Combat Tactics

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At the moment we have a pretty basic icon system for combat tactics showing the uniticon which has the biggest bonus value in the tactic. This is the sprite number for each unit: 1=LI 2=HI 3=PIKE 4=LC 5=KNIGHTS 6=ARCHERS 7=HORSE ARCH.

# Must be first in file. This tactic will be set if anything goes wrong no_tactic = { days = 1 # tactic lasts one day sprite = 1 # index of icon trigger = { always = no # never use unless set explicitly by code } } generic_skirmish_tactic = { days = 3 # tactic lasts one day sprite = 4 # index of icon group = skirmish trigger = { phase = skirmish } mean_time_to_happen = { days = 3 } } harass_tactic = { days = 18 sprite = 4 group = harass trigger = { phase = skirmish light_cavalry = 0.001 } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 8 } light_troops = { who = light_cavalry value = 0.7 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 12 } light_troops = {

who = light_cavalry value = 0.6 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 16 } light_troops = { who = light_cavalry value = 0.5 } } } light_cavalry_offensive = 3 horse_archers_offensive = -1.5 archers_offensive = -1.5 enemy = { group = swarm factor = 1 } } volly_harass_tactic = { days = 18 sprite = 4 group = harass trigger = { phase = skirmish light_cavalry = 0.01 archers = 0.01 } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 8 } light_troops = { who = light_cavalry value = 0.7 } light_troops = { who = horse_archers value = 0.3 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 12 }

light_troops = { who = light_cavalry value = 0.6 } light_troops = { who = horse_archers value = 0.3 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 16 } light_troops = { who = light_cavalry value = 0.5 } light_troops = { who = horse_archers value = 0.3 } } } light_cavalry_offensive = 1.8 horse_archers_offensive = 0.6 archers_offensive = -1.8 enemy = { group = swarm factor = 1 } } volley_tactic = { days = 18 sprite = 6 group = volley trigger = { phase = skirmish archers = 0.01 } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 8 } light_troops = { who = archers value = 0.7 } } modifier = { factor = 1.5

flank_has_leader = yes leader = { martial = 12 } light_troops = { who = archers value = 0.6 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 16 } light_troops = { who = archers value = 0.5 } } } light_cavalry_offensive = -1.5 horse_archers_offensive = -1.5 archers_offensive = 3 enemy = { group = harass factor = 1 } } swarm_volley_tactic = { days = 18 sprite = 6 group = volley trigger = { phase = skirmish archers = 0.01 horse_archers = 0.01 } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 8 } light_troops = { who = archers value = 0.7 } light_troops = { who = horse_archers value = 0.3 } } modifier = {

factor = 1.5 flank_has_leader = yes leader = { martial = 12 } light_troops = { who = archers value = 0.6 } light_troops = { who = horse_archers value = 0.3 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 16 } light_troops = { who = archers value = 0.5 } light_troops = { who = horse_archers value = 0.3 } } } light_cavalry_offensive = -1.8 horse_archers_offensive = 0.6 archers_offensive = 2.4 enemy = { group = harass factor = 1 } } swarm_tactic = { days = 18 sprite = 7 group = swarm trigger = { phase = skirmish horse_archers = 0.01 } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 8 } light_troops = { who = horse_archers

value = 0.7 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 12 } light_troops = { who = horse_archers value = 0.6 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 16 } light_troops = { who = horse_archers value = 0.5 } } } light_cavalry_offensive = -1.5 horse_archers_offensive = 3 archers_offensive = -1.5 enemy = { group = volley factor = 1 } } harras_swarm_tactic = { days = 18 sprite = 7 group = swarm trigger = { phase = skirmish horse_archers = 0.01 } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 8 } light_troops = { who = horse_archers value = 0.7 } light_troops = { who = light_cavalry

value = 0.3 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 12 } light_troops = { who = horse_archers value = 0.6 } light_troops = { who = light_cavalry value = 0.3 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 16 } light_troops = { who = horse_archers value = 0.5 } light_troops = { who = light_cavalry value = 0.3 } } } light_cavalry_offensive = 0.6 horse_archers_offensive = 2.4 archers_offensive = -1.8 enemy = { group = volley factor = 1 } } shieldwall_tactic = { days = 12 sprite = 2 # index of icon group = defensive trigger = { phase = skirmish heavy_infantry = 0.2 } mean_time_to_happen = { days = 3 modifier = { factor = 3 flank_has_leader = yes leader = {

martial = 12 } light_troops = { who = archers value = 0.3 } } modifier = { factor = 3 flank_has_leader = yes leader = { martial = 12 } heavy_troops = { who = pikemen value = 0.3 } } modifier = { factor = 3 flank_has_leader = yes leader = { martial = 12 } heavy_troops = { who = heavy_infantry value = 0.4 } } } light_infantry_defensive = 1.2 heavy_infantry_defensive = 3 pikemen_defensive = 2.4 archers_offensive = 0.6 light_cavalry_defensive = -0.5 knights_defensive = -0.5 horse_archers_defensive = -0.5 } fient_tactic = { days = 12 sprite = 2 # index of icon group = defensive trigger = { phase = skirmish heavy_infantry = 0.1 archers = 0.1 } mean_time_to_happen = { days = 3 modifier = { factor = 3 flank_has_leader = yes leader = { martial = 12

} light_troops = { who = archers value = 0.3 } } modifier = { factor = 3 flank_has_leader = yes leader = { martial = 12 } heavy_troops = { who = heavy_infantry value = 0.4 } } } heavy_infantry_offensive = 1.8 archers_offensive = 1.8 }

prepare_tactic = { days = 1 sprite = 2 group = defensive trigger = { phase = skirmish days = 15 } mean_time_to_happen = { days = 1 modifier = { factor = 0.1 flank_has_leader = yes leader = { martial = 8 } } modifier = { factor = 0.1 flank_has_leader = yes leader = { martial = 12 } } modifier = { factor = 0.1 flank_has_leader = yes leader = { martial = 16 } } }

change_phase_to = melee } charge_on_undefended_tactic = { days = 2 sprite = 5 group = charge trigger = { phase = skirmish is_flanking = no days = 3 # duration of combat >= 3 days } mean_time_to_happen = { days = 1 modifier = { factor = 100 enemy = { troops = { who = archers value = 0.6 } } } } change_phase_to = melee } charge_of_opportunity_tactic = { days = 6 sprite = 5 # index of icon group = charge trigger = { phase = skirmish is_flanking = no days = 10 # duration of combat >= 10 days } mean_time_to_happen = { days = 3 # this has nothing to do with days, it just represents relative chance of selecting this tactic, higher is better } change_phase_to = melee knights_offensive = 3 horse_archers_offensive = 3 heavy_infantry_offensive = 1.2 } charge_tactic = { days = 6 sprite = 5 # index of icon group = charge trigger = { phase = skirmish

is_flanking = no days = 10 # duration of combat >= 10 days } mean_time_to_happen = { days = 10 # this has nothing to do with days, it just represents relative chance of selecting this tactic, higher is better modifier = { factor = 3 flank_has_leader = yes leader = { martial = 12 } light_troops = { who = horse_archers value = 0.3 } } modifier = { factor = 3 flank_has_leader = yes leader = { martial = 12 } heavy_troops = { who = knights value = 0.1 } } modifier = { factor = 3 flank_has_leader = yes leader = { martial = 12 } heavy_troops = { who = heavy_infantry value = 0.1 } } } change_phase_to = melee knights_offensive = 3 horse_archers_offensive = 3 heavy_infantry_offensive = 1.2 } wait_tactic = { days = 1 sprite = 2 group = stand_fast trigger = { phase = melee } mean_time_to_happen = { days = 1

modifier = { factor = 0.1 flank_has_leader = yes leader = { martial = 8 } } modifier = { factor = 0.1 flank_has_leader = yes leader = { martial = 12 } } modifier = { factor = 0.1 flank_has_leader = yes leader = { martial = 16 } } } } advance_tactic = { days = 18 sprite = 2 group = advance trigger = { phase = melee heavy_infantry = 0.01 } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 8 } heavy_troops = { who = heavy_infantry value = 0.7 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 12 } heavy_troops = { who = heavy_infantry value = 0.6 } } modifier = { factor = 1.5

flank_has_leader = yes leader = { martial = 16 } heavy_troops = { who = heavy_infantry value = 0.5 } } } knights_offensive = -1.5 heavy_infantry_offensive = 3 pikemen_offensive = -1.5 enemy = { group = stand_fast factor = 3 } } awesome_advance_tactic = { days = 18 sprite = 2 group = advance trigger = { phase = melee heavy_infantry = 0.01 knights = 0.01 } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 9 } heavy_troops = { who = heavy_infantry value = 0.7 } heavy_troops = { who = knights value = 0.3 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 13 } heavy_troops = { who = heavy_infantry value = 0.6 } heavy_troops = { who = knights

value = 0.3 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 17 } heavy_troops = { who = heavy_infantry value = 0.5 } heavy_troops = { who = knights value = 0.3 } } } knights_offensive = 0.6 heavy_infantry_offensive = 2.4 pikemen_offensive = -1.8 enemy = { group = stand_fast factor = 3 } } stand_fast_tactic = { days = 18 sprite = 3 group = stand_fast trigger = { phase = melee pikemen = 0.01 location = { terrain = forest } } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 8 } heavy_troops = { who = pikemen value = 0.7 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 12

} heavy_troops = { who = pikemen value = 0.6 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 16 } heavy_troops = { who = pikemen value = 0.5 } } } knights_offensive = -1.5 heavy_infantry_offensive = -1.5 pikemen_offensive = 3 enemy = { group = charge factor = 3 } } slow_advance_tactic = { days = 18 sprite = 3 group = stand_fast trigger = { phase = melee pikemen = 0.01 heavy_infantry = 0.01 } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 8 } heavy_troops = { who = pikemen value = 0.7 } heavy_troops = { who = heavy_infantry value = 0.3 } } modifier = { factor = 1.5 flank_has_leader = yes leader = {

martial = 12 } heavy_troops = { who = pikemen value = 0.6 } heavy_troops = { who = heavy_infantry value = 0.3 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 16 } heavy_troops = { who = pikemen value = 0.5 } heavy_troops = { who = heavy_infantry value = 0.3 } } } knights_offensive = -1.8 heavy_infantry_offensive = 0.6 pikemen_offensive = 2.4 enemy = { group = charge factor = 3 } } awesome_charge_tactic = { days = 18 sprite = 5 group = charge trigger = { phase = melee knights = 0.01 } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 8 } heavy_troops = { who = knights value = 0.7 } }

modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 12 } heavy_troops = { who = knights value = 0.6 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 16 } heavy_troops = { who = knights value = 0.5 } } } knights_offensive = 3 heavy_infantry_offensive = -1.5 pikemen_offensive = -1.5 enemy = { group = advance factor = 3 } } awesomer_charge_tactic = { days = 18 sprite = 5 group = charge trigger = { phase = melee knights = 0.01 pikemen = 0.01 } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 9 } heavy_troops = { who = knights value = 0.7 } heavy_troops = { who = pikemen value = 0.3 }

} modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 13 } heavy_troops = { who = knights value = 0.6 } heavy_troops = { who = pikemen value = 0.3 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 17 } heavy_troops = { who = knights value = 0.5 } heavy_troops = { who = pikemen value = 0.3 } } } knights_offensive = 2.4 heavy_infantry_offensive = -1.8 pikemen_offensive = 0.6 enemy = { group = advance factor = 3 } } barrage_tactic = { days = 6 sprite = 6 # index of icon group = defensive trigger = { phase = melee archers = 0.2 } mean_time_to_happen = { days = 3 modifier = { factor = 3 flank_has_leader = yes leader = { martial = 12 }

light_troops = { who = archers value = 0.3 } } modifier = { factor = 3 flank_has_leader = yes leader = { martial = 12 } light_troops = { who = horse_archers value = 0.3 } } } archers_offensive = 2.4 horse_archers_offensive = 2.4 } raid_tactic = { days = 6 sprite = 1 group = defensive trigger = { phase = melee light_cavalry = 0.2 } mean_time_to_happen = { days = 3 modifier = { factor = 3 flank_has_leader = yes leader = { martial = 12 } troops = { who = light_cavalry value = 0.3 } } modifier = { factor = 3 flank_has_leader = yes leader = { martial = 12 } troops = { who = light_infantry value = 0.3 } } } light_cavalry_offensive = 2.4 light_infantry_offensive = 2.4

} pursue_tactic = { days = 15 sprite = 4 group = charge trigger = { phase = pursue } mean_time_to_happen = { days = 10 } } ######################### # Combat Flavor Tactics # ######################### # Bad Tactics reckless_charge_tactic = { days = 6 sprite = 5 # index of icon group = charge trigger = { phase = skirmish is_flanking = no days = 10 # duration of combat >= 10 days flank_has_leader = yes leader = { OR = { trait = aggressive_leader trait = wroth } } } mean_time_to_happen = { days = 10 # this has nothing to do with days, it just represents relative chance of selecting this tactic, higher is better modifier = { factor = 3 flank_has_leader = yes leader = { NOT = { martial = 7 } } light_troops = { who = horse_archers value = 0.3 } } modifier = { factor = 3 flank_has_leader = yes leader = { NOT = { martial = 7 } }

heavy_troops = { who = knights value = 0.1 } } modifier = { factor = 3 flank_has_leader = yes leader = { NOT = { martial = 7 } } heavy_troops = { who = heavy_infantry value = 0.1 } } } change_phase_to = melee knights_defensive = -0.5 horse_archers_defensive = -0.5 heavy_infantry_defensive = -0.3 knights_offensive = 1.2 horse_archers_offensive = 1.2 heavy_infantry_offensive = 0.6 } timid_advance_tactic = { days = 18 sprite = 2 group = advance trigger = { phase = melee heavy_infantry = 0.01 flank_has_leader = yes leader = { OR = { trait = craven trait = organizer } } } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { NOT = { martial = 7 } } heavy_troops = { who = heavy_infantry value = 0.5 } }

} knights_offensive = -2.1 heavy_infantry_offensive = -2.1 pikemen_offensive = 1.2 enemy = { group = stand_fast factor = 1.2 } } confused_orders_tactic = { days = 18 sprite = 6 group = volley trigger = { phase = skirmish archers = 0.01 flank_has_leader = yes leader = { OR = { trait = lisp trait = stutter } } } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { NOT = { martial = 7 } } light_troops = { who = archers value = 0.5 } } } archers_offensive = -1.2 horse_archers_offensive = -1.2 enemy = { group = charge factor = -1.2 } } hesitant_commander_tactic = { days = 18 sprite = 3 group = stand_fast trigger = { phase = melee

flank_has_leader = yes leader = { OR = { trait = slothful trait = shy } } } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { NOT = { martial = 7 } } } } knights_offensive = -1.5 heavy_infantry_offensive = -1.5 } charging_own_skirmishers_tactic = { days = 6 sprite = 5 # index of icon group = charge trigger = { phase = skirmish is_flanking = no days = 10 # duration of combat >= 10 days flank_has_leader = yes leader = { trait = cruel } } mean_time_to_happen = { days = 10 # this has nothing to do with days, it just represents relative chance of selecting this tactic, higher is better modifier = { factor = 3 flank_has_leader = yes leader = { NOT = { martial = 10 } } heavy_troops = { who = knights value = 0.1 } } modifier = { factor = 3 flank_has_leader = yes leader = { NOT = { martial = 10 } } light_troops = { who = light_cavalry value = 0.1

} } } change_phase_to = melee knights_offensive = 3 light_cavalry_offensive = 1.8 archers_offensive = -4.2 archers_defensive = -0.5 horse_archers_offensive = -1.2 horse_archers_defensive = -0.3 } # Good tactics inspired_defense_tactic = { days = 12 sprite = 2 # index of icon group = defensive trigger = { phase = skirmish flank_has_leader = yes leader = { OR = { trait = inspiring_leader trait = defensive_leader } } } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 14 } } modifier = { factor = 3 flank_has_leader = yes leader = { martial = 14 trait = defensive_leader } } } knights_defensive = 1.5 heavy_infantry_defensive = 1.5 light_infantry_defensive = 1.5 light_cavalry_defensive = 1.5 archers_defensive = 1.5 horse_archers_defensive = 1.5 pikemen_defensive = 1.5

enemy = { group = charge factor = 1.2 } enemy = { group = advance factor = 0.6 } } heroic_countercharge_tactic = { days = 18 sprite = 5 group = charge trigger = { phase = melee knights = 0.01 light_cavalry = 0.01 flank_has_leader = yes leader = { OR = { trait = aggressive_leader trait = brave trait = cavalry_leader } } } mean_time_to_happen = { days = 3 modifier = { factor = 3 flank_has_leader = yes leader = { martial = 14 } heavy_troops = { who = knights value = 0.1 } } } knights_offensive = 3.6 light_cavalry_offensive = 3.6 heavy_infantry_offensive = 0.6 pikemen_offensive = 0.6 enemy = { group = charge factor = 3 } } clever_ambush_tactic = { days = 18 sprite = 3 group = stand_fast

trigger = { phase = melee light_cavalry = 0.1 light_infantry = 0.1 flank_has_leader = yes leader = { OR = { trait = trait = } } location = { OR = { terrain terrain terrain } } }

trickster quick

= forest = hills = mountain

mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 14 } troops = { who = light_cavalry value = 0.2 } troops = { who = light_infantry value = 0.2 } } modifier = { factor = 3 flank_has_leader = yes leader = { martial = 14 trait = trickster } troops = { who = light_cavalry value = 0.2 } troops = { who = light_infantry value = 0.2 } } } light_cavalry_offensive = 2.4 light_infantry_offensive = 1.2 horse_archers = 1.2 archers_offensive = 1.2 enemy = {

group = advance factor = 3 } } religious_fervour_tactic = { days = 18 sprite = 2 group = advance trigger = { phase = melee flank_has_leader = yes OR = { leader = { trait = zealous trait = inspiring_leader } leader = { trait = possessed } } } mean_time_to_happen = { days = 3 modifier = { factor = 3 flank_has_leader = yes leader = { martial = 14 trait = possessed } } } knights_offensive = 1.5 heavy_infantry_offensive = 1.5 light_infantry_offensive = 1.5 light_cavalry_offensive = 1.5 archers_offensive = 1.5 horse_archers_offensive = 1.5 pikemen_offensive = 1.5 } ############################ # Culture Specific Tactics # ############################ # Altaic (Mongol, etc) retreat_and_ambush_tactic = { days = 6 sprite = 1 group = defensive trigger = { phase = melee horse_archers = 0.2 flank_has_leader = yes leader = { culture_group = altaic } }

mean_time_to_happen = { days = 3 modifier = { factor = 3 flank_has_leader = yes leader = { martial = 12 } light_troops = { who = horse_archers value = 0.3 } } } change_phase_to = skirmish horse_archers_offensive = 4.2 light_cavalry_offensive = 2.4 archers_offensive = 1.8 } # Scandinavian berserker_charge_tactic = { days = 18 sprite = 5 group = charge trigger = { phase = melee heavy_infantry = 0.01 flank_has_leader = yes leader = { culture_group = north_germanic } } mean_time_to_happen = { days = 3 modifier = { factor = 3 flank_has_leader = yes leader = { martial = 10 } heavy_troops = { who = heavy_infantry value = 0.3 } } } heavy_infantry_offensive = 3.6 light_infantry_offensive = 1.2 heavy_infantry_defensive = -0.5 light_infantry_defensive = -0.3 enemy = { group = stand_fast factor = 1 }

} # Scottish schiltron_formation_tactic = { days = 18 sprite = 3 group = stand_fast trigger = { phase = melee pikemen = 0.01 flank_has_leader = yes leader = { culture = scottish } } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 8 } heavy_troops = { who = pikemen value = 0.6 } heavy_troops = { who = heavy_infantry value = 0.3 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 12 } heavy_troops = { who = pikemen value = 0.5 } heavy_troops = { who = heavy_infantry value = 0.3 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 16 } heavy_troops = { who = pikemen value = 0.4 } heavy_troops = { who = heavy_infantry value = 0.2

} } } light_infantry_defensive = 1.2 heavy_infantry_defensive = 2.4 pikemen_defensive = 3.6 archers_offensive = 0.6 pikemen_offensive = 2.4 light_cavalry_defensive = -0.4 knights_defensive = -0.4 horse_archers_defensive = -0.4 enemy = { group = charge factor = 3 } } # Italian pike_column_advance_tactic = { days = 18 sprite = 2 group = advance trigger = { phase = melee pikemen = 0.01 flank_has_leader = yes leader = { culture = italian } } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 8 } heavy_troops = { who = pikemen value = 0.6 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 12 } heavy_troops = { who = pikemen value = 0.5 } } modifier = { factor = 1.5

flank_has_leader = yes leader = { martial = 16 } heavy_troops = { who = pikemen value = 0.4 } } } knights_offensive = 0.6 heavy_infantry_offensive = 1.2 pikemen_offensive = 3 enemy = { group = stand_fast factor = 3 } } # English/Welsh massive_longbow_volley_tactic = { days = 18 sprite = 6 group = volley trigger = { phase = skirmish archers = 0.01 flank_has_leader = yes leader = { OR = { culture = english culture = welsh } } } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 8 } light_troops = { who = archers value = 0.6 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 12 } light_troops = { who = archers value = 0.5

} } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 16 } light_troops = { who = archers value = 0.4 } } } archers_offensive = 4.2 enemy = { group = harass factor = 3 } enemy = { group = charge factor = 3 } } # Frank/Norman/German/Occitan/Breton couched_lance_charge_tactic = { days = 18 sprite = 5 group = charge trigger = { phase = melee knights = 0.01 flank_has_leader = yes leader = { OR = { culture culture culture culture culture } } }

= = = = =

frankish occitan norman german breton

mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 8 } heavy_troops = { who = knights value = 0.6 }

} modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 12 } heavy_troops = { who = knights value = 0.5 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 16 } heavy_troops = { who = knights value = 0.4 } } } knights_offensive = 4.2 heavy_infantry_offensive = -0.6 pikemen_offensive = 0.6 enemy = { group = advance factor = 3 } } # Arab desert_ambush_tactic = { days = 18 sprite = 3 group = stand_fast trigger = { phase = melee light_cavalry = 0.1 light_infantry = 0.1 flank_has_leader = yes leader = { culture_group = arabic } location = { terrain = desert } } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 10 } troops = { who = light_cavalry value = 0.2

} troops = { who = light_infantry value = 0.2 } } modifier = { factor = 3 flank_has_leader = yes leader = { martial = 10 trait = trickster } troops = { who = light_cavalry value = 0.2 } troops = { who = light_infantry value = 0.2 } } } light_cavalry_offensive = 2.4 light_infantry_offensive = 1.2 horse_archers_offensive = 1.2 archers_offensive = 1.2 enemy = { group = advance factor = 3 } } # Byzantine embolon_charge_formation_tactic = { days = 18 sprite = 5 group = charge trigger = { phase = melee knights = 0.01 flank_has_leader = yes leader = { culture_group = byzantine } } mean_time_to_happen = { days = 3 modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 8 } heavy_troops = { who = knights value = 0.6 } }

modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 12 } heavy_troops = { who = knights value = 0.5 } } modifier = { factor = 1.5 flank_has_leader = yes leader = { martial = 16 } heavy_troops = { who = knights value = 0.4 } } } knights_offensive = 2.4 light_cavalry_offensive = 1.8 heavy_infantry_offensive = -1.2 pikemen_offensive = 0.6 enemy = { group = advance factor = 3 } }

########################################################################## # Siege offensive tactics ########################################################################## # Must be first "siege = attacker" no_siege_offense_tactic = { days = 1 # tactic lasts one day sprite = 1 # index of icon siege = attacker trigger = { always = no # never use unless set explicitly by code } } default_siege_offense_tactic = { days = 5 sprite = 1 siege = attacker trigger = { always = yes }

mean_time_to_happen = { days = 10 } } ########################################################################## # Siege defensive tactics ########################################################################## # Must be first "siege = defender" no_siege_defense_tactic = { days = 1 # tactic lasts one day sprite = 1 # index of icon siege = defender trigger = { always = no # never use unless set explicitly by code } } default_siege_defense_tactic = { days = 5 sprite = 1 siege = defender trigger = { always = yes } mean_time_to_happen = { days = 10 } } ########################################################################## # Combat MTTH definitions(do not remove) ########################################################################## flank_retreat_odds = { # MTTH range is 0-100, if flank morale is below MTTH, flank will retreat mean_time_to_happen = { days = 25 } } flank_pursue_odds = { # MTTH range is 0-100, chance (in %) of pursuing a fleeing flank mean_time_to_happen = { days = 25 } }

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