier = {
			factor = 3
			troops = {
				who = knights
				value = 0.3
			}
		}
		modifier = {
			factor = 3
			troops = {
				who = heavy_infantry
				value = 0.3
			}
		}
	}

	change_phase_to = melee
	
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0
	pikemen_offensive = 0.25
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.75
	knights_offensive = 0.75
	archers_offensive = 0
	horse_archers_offensive = 0
	
	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
}

charge_on_undefended_tactic = {
	days = 5
	sprite = 5
	group = charge
	
	trigger = {
		phase = skirmish
		is_flanking = no
		days = 3 # duration of combat >= 3 days
	}
	
	mean_time_to_happen = {
		days = 100
		modifier = {
			factor = 0
			NOT = { 
				enemy = {
					troops = {
					who = archers
						value = 0.6
					}
				}
			}
		}
	}

	light_infantry_offensive = 0.5
	heavy_infantry_offensive = 0.75
	pikemen_offensive = 1.0
	light_cavalry_offensive = 0.5
	camel_cavalry_offensive = 1.5
	knights_offensive = 1.50
	archers_offensive = 0.25
	horse_archers_offensive = 0.25

	light_infantry_defensive = 0
	heavy_infantry_defensive = 0
	pikemen_defensive = 0
	light_cavalry_defensive = 0
	camel_cavalry_defensive = 0
	knights_defensive = 0
	archers_defensive = 0
	horse_archers_defensive = 0
	
	change_phase_to = melee
}

##########################################################################
# Siege offensive tactics
##########################################################################
# Must be first "siege = attacker"
no_siege_offense_tactic = {
	days = 3 # 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 = 3
	}
}

##########################################################################
# Siege defensive tactics
##########################################################################

# Must be first "siege = defender"
no_siege_defense_tactic = {
	days = 3 # 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 = 3
	}
}

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

	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 = 25
	}
}

flank_pursue_odds =
{
	# MTTH range is 0-100, chance (in %) of pursuing a fleeing flank
	mean_time_to_happen = {
		days = 25
	}
}
good_harass_tactic = {
	days = 5
	sprite = 4
	group = harass
	trigger = {
		phase = skirmish
		OR = {
			light_cavalry = 0.01
			camel_cavalry = 0.01
			light_infantry = 0.01
		}
		flank_has_leader = yes
		NOT = {
			leader = {
				culture_group = west_african
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.75
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.25
	light_cavalry_offensive = 1.25
	camel_cavalry_offensive = 1.25
	knights_offensive = 0.25
	archers_offensive = 0.25
	horse_archers_offensive = 0.25
	war_elephants_offensive = 0.25

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = volley
		factor = 1
	}
}
harass_tactic = {
	days = 5
	sprite = 11
	group = harass
	trigger = {
		phase = skirmish
		OR = {
			light_cavalry = 0.01
			camel_cavalry = 0.01
			light_infantry = 0.01
		}
		flank_has_leader = yes
		NOT = {
			leader = {
				culture_group = west_african
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.5
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.0
	light_cavalry_offensive = 1.0
	camel_cavalry_offensive = 1.0
	knights_offensive = 0.0
	archers_offensive = 0.0
	horse_archers_offensive = 0.0
	war_elephants_offensive = 0.0

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = volley
		factor = 1
	}
}
bad_harass_tactic = {
	days = 5
	sprite = 18
	group = harass
	trigger = {
		phase = skirmish
		OR = {
			light_cavalry = 0.01
			camel_cavalry = 0.01
			light_infantry = 0.01
		}
		flank_has_leader = yes
		NOT = {
			leader = {
				culture_group = west_african
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = -0.25
	pikemen_offensive = -0.25
	light_cavalry_offensive = 0.75
	camel_cavalry_offensive = 0.75
	knights_offensive = -0.25
	archers_offensive = -0.25
	horse_archers_offensive = -0.25
	war_elephants_offensive = -0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = volley
		factor = 1
	}
}
good_volley_tactic = {
	days = 5
	sprite = 6
	group = volley
	trigger = {
		phase = skirmish
		archers = 0.01
		flank_has_leader = yes
		NOT = {
			leader = {
				OR = {
					culture = ligurian
					culture_group = east_african
					culture = welsh
					culture = cumbric
					culture = english
					culture_group = aramaic
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.25
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = 0.25
	archers_offensive = 1.25
	horse_archers_offensive = 0.75
	war_elephants_offensive = 0.25

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = swarm
		factor = 1
	}
}
volley_tactic = {
	days = 5
	sprite = 13
	group = volley
	trigger = {
		phase = skirmish
		archers = 0.01
		flank_has_leader = yes
		NOT = {
			leader = {
				OR = {
					culture = ligurian
					culture_group = east_african
					culture = welsh
					culture = cumbric
					culture = english
					culture_group = aramaic
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.0
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.0
	light_cavalry_offensive = 0.0
	camel_cavalry_offensive = 0.0
	knights_offensive = 0.0
	archers_offensive = 1.0
	horse_archers_offensive = 0.5
	war_elephants_offensive = 0.0

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = swarm
		factor = 1
	}
}
bad_volley_tactic = {
	days = 5
	sprite = 20
	group = volley
	trigger = {
		phase = skirmish
		archers = 0.01
		flank_has_leader = yes
		NOT = {
			leader = {
				OR = {
					culture = ligurian
					culture_group = east_african
					culture = welsh
					culture = cumbric
					culture = english
					culture_group = aramaic
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = -0.25
	pikemen_offensive = -0.25
	light_cavalry_offensive = -0.25
	camel_cavalry_offensive = -0.25
	knights_offensive = -0.25
	archers_offensive = 0.75
	horse_archers_offensive = 0.25
	war_elephants_offensive = -0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = swarm
		factor = 1
	}
}
good_swarm_tactic = {
	days = 5
	sprite = 7
	group = swarm
	trigger = {
		phase = skirmish
		horse_archers = 0.01
		flank_has_leader = yes
		NOT = {
			leader = {
				OR = {
					culture_group = altaic
					culture_group = iranian
					culture_group = tocharian_group
					culture = grecopersian
					culture = hungarian
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.25
	light_cavalry_offensive = 0.75
	camel_cavalry_offensive = 0.75
	knights_offensive = 0.25
	archers_offensive = 0.25
	horse_archers_offensive = 1.25
	war_elephants_offensive = 0.25

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = defensive
		factor = 1
	}
}
swarm_tactic = {
	days = 5
	sprite = 14
	group = swarm
	trigger = {
		phase = skirmish
		horse_archers = 0.01
		flank_has_leader = yes
		NOT = {
			leader = {
				OR = {
					culture_group = altaic
					culture_group = iranian
					culture_group = tocharian_group
					culture = grecopersian
					culture = hungarian
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.0
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.0
	light_cavalry_offensive = 0.5
	camel_cavalry_offensive = 0.5
	knights_offensive = 0.0
	archers_offensive = 0.0
	horse_archers_offensive = 1.0
	war_elephants_offensive = 0.0

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = defensive
		factor = 1
	}
}
bad_swarm_tactic = {
	days = 5
	sprite = 21
	group = swarm
	trigger = {
		phase = skirmish
		horse_archers = 0.01
		flank_has_leader = yes
		NOT = {
			leader = {
				OR = {
					culture_group = altaic
					culture_group = iranian
					culture_group = tocharian_group
					culture = grecopersian
					culture = hungarian
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = -0.25
	pikemen_offensive = -0.25
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = -0.25
	archers_offensive = -0.25
	horse_archers_offensive = 0.75
	war_elephants_offensive = -0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = defensive
		factor = 1
	}
}
good_shieldwall_tactic = {
	days = 5
	sprite = 3
	group = defensive
	trigger = {
		phase = skirmish

		flank_has_leader = yes
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.75
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = 0.25
	archers_offensive = 0.75
	horse_archers_offensive = 0.25
	war_elephants_offensive = 0.75

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.5
	pikemen_defensive = 0.5
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.5
	archers_defensive = 0.5
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.5
	enemy = {
		group = harass
		factor = 1
	}
}
shieldwall_tactic = {
	days = 5
	sprite = 10
	group = defensive
	trigger = {
		phase = skirmish

		flank_has_leader = yes
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.0
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.5
	light_cavalry_offensive = 0.0
	camel_cavalry_offensive = 0.0
	knights_offensive = 0.0
	archers_offensive = 0.5
	horse_archers_offensive = 0.0
	war_elephants_offensive = 0.5

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.25
	archers_defensive = 0.25
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.25
	enemy = {
		group = harass
		factor = 1
	}
}
bad_shieldwall_tactic = {
	days = 5
	sprite = 17
	group = defensive
	trigger = {
		phase = skirmish

		flank_has_leader = yes
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = -0.25
	pikemen_offensive = 0.25
	light_cavalry_offensive = -0.25
	camel_cavalry_offensive = -0.25
	knights_offensive = -0.25
	archers_offensive = 0.25
	horse_archers_offensive = -0.25
	war_elephants_offensive = 0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = 0.0
	archers_defensive = 0.0
	horse_archers_defensive = -0.25
	war_elephants_defensive = 0.0
	enemy = {
		group = harass
		factor = 1
	}
}
good_melee_charge_tactic = {
	days = 5
	sprite = 5
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = { 
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		NOT = {
			leader = {
				OR = {
					culture = sicilian
					german_cultures_trigger = yes
					culture = bulgarian
					culture_group = east_slavic
					culture = polish
					culture = breton
					culture = sardinian
					culture = corsican
					culture = tuscan
					# culture = arpitan
					culture = dalmatian
					culture = arberian
					culture = umbrian
					culture = cornish
					culture = galatian
					culture = lombard
					culture = longobard
					culture = suebi
					culture = norman
					# culture = bosnian
					culture = georgian
					culture = serbian
					# culture = moravian
					culture = alan
					culture = neapolitan
					culture = armenian
					culture = kurdish
					culture = frankish
					culture = old_frankish
					culture = emilian
					culture = greek
					culture = pontic_greek
					culture = sicilian_greek
					culture = bohemian
					culture_group = arabic
					culture_group = crusader_group
					culture_group = coptic_group
					culture = italian
					# culture = leonese
					culture = castillan
					culture = catalan
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.25
	light_cavalry_offensive = 0.75
	camel_cavalry_offensive = 1.25
	knights_offensive = 1.25
	archers_offensive = 0.25
	horse_archers_offensive = 0.75
	war_elephants_offensive = 0.25

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = advance
		factor = 1
	}
}
melee_charge_tactic = {
	days = 5
	sprite = 12
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = { 
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		NOT = {
			leader = {
				OR = {
					culture = sicilian
					german_cultures_trigger = yes
					culture = bulgarian
					culture_group = east_slavic
					culture = polish
					culture = breton
					culture = sardinian
					culture = corsican
					culture = tuscan
					# culture = arpitan
					culture = dalmatian
					culture = arberian
					culture = umbrian
					culture = cornish
					culture = galatian
					culture = lombard
					culture = longobard
					culture = suebi
					culture = norman
					# culture = bosnian
					culture = georgian
					culture = serbian
					# culture = moravian
					culture = alan
					culture = neapolitan
					culture = armenian
					culture = kurdish
					culture = frankish
					culture = old_frankish
					culture = emilian
					culture = greek
					culture = pontic_greek
					culture = sicilian_greek
					culture = bohemian
					culture_group = arabic
					culture_group = crusader_group
					culture_group = coptic_group
					culture = italian
					# culture = leonese
					culture = castillan
					culture = catalan
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.0
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.0
	light_cavalry_offensive = 0.5
	camel_cavalry_offensive = 1.0
	knights_offensive = 1.0
	archers_offensive = 0.0
	horse_archers_offensive = 0.5
	war_elephants_offensive = 0.0

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = advance
		factor = 1
	}
}
bad_melee_charge_tactic = {
	days = 5
	sprite = 19
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = { 
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		NOT = {
			leader = {
				OR = {
					culture = sicilian
					german_cultures_trigger = yes
					culture = bulgarian
					culture_group = east_slavic
					culture = polish
					culture = breton
					culture = sardinian
					culture = corsican
					culture = tuscan
					# culture = arpitan
					culture = dalmatian
					culture = arberian
					culture = umbrian
					culture = cornish
					culture = galatian
					culture = lombard
					culture = longobard
					culture = suebi
					culture = norman
					# culture = bosnian
					culture = georgian
					culture = serbian
					# culture = moravian
					culture = alan
					culture = neapolitan
					culture = armenian
					culture = kurdish
					culture = frankish
					culture = old_frankish
					culture = emilian
					culture = greek
					culture = pontic_greek
					culture = sicilian_greek
					culture = bohemian
					culture_group = arabic
					culture_group = crusader_group
					culture_group = coptic_group
					culture = italian
					# culture = leonese
					culture = castillan
					culture = catalan
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = -0.25
	pikemen_offensive = -0.25
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.75
	knights_offensive = 0.75
	archers_offensive = -0.25
	horse_archers_offensive = 0.25
	war_elephants_offensive = -0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = advance
		factor = 1
	}
}
good_raid_tactic = {
	days = 5
	sprite = 1
	group = defensive
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					AND = {
						light_infantry = 0.60
						OR = {
							NOT = { heavy_infantry = 0.10 }
							horse_archers = 0.10
							light_cavalry = 0.10
							camel_cavalry = 0.10
						}
					}
					AND = { 
						horse_archers = 0.30
						OR = {
							NOT = { knights = 0.10 }
							light_cavalry = 0.10
							camel_cavalry = 0.10
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							NOT = { knights = 0.10 }
							NOT = { camel_cavalry = 0.10 }
							horse_archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		NOT = {
			leader = {
				OR = {
					culture = portuguese
					culture = andalusian_arabic
					culture = visigothic
					culture = mordvin
					# culture = galician
					culture = samoyed
					culture = romanian
					culture = aromanian
					culture = lappish
					culture = catalan
					culture = komi
					culture_group = finno_ugric
					culture_group = maghrebi
					culture_group = amazigh
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 1.0
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.25
	light_cavalry_offensive = 1.0
	camel_cavalry_offensive = 0.25
	knights_offensive = 0.25
	archers_offensive = 0.25
	horse_archers_offensive = 0.75
	war_elephants_offensive = 0.25

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = standfast
		factor = 1
	}
}
raid_tactic = {
	days = 5
	sprite = 8
	group = defensive
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					AND = {
						light_infantry = 0.60
						OR = {
							NOT = { heavy_infantry = 0.10 }
							horse_archers = 0.10
							light_cavalry = 0.10
							camel_cavalry = 0.10
						}
					}
					AND = { 
						horse_archers = 0.30
						OR = {
							NOT = { knights = 0.10 }
							light_cavalry = 0.10
							camel_cavalry = 0.10
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							NOT = { knights = 0.10 }
							NOT = { camel_cavalry = 0.10 }
							horse_archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		NOT = {
			leader = {
				OR = {
					culture = portuguese
					culture = andalusian_arabic
					culture = visigothic
					culture = mordvin
					# culture = galician
					culture = samoyed
					culture = romanian
					culture = aromanian
					culture = lappish
					culture = catalan
					culture = komi
					culture_group = finno_ugric
					culture_group = maghrebi
					culture_group = amazigh
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.75
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.0
	light_cavalry_offensive = 0.75
	camel_cavalry_offensive = 0.0
	knights_offensive = 0.0
	archers_offensive = 0.0
	horse_archers_offensive = 0.5
	war_elephants_offensive = 0.0

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = standfast
		factor = 1
	}
}
bad_raid_tactic = {
	days = 5
	sprite = 15
	group = defensive
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					AND = {
						light_infantry = 0.60
						OR = {
							NOT = { heavy_infantry = 0.10 }
							horse_archers = 0.10
							light_cavalry = 0.10
							camel_cavalry = 0.10
						}
					}
					AND = { 
						horse_archers = 0.30
						OR = {
							NOT = { knights = 0.10 }
							light_cavalry = 0.10
							camel_cavalry = 0.10
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							NOT = { knights = 0.10 }
							NOT = { camel_cavalry = 0.10 }
							horse_archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		NOT = {
			leader = {
				OR = {
					culture = portuguese
					culture = andalusian_arabic
					culture = visigothic
					culture = mordvin
					# culture = galician
					culture = samoyed
					culture = romanian
					culture = aromanian
					culture = lappish
					culture = catalan
					culture = komi
					culture_group = finno_ugric
					culture_group = maghrebi
					culture_group = amazigh
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.5
	heavy_infantry_offensive = -0.25
	pikemen_offensive = -0.25
	light_cavalry_offensive = 0.5
	camel_cavalry_offensive = -0.25
	knights_offensive = -0.25
	archers_offensive = -0.25
	horse_archers_offensive = 0.25
	war_elephants_offensive = -0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = standfast
		factor = 1
	}
}
good_advance_tactic = {
	days = 5
	sprite = 2
	group = advance
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
			pikemen = 0.01
			war_elephants = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				archers = 0.30
			}
			NOT = {
				OR = {
					heavy_infantry = 0.30
					AND = { 
						light_infantry = 0.60
						OR = {
							heavy_infantry = 0.10
							NOT = {
								horse_archers = 0.10
								light_cavalry = 0.10
								camel_cavalry = 0.10
							}
						}
					}
					AND = {
						OR = {
                                                    pikemen = 0.30
                                                    war_elephants = 0.03
                                                }
						OR = {
							NOT = { archers = 0.10 }
							heavy_infantry = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		NOT = {
			leader = {
				OR = {
					culture = pommeranian
					culture = basque
					culture = norse
					culture = cumbric
					culture = nahuatl
					culture = gallawa
					culture = lettigallish
					culture_group = israelite
					culture = saxon
					culture = lombard
					culture = longobard
					culture = suebi
					culture = lithuanian
					culture = prussian
					culture = norwegian
					culture = swedish
					culture = icelandic
					culture = english_norse
					culture = veneto
					culture = roman
					culture = old_gothic
					culture = ostrogothic
					culture = burgundian
					culture = vandalic
					culture = gepidae
					culture = croatian
					culture = yugoslavian
					culture = irish
					culture = pictish
					culture = old_saxon
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.75
	heavy_infantry_offensive = 1.25
	pikemen_offensive = 0.75
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = 0.25
	archers_offensive = 0.25
	horse_archers_offensive = 0.25
	war_elephants_offensive = 0.75

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = defensive
		factor = 1
	}
}
advance_tactic = {
	days = 5
	sprite = 9
	group = advance
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
			pikemen = 0.01
			war_elephants = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				archers = 0.30
			}
			NOT = {
				OR = {
					heavy_infantry = 0.30
					AND = { 
						light_infantry = 0.60
						OR = {
							heavy_infantry = 0.10
							NOT = {
								horse_archers = 0.10
								light_cavalry = 0.10
								camel_cavalry = 0.10
							}
						}
					}
					AND = {
						OR = {
                                                    pikemen = 0.30
                                                    war_elephants = 0.03
                                                }
						OR = {
							NOT = { archers = 0.10 }
							heavy_infantry = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		NOT = {
			leader = {
				OR = {
					culture = pommeranian
					culture = basque
					culture = norse
					culture = cumbric
					culture = nahuatl
					culture = gallawa
					culture = lettigallish
					culture_group = israelite
					culture = saxon
					culture = lombard
					culture = longobard
					culture = suebi
					culture = lithuanian
					culture = prussian
					culture = norwegian
					culture = swedish
					culture = icelandic
					culture = english_norse
					culture = veneto
					culture = roman
					culture = old_gothic
					culture = ostrogothic
					culture = burgundian
					culture = vandalic
					culture = gepidae
					culture = croatian
					culture = yugoslavian
					culture = irish
					culture = pictish
					culture = old_saxon
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.5
	heavy_infantry_offensive = 1.0
	pikemen_offensive = 0.5
	light_cavalry_offensive = 0.0
	camel_cavalry_offensive = 0.0
	knights_offensive = 0.0
	archers_offensive = 0.0
	horse_archers_offensive = 0.0
	war_elephants_offensive = 0.5

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = defensive
		factor = 1
	}
}
bad_advance_tactic = {
	days = 5
	sprite = 16
	group = advance
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
			pikemen = 0.01
			war_elephants = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				archers = 0.30
			}
			NOT = {
				OR = {
					heavy_infantry = 0.30
					AND = { 
						light_infantry = 0.60
						OR = {
							heavy_infantry = 0.10
							NOT = {
								horse_archers = 0.10
								light_cavalry = 0.10
								camel_cavalry = 0.10
							}
						}
					}
					AND = {
						OR = {
                                                    pikemen = 0.30
                                                    war_elephants = 0.03
                                                }
						OR = {
							NOT = { archers = 0.10 }
							heavy_infantry = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		NOT = {
			leader = {
				OR = {
					culture = pommeranian
					culture = basque
					culture = norse
					culture = cumbric
					culture = nahuatl
					culture = gallawa
					culture = lettigallish
					culture_group = israelite
					culture = saxon
					culture = lombard
					culture = longobard
					culture = suebi
					culture = lithuanian
					culture = prussian
					culture = norwegian
					culture = swedish
					culture = icelandic
					culture = english_norse
					culture = veneto
					culture = roman
					culture = old_gothic
					culture = ostrogothic
					culture = burgundian
					culture = vandalic
					culture = gepidae
					culture = croatian
					culture = yugoslavian
					culture = irish
					culture = pictish
					culture = old_saxon
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.75
	pikemen_offensive = 0.25
	light_cavalry_offensive = -0.25
	camel_cavalry_offensive = -0.25
	knights_offensive = -0.25
	archers_offensive = -0.25
	horse_archers_offensive = -0.25
	war_elephants_offensive = 0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = defensive
		factor = 1
	}
}
good_stand_fast_tactic = {
	days = 5
	sprite = 3
	group = standfast
	trigger = {
		phase = melee
		OR = {
			archers = 0.01
			heavy_infantry = 0.01
			war_elephants = 0.01
			pikemen = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				light_infantry = 0.60
			}
			NOT = {
				OR = {
					pikemen = 0.30
					archers = 0.30
					war_elephants = 0.03
					AND = {
						heavy_infantry = 0.30
						OR = {
							pikemen = 0.10
							archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		NOT = {
			leader = {
				OR = {
					culture_group = dravidian_group
					culture = dutch
					culture = flemish
					culture_group = indo_aryan_group
					culture_group = tibetan_group
					culture = frisian
					culture = franconian
					culture = scottish
					culture = scots
					culture = han
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.5
	pikemen_offensive = 1.0
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = 0.25
	archers_offensive = 0.25
	horse_archers_offensive = 0.5
	war_elephants_offensive = 1.0

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.5
	pikemen_defensive = 0.5
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.5
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.5
	enemy = {
		group = charge
		factor = 1
	}
}
stand_fast_tactic = {
	days = 5
	sprite = 10
	group = standfast
	trigger = {
		phase = melee
		OR = {
			archers = 0.01
			heavy_infantry = 0.01
			war_elephants = 0.01
			pikemen = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				light_infantry = 0.60
			}
			NOT = {
				OR = {
					pikemen = 0.30
					archers = 0.30
					war_elephants = 0.03
					AND = {
						heavy_infantry = 0.30
						OR = {
							pikemen = 0.10
							archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		NOT = {
			leader = {
				OR = {
					culture_group = dravidian_group
					culture = dutch
					culture = flemish
					culture_group = indo_aryan_group
					culture_group = tibetan_group
					culture = frisian
					culture = franconian
					culture = scottish
					culture = scots
					culture = han
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.0
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.75
	light_cavalry_offensive = 0.0
	camel_cavalry_offensive = 0.0
	knights_offensive = 0.0
	archers_offensive = 0.0
	horse_archers_offensive = 0.25
	war_elephants_offensive = 0.75

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.25
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.25
	enemy = {
		group = charge
		factor = 1
	}
}
bad_stand_fast_tactic = {
	days = 5
	sprite = 17
	group = standfast
	trigger = {
		phase = melee
		OR = {
			archers = 0.01
			heavy_infantry = 0.01
			war_elephants = 0.01
			pikemen = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				light_infantry = 0.60
			}
			NOT = {
				OR = {
					pikemen = 0.30
					archers = 0.30
					war_elephants = 0.03
					AND = {
						heavy_infantry = 0.30
						OR = {
							pikemen = 0.10
							archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		NOT = {
			leader = {
				OR = {
					culture_group = dravidian_group
					culture = dutch
					culture = flemish
					culture_group = indo_aryan_group
					culture_group = tibetan_group
					culture = frisian
					culture = franconian
					culture = scottish
					culture = scots
					culture = han
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.5
	light_cavalry_offensive = -0.25
	camel_cavalry_offensive = -0.25
	knights_offensive = -0.25
	archers_offensive = -0.25
	horse_archers_offensive = 0.0
	war_elephants_offensive = 0.5

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = 0.0
	horse_archers_defensive = -0.25
	war_elephants_defensive = 0.0
	enemy = {
		group = charge
		factor = 1
	}
}
good_missile_harass_tactic = {
	days = 5
	sprite = 4
	group = harass
	trigger = {
		phase = skirmish
		OR = {
			light_cavalry = 0.01
			camel_cavalry = 0.01
			light_infantry = 0.01
		}
		flank_has_leader = yes
		leader = {
			culture_group = west_african
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.75
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.25
	light_cavalry_offensive = 1.25
	camel_cavalry_offensive = 1.25
	knights_offensive = 0.25
	archers_offensive = 0.75
	horse_archers_offensive = 0.25
	war_elephants_offensive = 0.25

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = volley
		factor = 1
	}
}
missile_harass_tactic = {
	days = 5
	sprite = 11
	group = harass
	trigger = {
		phase = skirmish
		OR = {
			light_cavalry = 0.01
			camel_cavalry = 0.01
			light_infantry = 0.01
		}
		flank_has_leader = yes
		leader = {
			culture_group = west_african
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.5
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.0
	light_cavalry_offensive = 1.0
	camel_cavalry_offensive = 1.0
	knights_offensive = 0.0
	archers_offensive = 0.5
	horse_archers_offensive = 0.0
	war_elephants_offensive = 0.0

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = volley
		factor = 1
	}
}
bad_missile_harass_tactic = {
	days = 5
	sprite = 18
	group = harass
	trigger = {
		phase = skirmish
		OR = {
			light_cavalry = 0.01
			camel_cavalry = 0.01
			light_infantry = 0.01
		}
		flank_has_leader = yes
		leader = {
			culture_group = west_african
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = -0.25
	pikemen_offensive = -0.25
	light_cavalry_offensive = 0.75
	camel_cavalry_offensive = 0.75
	knights_offensive = -0.25
	archers_offensive = 0.25
	horse_archers_offensive = -0.25
	war_elephants_offensive = -0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = volley
		factor = 1
	}
}
good_retreat_and_ambush_tactic = {
	days = 5
	sprite = 7
	group = swarm
	trigger = {
		phase = skirmish
		horse_archers = 0.01
		flank_has_leader = yes
		leader = {
			OR = {
				culture_group = altaic
				culture_group = iranian
				culture_group = tocharian_group
				culture = grecopersian
				culture = hungarian
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.25
	light_cavalry_offensive = 0.75
	camel_cavalry_offensive = 0.75
	knights_offensive = 0.25
	archers_offensive = 0.25
	horse_archers_offensive = 1.75
	war_elephants_offensive = 0.25

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = defensive
		factor = 1
	}
}
retreat_and_ambush_tactic = {
	days = 5
	sprite = 14
	group = swarm
	trigger = {
		phase = skirmish
		horse_archers = 0.01
		flank_has_leader = yes
		leader = {
			OR = {
				culture_group = altaic
				culture_group = iranian
				culture_group = tocharian_group
				culture = grecopersian
				culture = hungarian
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.0
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.0
	light_cavalry_offensive = 0.5
	camel_cavalry_offensive = 0.5
	knights_offensive = 0.0
	archers_offensive = 0.0
	horse_archers_offensive = 1.5
	war_elephants_offensive = 0.0

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = defensive
		factor = 1
	}
}
bad_retreat_and_ambush_tactic = {
	days = 5
	sprite = 21
	group = swarm
	trigger = {
		phase = skirmish
		horse_archers = 0.01
		flank_has_leader = yes
		leader = {
			OR = {
				culture_group = altaic
				culture_group = iranian
				culture_group = tocharian_group
				culture = grecopersian
				culture = hungarian
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = -0.25
	pikemen_offensive = -0.25
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = -0.25
	archers_offensive = -0.25
	horse_archers_offensive = 1.25
	war_elephants_offensive = -0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = defensive
		factor = 1
	}
}
good_ambush_volley_tactic = {
	days = 5
	sprite = 6
	group = volley
	trigger = {
		phase = skirmish
		archers = 0.01
		flank_has_leader = yes
		leader = {
			OR = {
				culture = ligurian
				culture_group = east_african
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.25
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = 0.25
	archers_offensive = 1.5
	horse_archers_offensive = 0.75
	war_elephants_offensive = 0.25

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.5
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = swarm
		factor = 1
	}
}
ambush_volley_tactic = {
	days = 5
	sprite = 13
	group = volley
	trigger = {
		phase = skirmish
		archers = 0.01
		flank_has_leader = yes
		leader = {
			OR = {
				culture = ligurian
				culture_group = east_african
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.0
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.0
	light_cavalry_offensive = 0.0
	camel_cavalry_offensive = 0.0
	knights_offensive = 0.0
	archers_offensive = 1.25
	horse_archers_offensive = 0.5
	war_elephants_offensive = 0.0

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.25
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = swarm
		factor = 1
	}
}
bad_ambush_volley_tactic = {
	days = 5
	sprite = 20
	group = volley
	trigger = {
		phase = skirmish
		archers = 0.01
		flank_has_leader = yes
		leader = {
			OR = {
				culture = ligurian
				culture_group = east_african
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = -0.25
	pikemen_offensive = -0.25
	light_cavalry_offensive = -0.25
	camel_cavalry_offensive = -0.25
	knights_offensive = -0.25
	archers_offensive = 1.0
	horse_archers_offensive = 0.25
	war_elephants_offensive = -0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = 0.0
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = swarm
		factor = 1
	}
}
good_longbow_volley_tactic = {
	days = 5
	sprite = 6
	group = volley
	trigger = {
		phase = skirmish
		archers = 0.01
		flank_has_leader = yes
		leader = {
			OR = {
				culture = welsh
				culture = cumbric
				culture = english
				culture_group = aramaic
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.25
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = 0.25
	archers_offensive = 1.75
	horse_archers_offensive = 0.75
	war_elephants_offensive = 0.25

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = swarm
		factor = 1
	}
}
longbow_volley_tactic = {
	days = 5
	sprite = 13
	group = volley
	trigger = {
		phase = skirmish
		archers = 0.01
		flank_has_leader = yes
		leader = {
			OR = {
				culture = welsh
				culture = cumbric
				culture = english
				culture_group = aramaic
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.0
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.0
	light_cavalry_offensive = 0.0
	camel_cavalry_offensive = 0.0
	knights_offensive = 0.0
	archers_offensive = 1.5
	horse_archers_offensive = 0.5
	war_elephants_offensive = 0.0

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = swarm
		factor = 1
	}
}
bad_longbow_volley_tactic = {
	days = 5
	sprite = 20
	group = volley
	trigger = {
		phase = skirmish
		archers = 0.01
		flank_has_leader = yes
		leader = {
			OR = {
				culture = welsh
				culture = cumbric
				culture = english
				culture_group = aramaic
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = -0.25
	pikemen_offensive = -0.25
	light_cavalry_offensive = -0.25
	camel_cavalry_offensive = -0.25
	knights_offensive = -0.25
	archers_offensive = 1.25
	horse_archers_offensive = 0.25
	war_elephants_offensive = -0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = swarm
		factor = 1
	}
}
good_awesome_charge_tactic = {
	days = 5
	sprite = 5
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = { 
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = sicilian
				culture = sardinian
				culture = corsican
				culture = tuscan
				culture = umbrian
				culture = lombard
				culture = neapolitan
				culture = emilian
				culture = italian
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.25
	light_cavalry_offensive = 0.75
	camel_cavalry_offensive = 0.75
	knights_offensive = 1.25
	archers_offensive = 0.25
	horse_archers_offensive = 0.75
	war_elephants_offensive = 0.25

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.75
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = advance
		factor = 1
	}
}
awesome_charge_tactic = {
	days = 5
	sprite = 12
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = { 
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = sicilian
				culture = sardinian
				culture = corsican
				culture = tuscan
				culture = umbrian
				culture = lombard
				culture = neapolitan
				culture = emilian
				culture = italian
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.0
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.0
	light_cavalry_offensive = 0.5
	camel_cavalry_offensive = 0.5
	knights_offensive = 1.0
	archers_offensive = 0.0
	horse_archers_offensive = 0.5
	war_elephants_offensive = 0.0

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.5
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = advance
		factor = 1
	}
}
bad_awesome_charge_tactic = {
	days = 5
	sprite = 19
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = { 
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = sicilian
				culture = sardinian
				culture = corsican
				culture = tuscan
				culture = umbrian
				culture = lombard
				culture = neapolitan
				culture = emilian
				culture = italian
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = -0.25
	pikemen_offensive = -0.25
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = 0.75
	archers_offensive = -0.25
	horse_archers_offensive = 0.25
	war_elephants_offensive = -0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = 0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = advance
		factor = 1
	}
}
good_heavy_charge_tactic = {
	days = 5
	sprite = 5
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = { 
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				german_cultures_trigger = yes
				culture = bulgarian
				culture = breton
				culture = cornish
				culture = galatian
				culture = norman
				culture = georgian
				culture = serbian
				# culture = moravian
				culture = bohemian
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.25
	light_cavalry_offensive = 0.75
	camel_cavalry_offensive = 0.75
	knights_offensive = 1.75
	archers_offensive = 0.25
	horse_archers_offensive = 0.75
	war_elephants_offensive = 0.25

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = advance
		factor = 1
	}
}
heavy_charge_tactic = {
	days = 5
	sprite = 12
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = { 
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				german_cultures_trigger = yes
				culture = bulgarian
				culture = breton
				culture = cornish
				culture = galatian
				culture = norman
				culture = georgian
				culture = serbian
				# culture = moravian
				culture = bohemian
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.0
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.0
	light_cavalry_offensive = 0.5
	camel_cavalry_offensive = 0.5
	knights_offensive = 1.5
	archers_offensive = 0.0
	horse_archers_offensive = 0.5
	war_elephants_offensive = 0.0

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = advance
		factor = 1
	}
}
bad_heavy_charge_tactic = {
	days = 5
	sprite = 19
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = { 
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				german_cultures_trigger = yes
				culture = bulgarian
				culture = breton
				culture = cornish
				culture = galatian
				culture = norman
				culture = georgian
				culture = serbian
				# culture = moravian
				culture = bohemian
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = -0.25
	pikemen_offensive = -0.25
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = 1.25
	archers_offensive = -0.25
	horse_archers_offensive = 0.25
	war_elephants_offensive = -0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = advance
		factor = 1
	}
}
good_combined_charge_tactic = {
	days = 5
	sprite = 5
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = { 
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = polish
				culture = dalmatian
				# culture = bosnian
				culture = arberian
				# culture = leonese
				culture = castillan
				culture = catalan
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.25
	light_cavalry_offensive = 0.75
	camel_cavalry_offensive = 0.75
	knights_offensive = 1.25
	archers_offensive = 0.25
	horse_archers_offensive = 0.75
	war_elephants_offensive = 0.25

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.5
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.5
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = advance
		factor = 1
	}
}
combined_charge_tactic = {
	days = 5
	sprite = 12
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = { 
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = polish
				culture = dalmatian
				# culture = bosnian
				culture = arberian
				# culture = leonese
				culture = castillan
				culture = catalan
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.0
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.0
	light_cavalry_offensive = 0.5
	camel_cavalry_offensive = 0.5
	knights_offensive = 1.0
	archers_offensive = 0.0
	horse_archers_offensive = 0.5
	war_elephants_offensive = 0.0

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.25
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = advance
		factor = 1
	}
}
bad_combined_charge_tactic = {
	days = 5
	sprite = 19
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = { 
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = polish
				culture = dalmatian
				# culture = bosnian
				culture = arberian
				# culture = leonese
				culture = castillan
				culture = catalan
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = -0.25
	pikemen_offensive = -0.25
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = 0.75
	archers_offensive = -0.25
	horse_archers_offensive = 0.25
	war_elephants_offensive = -0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = -0.25
	knights_defensive = 0.0
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = advance
		factor = 1
	}
}
good_embolon_charge_tactic = {
	days = 5
	sprite = 5
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = { 
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture_group = east_slavic
				culture = alan
				culture = armenian
				culture = kurdish
				culture = greek
				culture = latin
				culture = pontic_greek
				culture = sicilian_greek
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.25
	light_cavalry_offensive = 0.75
	camel_cavalry_offensive = 0.75
	knights_offensive = 1.5
	archers_offensive = 0.25
	horse_archers_offensive = 1.0
	war_elephants_offensive = 0.25

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = advance
		factor = 1
	}
}
embolon_charge_tactic = {
	days = 5
	sprite = 12
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = { 
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture_group = east_slavic
				culture = alan
				culture = armenian
				culture = kurdish
				culture = greek
				culture = latin
				culture = pontic_greek
				culture = sicilian_greek
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.0
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.0
	light_cavalry_offensive = 0.5
	camel_cavalry_offensive = 0.5
	knights_offensive = 1.25
	archers_offensive = 0.0
	horse_archers_offensive = 0.75
	war_elephants_offensive = 0.0

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = advance
		factor = 1
	}
}
bad_embolon_charge_tactic = {
	days = 5
	sprite = 19
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = { 
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture_group = east_slavic
				culture = alan
				culture = armenian
				culture = kurdish
				culture = greek
				culture = latin
				culture = pontic_greek
				culture = sicilian_greek
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = -0.25
	pikemen_offensive = -0.25
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = 1.0
	archers_offensive = -0.25
	horse_archers_offensive = 0.5
	war_elephants_offensive = -0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = advance
		factor = 1
	}
}
good_shock_charge_tactic = {
	days = 5
	sprite = 5
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = { 
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				# culture = arpitan
				culture = frankish
				culture = old_frankish
				culture = occitan
				culture = outremer
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.25
	light_cavalry_offensive = 0.75
	camel_cavalry_offensive = 0.75
	knights_offensive = 1.5
	archers_offensive = 0.25
	horse_archers_offensive = 0.75
	war_elephants_offensive = 0.25

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.5
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = advance
		factor = 1
	}
}
shock_charge_tactic = {
	days = 5
	sprite = 12
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = { 
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				# culture = arpitan
				culture = frankish
				culture = old_frankish
				culture = occitan
				culture = outremer
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.0
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.0
	light_cavalry_offensive = 0.5
	camel_cavalry_offensive = 0.5
	knights_offensive = 1.25
	archers_offensive = 0.0
	horse_archers_offensive = 0.5
	war_elephants_offensive = 0.0

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.25
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = advance
		factor = 1
	}
}
bad_shock_charge_tactic = {
	days = 5
	sprite = 19
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = { 
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				# culture = arpitan
				culture = frankish
				culture = old_frankish
				culture = occitan
				culture = outremer
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = -0.25
	pikemen_offensive = -0.25
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = 1.0
	archers_offensive = -0.25
	horse_archers_offensive = 0.25
	war_elephants_offensive = -0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = 0.0
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = advance
		factor = 1
	}
}
good_horseback_raid_tactic = {
	days = 5
	sprite = 1
	group = defensive
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					AND = {
						light_infantry = 0.60
						OR = {
							NOT = { heavy_infantry = 0.10 }
							horse_archers = 0.10
							light_cavalry = 0.10
							camel_cavalry = 0.10
						}
					}
					AND = { 
						horse_archers = 0.30
						OR = {
							NOT = { knights = 0.10 }
							light_cavalry = 0.10
							camel_cavalry = 0.10
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							NOT = { knights = 0.10 }
							NOT = { camel_cavalry = 0.10 }
							horse_archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = portuguese
				culture = andalusian_arabic
				culture = visigothic
				# culture = galician
				culture = romanian
				culture = aromanian
				culture_group = maghrebi
				culture_group = amazigh
				culture_group = tibetan_group
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 1.0
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.25
	light_cavalry_offensive = 1.5
	camel_cavalry_offensive = 1.0
	knights_offensive = 0.25
	archers_offensive = 0.25
	horse_archers_offensive = 0.75
	war_elephants_offensive = 0.25

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = standfast
		factor = 1
	}
}
horseback_raid_tactic = {
	days = 5
	sprite = 8
	group = defensive
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					AND = {
						light_infantry = 0.60
						OR = {
							NOT = { heavy_infantry = 0.10 }
							horse_archers = 0.10
							light_cavalry = 0.10
							camel_cavalry = 0.10
						}
					}
					AND = { 
						horse_archers = 0.30
						OR = {
							NOT = { knights = 0.10 }
							light_cavalry = 0.10
							camel_cavalry = 0.10
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							NOT = { knights = 0.10 }
							NOT = { camel_cavalry = 0.10 }
							horse_archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = portuguese
				culture = andalusian_arabic
				culture = visigothic
				# culture = galician
				culture = romanian
				culture = aromanian
				culture_group = maghrebi
				culture_group = amazigh
				culture_group = tibetan_group
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.75
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.0
	light_cavalry_offensive = 1.25
	camel_cavalry_offensive = 0.75
	knights_offensive = 0.0
	archers_offensive = 0.0
	horse_archers_offensive = 0.5
	war_elephants_offensive = 0.0

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = standfast
		factor = 1
	}
}
bad_horseback_raid_tactic = {
	days = 5
	sprite = 15
	group = defensive
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					AND = {
						light_infantry = 0.60
						OR = {
							NOT = { heavy_infantry = 0.10 }
							horse_archers = 0.10
							light_cavalry = 0.10
							camel_cavalry = 0.10
						}
					}
					AND = { 
						horse_archers = 0.30
						OR = {
							NOT = { knights = 0.10 }
							light_cavalry = 0.10
							camel_cavalry = 0.10
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							NOT = { knights = 0.10 }
							NOT = { camel_cavalry = 0.10 }
							horse_archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = portuguese
				culture = andalusian_arabic
				culture = visigothic
				# culture = galician
				culture = romanian
				culture = aromanian
				culture_group = maghrebi
				culture_group = amazigh
				culture_group = tibetan_group
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.5
	heavy_infantry_offensive = -0.25
	pikemen_offensive = -0.25
	light_cavalry_offensive = 1.0
	camel_cavalry_offensive = 0.5
	knights_offensive = -0.25
	archers_offensive = -0.25
	horse_archers_offensive = 0.25
	war_elephants_offensive = -0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = standfast
		factor = 1
	}
}
good_quick_attack_tactic = {
	days = 5
	sprite = 1
	group = defensive
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					AND = {
						light_infantry = 0.60
						OR = {
							NOT = { heavy_infantry = 0.10 }
							horse_archers = 0.10
							light_cavalry = 0.10
							camel_cavalry = 0.10
						}
					}
					AND = { 
						horse_archers = 0.30
						OR = {
							NOT = { knights = 0.10 }
							light_cavalry = 0.10
							camel_cavalry = 0.10
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							NOT = { knights = 0.10 }
							NOT = { camel_cavalry = 0.10 }
							horse_archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = mordvin
				culture = samoyed
				culture = lappish
				culture = catalan
				culture = komi
				culture_group = finno_ugric
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 1.5
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.25
	light_cavalry_offensive = 1.0
	camel_cavalry_offensive = 1.0
	knights_offensive = 0.25
	archers_offensive = 0.25
	horse_archers_offensive = 0.75
	war_elephants_offensive = 0.25

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = standfast
		factor = 1
	}
}
quick_attack_tactic = {
	days = 5
	sprite = 8
	group = defensive
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					AND = {
						light_infantry = 0.60
						OR = {
							NOT = { heavy_infantry = 0.10 }
							horse_archers = 0.10
							light_cavalry = 0.10
							camel_cavalry = 0.10
						}
					}
					AND = { 
						horse_archers = 0.30
						OR = {
							NOT = { knights = 0.10 }
							light_cavalry = 0.10
							camel_cavalry = 0.10
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							NOT = { knights = 0.10 }
							NOT = { camel_cavalry = 0.10 }
							horse_archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = mordvin
				culture = samoyed
				culture = lappish
				culture = catalan
				culture = komi
				culture_group = finno_ugric
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 1.25
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.0
	light_cavalry_offensive = 0.75
	camel_cavalry_offensive = 0.75
	knights_offensive = 0.0
	archers_offensive = 0.0
	horse_archers_offensive = 0.5
	war_elephants_offensive = 0.0

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = standfast
		factor = 1
	}
}
bad_quick_attack_tactic = {
	days = 5
	sprite = 15
	group = defensive
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					AND = {
						light_infantry = 0.60
						OR = {
							NOT = { heavy_infantry = 0.10 }
							horse_archers = 0.10
							light_cavalry = 0.10
							camel_cavalry = 0.10
						}
					}
					AND = { 
						horse_archers = 0.30
						OR = {
							NOT = { knights = 0.10 }
							light_cavalry = 0.10
							camel_cavalry = 0.10
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							NOT = { knights = 0.10 }
							NOT = { camel_cavalry = 0.10 }
							horse_archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = mordvin
				culture = samoyed
				culture = lappish
				culture = catalan
				culture = komi
				culture_group = finno_ugric
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 1.0
	heavy_infantry_offensive = -0.25
	pikemen_offensive = -0.25
	light_cavalry_offensive = 0.5
	camel_cavalry_offensive = 0.5
	knights_offensive = -0.25
	archers_offensive = -0.25
	horse_archers_offensive = 0.25
	war_elephants_offensive = -0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = standfast
		factor = 1
	}
}
good_mameluke_raid_tactic = {
	days = 5
	sprite = 1
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = { 
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture_group = arabic
				culture_group = coptic_group
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 1.0
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.25
	light_cavalry_offensive = 1.0
	camel_cavalry_offensive = 1.5
	knights_offensive = 0.25
	archers_offensive = 0.25
	horse_archers_offensive = 0.75
	war_elephants_offensive = 0.25

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = advance
		factor = 1
	}
}
mameluke_raid_tactic = {
	days = 5
	sprite = 8
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = {
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture_group = arabic
				culture_group = coptic_group
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.75
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.0
	light_cavalry_offensive = 0.75
	camel_cavalry_offensive = 1.25
	knights_offensive = 0.0
	archers_offensive = 0.0
	horse_archers_offensive = 0.5
	war_elephants_offensive = 0.0

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = advance
		factor = 1
	}
}
bad_mameluke_raid_tactic = {
	days = 5
	sprite = 15
	group = charge
	trigger = {
		phase = melee
		OR = {
			knights = 0.01
			OR = {
				light_cavalry = 0.01
				camel_cavalry = 0.01
			}
			horse_archers = 0.01
		}
		NOT = { AND = {
			OR = {
				light_infantry = 0.60
				heavy_infantry = 0.30
				pikemen = 0.30
				war_elephants = 0.03
				archers = 0.30
			}
			NOT = {
				OR = {
					knights = 0.16
					AND = { 
						horse_archers = 0.30
						OR = {
							knights = 0.10
							NOT = { light_cavalry = 0.10 }
							NOT = { camel_cavalry = 0.10 }
						}
					}
					AND = {
						light_cavalry = 0.30
						OR = {
							knights = 0.10
							NOT = { camel_cavalry = 0.10 }
							NOT = { horse_archers = 0.10 }
						}
					}
					camel_cavalry = 0.30
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture_group = arabic
				culture_group = coptic_group
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.5
	heavy_infantry_offensive = -0.25
	pikemen_offensive = -0.25
	light_cavalry_offensive = 0.5
	camel_cavalry_offensive = 1.0
	knights_offensive = -0.25
	archers_offensive = -0.25
	horse_archers_offensive = 0.25
	war_elephants_offensive = -0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = advance
		factor = 1
	}
}
good_roman_triple_line_tactic = {
	days = 5
	sprite = 2
	group = advance
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
			pikemen = 0.01
			war_elephants = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				archers = 0.30
			}
			NOT = {
				OR = {
					heavy_infantry = 0.30
					AND = { 
						light_infantry = 0.60
						OR = {
							heavy_infantry = 0.10
							NOT = {
								horse_archers = 0.10
								light_cavalry = 0.10
								camel_cavalry = 0.10
							}
						}
					}
					AND = {
						OR = {
                                                    pikemen = 0.30
                                                    war_elephants = 0.03
                                                }
						OR = {
							NOT = { archers = 0.10 }
							heavy_infantry = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = roman
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.75
	heavy_infantry_offensive = 1.75
	pikemen_offensive = 0.75
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = 0.25
	archers_offensive = 0.25
	horse_archers_offensive = 0.25
	war_elephants_offensive = 0.75

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.75
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = defensive
		factor = 1
	}
}
roman_triple_line_tactic = {
	days = 5
	sprite = 9
	group = advance
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
			pikemen = 0.01
			war_elephants = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				archers = 0.30
			}
			NOT = {
				OR = {
					heavy_infantry = 0.30
					AND = { 
						light_infantry = 0.60
						OR = {
							heavy_infantry = 0.10
							NOT = {
								horse_archers = 0.10
								light_cavalry = 0.10
								camel_cavalry = 0.10
							}
						}
					}
					AND = {
						OR = {
                                                    pikemen = 0.30
                                                    war_elephants = 0.03
                                                }
						OR = {
							NOT = { archers = 0.10 }
							heavy_infantry = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = roman
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.5
	heavy_infantry_offensive = 1.5
	pikemen_offensive = 0.5
	light_cavalry_offensive = 0.0
	camel_cavalry_offensive = 0.0
	knights_offensive = 0.0
	archers_offensive = 0.0
	horse_archers_offensive = 0.0
	war_elephants_offensive = 0.5

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.5
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = defensive
		factor = 1
	}
}
bad_roman_triple_line_tactic = {
	days = 5
	sprite = 16
	group = advance
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
			pikemen = 0.01
			war_elephants = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				archers = 0.30
			}
			NOT = {
				OR = {
					heavy_infantry = 0.30
					AND = { 
						light_infantry = 0.60
						OR = {
							heavy_infantry = 0.10
							NOT = {
								horse_archers = 0.10
								light_cavalry = 0.10
								camel_cavalry = 0.10
							}
						}
					}
					AND = {
						OR = {
                                                    pikemen = 0.30
                                                    war_elephants = 0.03
                                                }
						OR = {
							NOT = { archers = 0.10 }
							heavy_infantry = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = roman
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 1.25
	pikemen_offensive = 0.25
	light_cavalry_offensive = -0.25
	camel_cavalry_offensive = -0.25
	knights_offensive = -0.25
	archers_offensive = -0.25
	horse_archers_offensive = -0.25
	war_elephants_offensive = 0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = defensive
		factor = 1
	}
}
good_infantry_rush_tactic = {
	days = 5
	sprite = 2
	group = advance
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
			pikemen = 0.01
			war_elephants = 0.01
		}
		NOT = { 
			AND = {
				OR = {
					knights = 0.16
					light_cavalry = 0.30
					camel_cavalry = 0.30
					horse_archers = 0.30
					archers = 0.30
				}
				NOT = {
					OR = {
						heavy_infantry = 0.30
						AND = { 
							light_infantry = 0.60
							OR = {
								heavy_infantry = 0.10
								NOT = {
									horse_archers = 0.10
									light_cavalry = 0.10
									camel_cavalry = 0.10
								}
							}
						}
						AND = {
							OR = {
                                pikemen = 0.30
                                war_elephants = 0.03
                            }
							OR = {
								NOT = { archers = 0.10 }
								heavy_infantry = 0.10
							}
						}
					}
				}
			} 
		}
		flank_has_leader = yes
		leader = {
			OR = {
				culture = pommeranian
				culture = norse
				culture = cumbric
				culture = gallawa
				culture = lettigallish
				culture = lombard
				culture = lithuanian
				culture = norwegian
				culture = swedish
				culture = icelandic
				culture = english_norse
				culture = veneto
				culture = old_gothic
				culture = ostrogothic
				culture = burgundian
				culture = vandalic
				culture = gepidae
				culture = croatian
				culture = yugoslavian
				culture = old_saxon
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.75
	heavy_infantry_offensive = 1.75
	pikemen_offensive = 0.75
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = 0.25
	archers_offensive = 0.25
	horse_archers_offensive = 0.25
	war_elephants_offensive = 0.75

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = defensive
		factor = 1
	}
}
infantry_rush_tactic = {
	days = 5
	sprite = 9
	group = advance
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
			pikemen = 0.01
			war_elephants = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				archers = 0.30
			}
			NOT = {
				OR = {
					heavy_infantry = 0.30
					AND = { 
						light_infantry = 0.60
						OR = {
							heavy_infantry = 0.10
							NOT = {
								horse_archers = 0.10
								light_cavalry = 0.10
								camel_cavalry = 0.10
							}
						}
					}
					AND = {
						OR = {
                                                    pikemen = 0.30
                                                    war_elephants = 0.03
                                                }
						OR = {
							NOT = { archers = 0.10 }
							heavy_infantry = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = pommeranian
				culture = norse
				culture = cumbric
				culture = gallawa
				culture = lettigallish
				culture = lombard
				culture = lithuanian
				culture = norwegian
				culture = swedish
				culture = icelandic
				culture = english_norse
				culture = veneto
				culture = old_gothic
				culture = ostrogothic
				culture = burgundian
				culture = vandalic
				culture = gepidae
				culture = croatian
				culture = yugoslavian
				culture = old_saxon
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.5
	heavy_infantry_offensive = 1.5
	pikemen_offensive = 0.5
	light_cavalry_offensive = 0.0
	camel_cavalry_offensive = 0.0
	knights_offensive = 0.0
	archers_offensive = 0.0
	horse_archers_offensive = 0.0
	war_elephants_offensive = 0.5

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = defensive
		factor = 1
	}
}
bad_infantry_rush_tactic = {
	days = 5
	sprite = 16
	group = advance
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
			pikemen = 0.01
			war_elephants = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				archers = 0.30
			}
			NOT = {
				OR = {
					heavy_infantry = 0.30
					AND = { 
						light_infantry = 0.60
						OR = {
							heavy_infantry = 0.10
							NOT = {
								horse_archers = 0.10
								light_cavalry = 0.10
								camel_cavalry = 0.10
							}
						}
					}
					AND = {
						OR = {
                                                    pikemen = 0.30
                                                    war_elephants = 0.03
                                                }
						OR = {
							NOT = { archers = 0.10 }
							heavy_infantry = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = pommeranian
				culture = norse
				culture = cumbric
				culture = gallawa
				culture = lettigallish
				culture = lombard
				culture = lithuanian
				culture = norwegian
				culture = swedish
				culture = icelandic
				culture = english_norse
				culture = veneto
				culture = old_gothic
				culture = ostrogothic
				culture = burgundian
				culture = vandalic
				culture = gepidae
				culture = croatian
				culture = yugoslavian
				culture = old_saxon
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 1.25
	pikemen_offensive = 0.25
	light_cavalry_offensive = -0.25
	camel_cavalry_offensive = -0.25
	knights_offensive = -0.25
	archers_offensive = -0.25
	horse_archers_offensive = -0.25
	war_elephants_offensive = 0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = defensive
		factor = 1
	}
}
good_shield_rush_tactic = {
	days = 5
	sprite = 2
	group = advance
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
			pikemen = 0.01
			war_elephants = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				archers = 0.30
			}
			NOT = {
				OR = {
					heavy_infantry = 0.30
					AND = { 
						light_infantry = 0.60
						OR = {
							heavy_infantry = 0.10
							NOT = {
								horse_archers = 0.10
								light_cavalry = 0.10
								camel_cavalry = 0.10
							}
						}
					}
					AND = {
						OR = {
                                                    pikemen = 0.30
                                                    war_elephants = 0.03
                                                }
						OR = {
							NOT = { archers = 0.10 }
							heavy_infantry = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture_group = israelite
				culture = saxon
				culture = irish
				culture = pictish
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.75
	heavy_infantry_offensive = 1.25
	pikemen_offensive = 0.75
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = 0.25
	archers_offensive = 0.25
	horse_archers_offensive = 0.25
	war_elephants_offensive = 0.75

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.75
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = defensive
		factor = 1
	}
}
shield_rush_tactic = {
	days = 5
	sprite = 9
	group = advance
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
			pikemen = 0.01
			war_elephants = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				archers = 0.30
			}
			NOT = {
				OR = {
					heavy_infantry = 0.30
					AND = { 
						light_infantry = 0.60
						OR = {
							heavy_infantry = 0.10
							NOT = {
								horse_archers = 0.10
								light_cavalry = 0.10
								camel_cavalry = 0.10
							}
						}
					}
					AND = {
						OR = {
                                                    pikemen = 0.30
                                                    war_elephants = 0.03
                                                }
						OR = {
							NOT = { archers = 0.10 }
							heavy_infantry = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture_group = israelite
				culture = saxon
				culture = irish
				culture = pictish
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.5
	heavy_infantry_offensive = 1.0
	pikemen_offensive = 0.5
	light_cavalry_offensive = 0.0
	camel_cavalry_offensive = 0.0
	knights_offensive = 0.0
	archers_offensive = 0.0
	horse_archers_offensive = 0.0
	war_elephants_offensive = 0.5

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.5
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = defensive
		factor = 1
	}
}
bad_shield_rush_tactic = {
	days = 5
	sprite = 16
	group = advance
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
			pikemen = 0.01
			war_elephants = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				archers = 0.30
			}
			NOT = {
				OR = {
					heavy_infantry = 0.30
					AND = { 
						light_infantry = 0.60
						OR = {
							heavy_infantry = 0.10
							NOT = {
								horse_archers = 0.10
								light_cavalry = 0.10
								camel_cavalry = 0.10
							}
						}
					}
					AND = {
						OR = {
                                                    pikemen = 0.30
                                                    war_elephants = 0.03
                                                }
						OR = {
							NOT = { archers = 0.10 }
							heavy_infantry = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture_group = israelite
				culture = saxon
				culture = irish
				culture = pictish
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.75
	pikemen_offensive = 0.25
	light_cavalry_offensive = -0.25
	camel_cavalry_offensive = -0.25
	knights_offensive = -0.25
	archers_offensive = -0.25
	horse_archers_offensive = -0.25
	war_elephants_offensive = 0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = defensive
		factor = 1
	}
}
good_intimidating_advance_tactic = {
	days = 5
	sprite = 2
	group = advance
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
			pikemen = 0.01
			war_elephants = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				archers = 0.30
			}
			NOT = {
				OR = {
					heavy_infantry = 0.30
					AND = { 
						light_infantry = 0.60
						OR = {
							heavy_infantry = 0.10
							NOT = {
								horse_archers = 0.10
								light_cavalry = 0.10
								camel_cavalry = 0.10
							}
						}
					}
					AND = {
						OR = {
                                                    pikemen = 0.30
                                                    war_elephants = 0.03
                                                }
						OR = {
							NOT = { archers = 0.10 }
							heavy_infantry = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = basque
				culture = prussian
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.75
	heavy_infantry_offensive = 1.5
	pikemen_offensive = 0.75
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = 0.25
	archers_offensive = 0.25
	horse_archers_offensive = 0.25
	war_elephants_offensive = 0.75

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.5
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = defensive
		factor = 1
	}
}
intimidating_advance_tactic = {
	days = 5
	sprite = 9
	group = advance
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
			pikemen = 0.01
			war_elephants = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				archers = 0.30
			}
			NOT = {
				OR = {
					heavy_infantry = 0.30
					AND = { 
						light_infantry = 0.60
						OR = {
							heavy_infantry = 0.10
							NOT = {
								horse_archers = 0.10
								light_cavalry = 0.10
								camel_cavalry = 0.10
							}
						}
					}
					AND = {
						OR = {
                                                    pikemen = 0.30
                                                    war_elephants = 0.03
                                                }
						OR = {
							NOT = { archers = 0.10 }
							heavy_infantry = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = basque
				culture = prussian
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.5
	heavy_infantry_offensive = 1.25
	pikemen_offensive = 0.5
	light_cavalry_offensive = 0.0
	camel_cavalry_offensive = 0.0
	knights_offensive = 0.0
	archers_offensive = 0.0
	horse_archers_offensive = 0.0
	war_elephants_offensive = 0.5

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = defensive
		factor = 1
	}
}
bad_intimidating_advance_tactic = {
	days = 5
	sprite = 16
	group = advance
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
			pikemen = 0.01
			war_elephants = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				archers = 0.30
			}
			NOT = {
				OR = {
					heavy_infantry = 0.30
					AND = { 
						light_infantry = 0.60
						OR = {
							heavy_infantry = 0.10
							NOT = {
								horse_archers = 0.10
								light_cavalry = 0.10
								camel_cavalry = 0.10
							}
						}
					}
					AND = {
						OR = {
                                                    pikemen = 0.30
                                                    war_elephants = 0.03
                                                }
						OR = {
							NOT = { archers = 0.10 }
							heavy_infantry = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = basque
				culture = prussian
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 1.0
	pikemen_offensive = 0.25
	light_cavalry_offensive = -0.25
	camel_cavalry_offensive = -0.25
	knights_offensive = -0.25
	archers_offensive = -0.25
	horse_archers_offensive = -0.25
	war_elephants_offensive = 0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = 0.0
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = defensive
		factor = 1
	}
}
good_aztec_combined_tactic = {
	days = 5
	sprite = 2
	group = advance
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
			pikemen = 0.01
			war_elephants = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				archers = 0.30
			}
			NOT = {
				OR = {
					heavy_infantry = 0.30
					AND = { 
						light_infantry = 0.60
						OR = {
							heavy_infantry = 0.10
							NOT = {
								horse_archers = 0.10
								light_cavalry = 0.10
								camel_cavalry = 0.10
							}
						}
					}
					AND = {
						OR = {
                                                    pikemen = 0.30
                                                    war_elephants = 0.03
                                                }
						OR = {
							NOT = { archers = 0.10 }
							heavy_infantry = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = nahuatl
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 1.0
	heavy_infantry_offensive = 1.5
	pikemen_offensive = 0.75
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = 0.25
	archers_offensive = 0.25
	horse_archers_offensive = 0.25
	war_elephants_offensive = 0.75

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.25
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.25
	enemy = {
		group = defensive
		factor = 1
	}
}
aztec_combined_tactic = {
	days = 5
	sprite = 9
	group = advance
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
			pikemen = 0.01
			war_elephants = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				archers = 0.30
			}
			NOT = {
				OR = {
					heavy_infantry = 0.30
					AND = { 
						light_infantry = 0.60
						OR = {
							heavy_infantry = 0.10
							NOT = {
								horse_archers = 0.10
								light_cavalry = 0.10
								camel_cavalry = 0.10
							}
						}
					}
					AND = {
						OR = {
                                                    pikemen = 0.30
                                                    war_elephants = 0.03
                                                }
						OR = {
							NOT = { archers = 0.10 }
							heavy_infantry = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = nahuatl
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.75
	heavy_infantry_offensive = 1.25
	pikemen_offensive = 0.5
	light_cavalry_offensive = 0.0
	camel_cavalry_offensive = 0.0
	knights_offensive = 0.0
	archers_offensive = 0.0
	horse_archers_offensive = 0.0
	war_elephants_offensive = 0.5

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.0
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.0
	enemy = {
		group = defensive
		factor = 1
	}
}
bad_aztec_combined_tactic = {
	days = 5
	sprite = 16
	group = advance
	trigger = {
		phase = melee
		OR = {
			light_infantry = 0.01
			heavy_infantry = 0.01
			pikemen = 0.01
			war_elephants = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				archers = 0.30
			}
			NOT = {
				OR = {
					heavy_infantry = 0.30
					AND = { 
						light_infantry = 0.60
						OR = {
							heavy_infantry = 0.10
							NOT = {
								horse_archers = 0.10
								light_cavalry = 0.10
								camel_cavalry = 0.10
							}
						}
					}
					AND = {
						OR = {
                                                    pikemen = 0.30
                                                    war_elephants = 0.03
                                                }
						OR = {
							NOT = { archers = 0.10 }
							heavy_infantry = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = nahuatl
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.5
	heavy_infantry_offensive = 1.0
	pikemen_offensive = 0.25
	light_cavalry_offensive = -0.25
	camel_cavalry_offensive = -0.25
	knights_offensive = -0.25
	archers_offensive = -0.25
	horse_archers_offensive = -0.25
	war_elephants_offensive = 0.25

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = -0.25
	pikemen_defensive = -0.25
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = -0.25
	horse_archers_defensive = -0.25
	war_elephants_defensive = -0.25
	enemy = {
		group = defensive
		factor = 1
	}
}
good_schiltron_tactic = {
	days = 5
	sprite = 3
	group = standfast
	trigger = {
		phase = melee
		OR = {
			archers = 0.01
			heavy_infantry = 0.01
			war_elephants = 0.01
			pikemen = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				light_infantry = 0.60
			}
			NOT = {
				OR = {
					pikemen = 0.30
					archers = 0.30
					war_elephants = 0.03
					AND = {
						heavy_infantry = 0.30
						OR = {
							pikemen = 0.10
							archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = scottish
				culture = scots
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.5
	pikemen_offensive = 1.0
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = 0.25
	archers_offensive = 0.25
	horse_archers_offensive = 0.5
	war_elephants_offensive = 1.0

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.5
	pikemen_defensive = 1.0
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.5
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.5
	enemy = {
		group = charge
		factor = 1
	}
}
schiltron_tactic = {
	days = 5
	sprite = 10
	group = standfast
	trigger = {
		phase = melee
		OR = {
			archers = 0.01
			heavy_infantry = 0.01
			war_elephants = 0.01
			pikemen = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				light_infantry = 0.60
			}
			NOT = {
				OR = {
					pikemen = 0.30
					archers = 0.30
					war_elephants = 0.03
					AND = {
						heavy_infantry = 0.30
						OR = {
							pikemen = 0.10
							archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = scottish
				culture = scots
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.0
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.75
	light_cavalry_offensive = 0.0
	camel_cavalry_offensive = 0.0
	knights_offensive = 0.0
	archers_offensive = 0.0
	horse_archers_offensive = 0.25
	war_elephants_offensive = 0.75

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.75
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.25
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.25
	enemy = {
		group = charge
		factor = 1
	}
}
bad_schiltron_tactic = {
	days = 5
	sprite = 17
	group = standfast
	trigger = {
		phase = melee
		OR = {
			archers = 0.01
			heavy_infantry = 0.01
			war_elephants = 0.01
			pikemen = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				light_infantry = 0.60
			}
			NOT = {
				OR = {
					pikemen = 0.30
					archers = 0.30
					war_elephants = 0.03
					AND = {
						heavy_infantry = 0.30
						OR = {
							pikemen = 0.10
							archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = scottish
				culture = scots
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.5
	light_cavalry_offensive = -0.25
	camel_cavalry_offensive = -0.25
	knights_offensive = -0.25
	archers_offensive = -0.25
	horse_archers_offensive = 0.0
	war_elephants_offensive = 0.5

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.5
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = 0.0
	horse_archers_defensive = -0.25
	war_elephants_defensive = 0.0
	enemy = {
		group = charge
		factor = 1
	}
}
good_pike_assault_tactic = {
	days = 5
	sprite = 3
	group = standfast
	trigger = {
		phase = melee
		OR = {
			archers = 0.01
			heavy_infantry = 0.01
			war_elephants = 0.01
			pikemen = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				light_infantry = 0.60
			}
			NOT = {
				OR = {
					pikemen = 0.30
					archers = 0.30
					war_elephants = 0.03
					AND = {
						heavy_infantry = 0.30
						OR = {
							pikemen = 0.10
							archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = dutch
				culture = flemish
				culture = frisian
				culture = franconian
				culture = han
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.5
	heavy_infantry_offensive = 0.5
	pikemen_offensive = 1.0
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = 0.25
	archers_offensive = 0.25
	horse_archers_offensive = 0.5
	war_elephants_offensive = 1.0

	light_infantry_defensive = 0.5
	heavy_infantry_defensive = 0.5
	pikemen_defensive = 0.5
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.5
	horse_archers_defensive = 0.25
	war_elephants_defensive = 0.5
	enemy = {
		group = charge
		factor = 1
	}
}
pike_assault_tactic = {
	days = 5
	sprite = 10
	group = standfast
	trigger = {
		phase = melee
		OR = {
			archers = 0.01
			heavy_infantry = 0.01
			war_elephants = 0.01
			pikemen = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				light_infantry = 0.60
			}
			NOT = {
				OR = {
					pikemen = 0.30
					archers = 0.30
					war_elephants = 0.03
					AND = {
						heavy_infantry = 0.30
						OR = {
							pikemen = 0.10
							archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = dutch
				culture = flemish
				culture = frisian
				culture = franconian
				culture = han
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.75
	light_cavalry_offensive = 0.0
	camel_cavalry_offensive = 0.0
	knights_offensive = 0.0
	archers_offensive = 0.0
	horse_archers_offensive = 0.25
	war_elephants_offensive = 0.75

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.25
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.25
	enemy = {
		group = charge
		factor = 1
	}
}
bad_pike_assault_tactic = {
	days = 5
	sprite = 17
	group = standfast
	trigger = {
		phase = melee
		OR = {
			archers = 0.01
			heavy_infantry = 0.01
			war_elephants = 0.01
			pikemen = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				light_infantry = 0.60
			}
			NOT = {
				OR = {
					pikemen = 0.30
					archers = 0.30
					war_elephants = 0.03
					AND = {
						heavy_infantry = 0.30
						OR = {
							pikemen = 0.10
							archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture = dutch
				culture = flemish
				culture = frisian
				culture = franconian
				culture = han
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.0
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.5
	light_cavalry_offensive = -0.25
	camel_cavalry_offensive = -0.25
	knights_offensive = -0.25
	archers_offensive = -0.25
	horse_archers_offensive = 0.0
	war_elephants_offensive = 0.5

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = 0.0
	horse_archers_defensive = -0.25
	war_elephants_defensive = 0.0
	enemy = {
		group = charge
		factor = 1
	}
}
good_gray_wall_tactic = {
	days = 5
	sprite = 3
	group = standfast
	trigger = {
		phase = melee
		OR = {
			archers = 0.01
			heavy_infantry = 0.01
			war_elephants = 0.01
			pikemen = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				light_infantry = 0.60
			}
			NOT = {
				OR = {
					pikemen = 0.30
					archers = 0.30
					war_elephants = 0.03
					AND = {
						heavy_infantry = 0.30
						OR = {
							pikemen = 0.10
							archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture_group = dravidian_group
				culture_group = indo_aryan_group
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.6
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.7
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.65
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.75
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.3
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.35
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.25
	heavy_infantry_offensive = 0.5
	pikemen_offensive = 1.0
	light_cavalry_offensive = 0.25
	camel_cavalry_offensive = 0.25
	knights_offensive = 0.25
	archers_offensive = 0.25
	horse_archers_offensive = 0.5
	war_elephants_offensive = 1.0

	light_infantry_defensive = 0.25
	heavy_infantry_defensive = 0.5
	pikemen_defensive = 0.5
	light_cavalry_defensive = 0.25
	camel_cavalry_defensive = 0.25
	knights_defensive = 0.25
	archers_defensive = 0.5
	horse_archers_defensive = 0.25
	war_elephants_defensive = 1.0
	enemy = {
		group = charge
		factor = 1
	}
}
gray_wall_tactic = {
	days = 5
	sprite = 10
	group = standfast
	trigger = {
		phase = melee
		OR = {
			archers = 0.01
			heavy_infantry = 0.01
			war_elephants = 0.01
			pikemen = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				light_infantry = 0.60
			}
			NOT = {
				OR = {
					pikemen = 0.30
					archers = 0.30
					war_elephants = 0.03
					AND = {
						heavy_infantry = 0.30
						OR = {
							pikemen = 0.10
							archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture_group = dravidian_group
				culture_group = indo_aryan_group
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 0.8
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 0.9
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 1.1
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 1.05
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = 0.0
	heavy_infantry_offensive = 0.25
	pikemen_offensive = 0.75
	light_cavalry_offensive = 0.0
	camel_cavalry_offensive = 0.0
	knights_offensive = 0.0
	archers_offensive = 0.0
	horse_archers_offensive = 0.25
	war_elephants_offensive = 0.75

	light_infantry_defensive = 0.0
	heavy_infantry_defensive = 0.25
	pikemen_defensive = 0.25
	light_cavalry_defensive = 0.0
	camel_cavalry_defensive = 0.0
	knights_defensive = 0.0
	archers_defensive = 0.25
	horse_archers_defensive = 0.0
	war_elephants_defensive = 0.75
	enemy = {
		group = charge
		factor = 1
	}
}
bad_gray_wall_tactic = {
	days = 5
	sprite = 17
	group = standfast
	trigger = {
		phase = melee
		OR = {
			archers = 0.01
			heavy_infantry = 0.01
			war_elephants = 0.01
			pikemen = 0.01
		}
		NOT = { AND = {
			OR = {
				knights = 0.16
				light_cavalry = 0.30
				camel_cavalry = 0.30
				horse_archers = 0.30
				light_infantry = 0.60
			}
			NOT = {
				OR = {
					pikemen = 0.30
					archers = 0.30
					war_elephants = 0.03
					AND = {
						heavy_infantry = 0.30
						OR = {
							pikemen = 0.10
							archers = 0.10
						}
					}
				}
			}
		} }
		flank_has_leader = yes
		leader = {
			OR = {
				culture_group = dravidian_group
				culture_group = indo_aryan_group
			}
		}
	}

	mean_time_to_happen = {
		days = 3
		modifier = {
			factor = 1.2
			leader = {
				martial == 0
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 2 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 4 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 6 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 8 }
			}
		}
		modifier = {
			factor = 1.2
			leader = {
				NOT = { martial = 10 }
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 12
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 14
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 16
			}
		}
		modifier = {
			factor = 0.95
			leader = {
				martial = 18
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 20
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 22
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 24
			}
		}
		modifier = {
			factor = 0.8
			leader = {
				martial = 26
			}
		}
	}
	light_infantry_offensive = -0.25
	heavy_infantry_offensive = 0.0
	pikemen_offensive = 0.5
	light_cavalry_offensive = -0.25
	camel_cavalry_offensive = -0.25
	knights_offensive = -0.25
	archers_offensive = -0.25
	horse_archers_offensive = 0.0
	war_elephants_offensive = 0.5

	light_infantry_defensive = -0.25
	heavy_infantry_defensive = 0.0
	pikemen_defensive = 0.0
	light_cavalry_defensive = -0.25
	camel_cavalry_defensive = -0.25
	knights_defensive = -0.25
	archers_defensive = 0.0
	horse_archers_defensive = -0.25
	war_elephants_defensive = 0.5
	enemy = {
		group = charge
		factor = 1
	}
}
