#### COMBAT TACTICS ###########################################################
#
# NOTE: tactics must start with "tactic_" in their name to work with techs.
###############################################################################

phases = { # phase = no is the standard phase
	close_combat
	tactical_withdrawal
	seize_bridge
	hold_bridge
	city_outskirts
	street_fighting
	inner_city
	take_city
	seize_fort
}

tactic_basic_attack = {

	is_attacker = yes
	trigger = { # combined scope for both country and combatant
		is_attacker = yes
		phase = no
	}

	active = yes

	base =  { factor = 4 }
	picture = attack

	countered_by = tactic_counterattack

	attacker = 0.05
}

tactic_basic_defend = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = no
	}

	active = yes

	base =  { factor = 4 }
	picture = defend

	defender = 0.05
}

tactic_counterattack = { # counters basic attack, assault
	is_attacker = no
	trigger = {
		is_attacker = no
		skill_advantage > 0
		phase = no
	}

	active = yes

	base =  {
		factor = 4
		modifier = {
			add = 4
			has_trait = unyielding_defender
		}
	}

	picture = counterattack

	countered_by = tactic_elastic_offensive

	defender = 0.25
}


tactic_assault = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = no
		has_artillery_ratio > 0.1
	}

	active = yes

	base =  {
		factor = 2
		modifier = {
			add = 2

			has_trait = aggressive_assaulter
		}

		modifier = {
			factor = 0.2

			NOT = { is_fighting_in_terrain = urban }
		}

	} #Revisit ideally this should be more common in urban terrain

	picture = assault
	countered_by = tactic_counterattack

	phase = close_combat #changes phase to close combat

	attacker = 0.25			#attacker gets a bonus to doing damage
}
###close combat tactics here
tactic_cc_attack = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = close_combat
	}

	active = yes

	base =  { factor = 4 }
	picture = cc_attack
	display_phase = close_combat

	attacker = 0.1			#attacker gets a bonus to doing damage
	defender = 0.05
}
tactic_cc_defend = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = close_combat
	}

	active = yes

	base =  { factor = 4 }
	picture = cc_defend
	display_phase = close_combat

	attacker = 0.05
	defender = 0.1			#defender gets a bonus to doing damage
}
tactic_cc_storm = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = close_combat
	}

	active = yes

	base =  { factor = 2 }
	picture = cc_storm
	display_phase = close_combat

	attacker = 0.2			#attacker gets a bonus to doing damage
	defender = 0.2
}
tactic_cc_local_strong_point = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = close_combat
	}

	active = yes
	display_phase = close_combat

	base =  { factor = 2 }
	picture = cc_local_strong_point

	attacker = -0.2			#attacker gets a penalty to doing damage
}
tactic_cc_withdraw = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = close_combat
	}

	active = yes

	base =  { factor = 1 }
	picture = cc_withdraw
	display_phase = close_combat

	phase = no #changes phase to no

	attacker = -0.05
	defender = -0.05
}


tactic_encirclement = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = no
		frontage_full = yes
		has_reserves = yes
		OR = {
			skill_advantage > 0
			has_trait = panzer_leader
			has_trait = trickster
		}
	}

	active = yes

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = panzer_expert
				has_trait = combined_arms_expert
			}
		}
	}

	picture = encircle
	countered_by = tactic_tactical_withdrawal

	combat_width = 0.5		#increased combat_width
	attacker = 0.25
	defender = 0.05
}

tactic_delay = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = no
	}

	active = no

	base =  {
		factor = 4
	}
	picture = delay

	countered_by = tactic_shock
	countered_by = tactic_mechanized_assault
	countered_by = tactic_piecemeal_attack

	attacker_movement_speed = -0.25		#
	attacker = -0.25
	defender = -0.15
}

tactic_shock = { #counters delay
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = no
	}

	active = yes

	base =  {
		factor = 4
		modifier = {
			add = 4
			has_trait = aggressive_assaulter
		}
	}
	picture = shock
	countered_by = tactic_ambush

	defender = -0.25
}

tactic_tactical_withdrawal = { #counters encirclement
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = no
		OR = {
			skill_advantage > 0
			has_trait = trickster
		}
	}

	active = no

	base =  {
		factor = 4
	}
	picture = withdraw

	phase = tactical_withdrawal

	#countered_by = tactic_vertical_envelopment

	combat_width = -0.25
	attacker = -0.25
	defender = -0.05
}
###tactical withdrawal tactics
tactic_tw_attack = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = tactical_withdrawal
	}

	base =  { factor = 4 }
	picture = tw_attack
	display_phase = tactical_withdrawal

	combat_width = -0.25
	attacker = -0.25
	defender = -0.1
}
tactic_tw_defend = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = tactical_withdrawal
	}

	base =  { factor = 4 }
	picture = tw_defend
	display_phase = tactical_withdrawal

	combat_width = -0.25
	attacker = -0.3
	defender = -0.05
}
tactic_tw_chase = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = tactical_withdrawal
	}

	base =  { factor = 4 }
	picture = tw_chase
	display_phase = tactical_withdrawal


	combat_width = -0.25
	attacker = -0.15
	defender = -0.05
}
tactic_tw_evade = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = tactical_withdrawal
	}

	base =  { factor = 4 }
	picture = tw_evade
	display_phase = tactical_withdrawal


	combat_width = -0.25
	attacker = -0.4
	defender = -0.1
}
tactic_tw_intercept = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = tactical_withdrawal
	}

	base =  { factor = 4 }
	picture = tw_intercept
	display_phase = tactical_withdrawal

	phase = no

	attacker = -0.05
	defender = -0.1
}



tactic_breakthrough = { #counters ambush
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = no
		OR = {
			hardness > 0.5
			skill_advantage > 1
		}
	}

	active = no

	base =  { factor = 4 }
	picture = breakthrough

	countered_by = tactic_backhand_blow

	attacker_movement_speed = 0.5
	attacker = 0.25
	defender = -0.15
}

tactic_ambush = { #counters shock
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = no
		OR = {
			skill_advantage > 1
			skill > 2
			has_trait = trickster
		}
	}

	active = yes

	base =  { factor = 4 }
	picture = ambush
	countered_by = tactic_breakthrough

	attacker = -0.25
}

tactic_blitz = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		hardness > 0.5
		phase = no
		OR = {
			skill > 2
			has_trait = panzer_leader
			skill_advantage > 1
		}
		OWNER = { NOT = { has_tactic = tactic_masterful_blitz } } #Soviet improved version of blitz will replace this
	}

	active = no

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = panzer_expert
				has_trait = combined_arms_expert
			}
		}
	}

	picture = blitz
	countered_by = tactic_elastic_defense

	attacker_movement_speed = 0.5
	attacker = 0.15
	defender = -0.15
}


tactic_elastic_defense = { #counters blitz
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = no
		OR = {
			has_trait = defensive_doctrine
			skill > 2
		}
	}

	active = no

	base =  {
		factor = 4
	}
	picture = elastic_defence

	countered_by = tactic_mechanized_assault

	countered_by = tactic_jungle_infiltration

	attacker_movement_speed = -0.25
	attacker = -0.15
	defender = 0.10
}

tactic_backhand_blow = { #counters breakthrough
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = no
		OR = {
			skill > 4
			AND = {
				has_trait = defensive_doctrine
				skill > 3
			}
		}
	}

	active = no

	base =  { factor = 4 }
	picture = backhand_blow

	attacker_movement_speed = -0.3
	attacker = -0.2
	defender = 0.25
}

tactic_seize_bridge = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		has_combat_modifier = river_crossing
		phase = no
		OR = {
			skill > 3
			AND = {
				has_trait = offensive_doctrine
				skill > 2
			}
		}
	}

	base =  {
		factor = 2
	}
	picture = seize_bridge

	phase = seize_bridge

	attacker_movement_speed = 0.1
	combat_width = -0.25
	attacker = 0.2
	defender = -0.05
}
tactic_attacker_sb_hold = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = seize_bridge
	}

	base =  { factor = 4 }
	picture = attacker_sb_hold
	display_phase = seize_bridge

	combat_width = -0.25
	attacker = 0.2
}
tactic_attacker_sb_skillful_defence = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = seize_bridge
		skill > 4
	}

	base =  { factor = 4 }
	picture = attacker_sb_skillful_defence
	display_phase = seize_bridge

	combat_width = -0.25
	attacker = 0.2
	defender = -0.1
}
tactic_defender_sb_assault = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = seize_bridge
	}

	base =  { factor = 4 }
	picture = defender_sb_assault
	display_phase = seize_bridge

	combat_width = -0.25
	defender = -0.05
}
tactic_defender_sb_reckless_assault = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = seize_bridge
		skill < 3
	}

	base =  { factor = 4 }
	picture = defender_sb_reckless_assault
	display_phase = seize_bridge

	combat_width = -0.25
	attacker = 0.25
	defender = -0.1
}
tactic_defender_sb_retake_bridge = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = seize_bridge
		OR = {
			skill > 2
			has_trait = trickster
		}
	}

	countered_by = tactic_attacker_sb_skillful_defence
	phase = hold_bridge

	base =  { factor = 4 }
	picture = defender_sb_retake_bridge
	display_phase = seize_bridge

	combat_width = -0.25
	attacker = 0.1
	defender = -0.05
}

tactic_hold_bridge = {
	is_attacker = no
	trigger = {
		has_combat_modifier = river_crossing
		is_attacker = no
		phase = no
		OR = {
			skill > 2
			has_trait = defensive_doctrine
		}
	}

	base =  { factor = 2 }
	picture = tactic_hold_bridge

	phase = hold_bridge

	attacker_movement_speed = 0.1
	combat_width = -0.25
	attacker = 0.2
	defender = -0.05
}
tactic_attacker_hb_attack = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = hold_bridge
	}

	base =  { factor = 4 }
	picture = attacker_hb_attack
	display_phase = hold_bridge

	combat_width = -0.25
	attacker = 0.1
}
tactic_attacker_hb_rush = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = hold_bridge
		skill > 4
	}

	base =  { factor = 4 }
	picture = attacker_hb_rush
	display_phase = hold_bridge

	combat_width = -0.25
	attacker = 0.2
}
tactic_attacker_hb_storm = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = hold_bridge
	}

	base =  { factor = 2 }
	picture = attacker_hb_storm
	display_phase = hold_bridge

	countered_by = tactic_defender_hb_skillful_defence

	phase = seize_bridge

	combat_width = -0.25
	attacker = 0.2
	defender = 0.05
}
tactic_defender_hb_hold = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = hold_bridge
		skill < 3
	}

	base =  { factor = 2 }
	picture = defender_hb_hold
	display_phase = hold_bridge

	combat_width = -0.25
	attacker = 0.2
	defender = -0.1
}
tactic_defender_hb_skillful_defence = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = hold_bridge
		OR = {
			skill > 2
			has_trait = trickster
		}
	}

	base =  { factor = 2 }
	picture = defender_hb_skillful_defence
	display_phase = hold_bridge

	combat_width = -0.25
	attacker = 0.1
	defender = 0.05
}

tactic_guerrilla_tactics = { #People's army defender tactic. also for German volksturm branch.
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = no
		OR = {
			skill > 2
			has_trait = trickster
		}
	}

	active = no

	base =  {
		factor = 4
	}
	picture = tactic_guerrilla_tactics

	combat_width = -0.5
	attacker = -0.7
	defender = -0.6
}

tactic_human_wave_tactics = { #People's army attacker tactic
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = no
		frontage_full = yes
		has_reserves = yes
	}

	active = no

	base =  {
		factor = 4
	}
	picture = tactic_human_wave_tactics

	countered_by = tactic_grit_defense

	combat_width = 0.5
	attacker = 0.1
	defender = 0.1
}

tactic_banzai_charge = { #Special Japan attacker tactic
	is_attacker = yes
	trigger = {
		tag = JAP
		is_attacker = yes
		phase = no
		OWNER = { NOT = { has_tactic = tactic_grand_banzai_charge } } #Japanese improved version of Banzai Charge will replace this
	}

	active = yes

	countered_by = tactic_overwhelming_fire

	base =  { factor = 4 }
	picture = tactic_banzai_charge

	attacker_movement_speed = 0.1
	attacker = 0.25
	defender = 0.1
}

tactic_grand_banzai_charge = { #Special Japan attacker tactic
	only_show_for = JAP

	is_attacker = yes

	trigger = {
		tag = JAP
		is_attacker = yes
		phase = no
	}

	active = no

	countered_by = tactic_overwhelming_fire

	base =  { factor = 4 }
	picture = tactic_banzai_charge

	attacker_movement_speed = 0.1
	attacker = 0.3
	defender = 0.1
}

tactic_infantry_charge = { #GBP -> Infantry attacker tactic
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = no
	}

	active = no

	base =  {
		factor = 4
	}
	picture = tactic_infantry_charge

	attacker = 0.1
	defender = -0.05
}

tactic_planned_attack = { #GBP -> Armor attacker tactic
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = no
	}

	active = no

	base =  {
		factor = 4
	}
	picture = tactic_planned_attack

	attacker = 0.15
}

tactic_relentless_assault = { #Deep battle attacker tactic
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = no
	}

	active = no

	base =  {
		factor = 4
	}
	picture = tactic_relentless_assault

	attacker_movement_speed = 0.15
	attacker = 0.2
	defender = 0.05
}

tactic_unexpected_thrust = { #Mobile warfare attacker tactic
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = no
	}

	active = no

	base =  {
		factor = 4
	}
	picture = tactic_unexpected_thrust

	countered_by = tactic_force_in_being

	attacker_movement_speed = 0.15
	attacker = 0.15
}

tactic_overwhelming_fire = { # Counters Banzai charge
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = no
	}

	active = no

	base =  {
		factor = 2
	}
	picture = tactic_overwhelming_fire

	attacker = -0.1
	defender = 0.1
}

tactic_barrage = { #Superior firepower attacker tactic
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = no
	}

	active = no

	base =  {
		factor = 4
	}
	picture = tactic_barrage

	countered_by = tactic_invisible_positions
	countered_by = tactic_counterbattery_fire

	attacker = 0.1
	defender = -0.2
}

tactic_masterful_blitz = { #Improved version of Blitz for Soviets
	only_show_for = RUS

	is_attacker = yes
	trigger = {
		is_attacker = yes
		hardness > 0.5
		phase = no
		OR = {
			skill > 2
			has_trait = panzer_leader
			skill_advantage > 1
		}
	}

	active = no

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = panzer_expert
				has_trait = combined_arms_expert
			}
		}
	}

	picture = SOV_tank_desant_blitz
	countered_by = tactic_elastic_defense

	attacker_movement_speed = 0.5
	combat_width = 0.1
	attacker = 0.2
	defender = -0.2
}


tactic_masterful_delay = { #Improved version of Delay for Czechs
	only_show_for = CZE

	is_attacker = no
	trigger = {
		is_attacker = no
		phase = no
		OR = {
			skill > 2
			has_trait = trickster
			has_trait = fast_planner
			has_trait = ambusher
			NOT = {
				has_trait = unyielding_defender
			}
			skill_advantage > 1
		}
	}

	active = no

	base =  {
		factor = 4
	}
	picture = delay
	countered_by = tactic_shock

	attacker_movement_speed = -0.30		#
	attacker = -0.30
	defender = -0.20
}
tactic_urban_defense = {
	is_attacker = no
	trigger = {
		is_attacker = no
		is_fighting_in_terrain = urban
		phase = no
	}

	active = yes

	base =  {
		factor = 2
		modifier = {
			factor = 0
			NOT = { is_fighting_in_terrain = urban }
		}
		modifier = {
			factor = 2
			province_vp > 5
		}
		modifier = {
			factor = 3
			has_trait = urban_assault_specialist
		}
		modifier = {
			factor = 1.5
			has_trait = trait_engineer
		}

	}

	picture = tactic_urban_defense
	#countered_by = tactic_urban_defense

	phase = street_fighting #changes phase to Street Fighting

	attacker = -0.05
	defender = 0.05
	attacker_movement_speed = -0.05
	attacker_org_damage_modifier = -0.1
	#combat_width = -0.1
}

tactic_sf_storm = { #Basic Urban assault tactic
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = street_fighting
	}

	active = yes
	display_phase = street_fighting

	base =  {
		factor = 2
	}
	picture = tactic_sf_storm

	attacker = 0.05
	defender = 0.1
	defender_org_damage_modifier = -0.05
	combat_width = 0.05

}

tactic_sf_barrage = { #Slow moving assault using heavy artillery barrage and artileery sniping
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = street_fighting
		has_artillery_ratio > 0.1
	}

	active = yes
	display_phase = street_fighting

	base =  {
		factor = 2
	}
	picture = tactic_sf_barrage

	attacker = 0.1
	defender = -0.05
	combat_width = -0.05
	defender_org_damage_modifier = -0.1

}

tactic_sf_armor_supported_assault = { #Assault using specialist armoured vehicles
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = street_fighting
		custom_trigger_tooltip = {
			tooltip = has_flame_tank_units
			OR = {
				has_unit_type = light_flame_tank
				has_unit_type = medium_flame_tank
				has_unit_type = heavy_flame_tank
			}
		}
	}

	active = yes
	display_phase = street_fighting

	base =  {
		factor = 2
	}
	picture = tactic_sf_armor_supported_assault

	attacker = 0.15
	combat_width = -0.1
	defender_org_damage_modifier = -0.1
}

tactic_sf_mouse_holing = { #House to House assaul, avoiding open streets where possible # Counters fortify
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = street_fighting
		OR = {
			has_unit_type = engineer
			has_unit_type = pioneer_support
		}
	}

	active = yes
	display_phase = street_fighting

	base =  {
		factor = 2
	}
	picture = tactic_sf_mouse_holing

	#attacker = 0.05
	defender = -0.1
	attacker_movement_speed = -0.05
	defender_org_damage_modifier = -0.1
}

tactic_sf_defense = { #Basic Urban defensive tactic
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = street_fighting
	}

	active = yes
	display_phase = street_fighting

	base =  {
		factor = 2
	}
	picture = tactic_sf_defense

	attacker = -0.05
	defender = 0.1
	attacker_org_damage_modifier = -0.1
}

tactic_sf_fortify = { #countered by mouse holing
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = street_fighting
	}

	active = yes
	display_phase = street_fighting

	base =  {
		factor = 2
	}
	picture = tactic_sf_fortify
	countered_by = tactic_sf_mouse_holing

	attacker = -0.10
	defender = 0.05
	attacker_org_damage_modifier = -0.15
}

tactic_sf_ambush = { #countered by mouse holing
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = street_fighting
	}

	active = yes
	display_phase = street_fighting

	base =  {
		factor = 2
	}
	picture = tactic_sf_ambush

	defender = 0.25
	attacker_org_damage_modifier = -0.10
}

tactic_piecemeal_attack = { #

	is_attacker = yes
	trigger = {
		is_attacker = yes
		is_fighting_in_weather = snow
		phase = no
		OWNER = {
			OR = {
				has_completed_focus = FIN_motti_tactics
			#	has_tech = ski_troops
			}
		}
		OR = {
			skill > 2
			has_trait = winter_specialist
			skill_advantage > 1
		}
	}

	active = yes

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = guerilla_fighter
				has_trait = camouflage_expert
			}
		}
		modifier = {
			add = 4
			OR = {
				has_trait = winter_specialist
			}
		}
	}

	picture = piecemeal_attack
	#countered_by = tactic_elastic_defense

	attacker_movement_speed = -0.1
	#combat_width = 0.1
	attacker = 0.2
	defender = -0.05
}

tactic_elastic_offensive = { #

	is_attacker = yes
	trigger = {
		is_attacker = yes
		is_fighting_in_terrain = desert
		phase = no
		OR = {
			skill > 2
			has_trait = desert_fox
			skill_advantage > 1
		}
	}

	active = no

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = panzer_leader
				has_trait = combined_arms_expert
			}
		}
		modifier = {
			add = 4
			OR = {
				has_trait = desert_fox
			}
		}
	}

	picture = elastic_offensive

	countered_by = tactic_tactical_withdrawal

	attacker_movement_speed = 0.5
	#combat_width = 0.1
	attacker = 0.2
	defender = -0.1
}

tactic_jungle_infiltration = { #

	is_attacker = yes
	trigger = {
		is_attacker = yes
		is_fighting_in_terrain = jungle
		phase = no
		OWNER = {
			OR = {
				has_tech = TOA_jungle_pioneers_support_tech
				#has_tech = marines_jungle_troops
			}
		}
		OR = {
			skill > 2
			has_trait = jungle_rat
			skill_advantage > 1
		}
	}

	active = yes

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = guerilla_fighter
				has_trait = camouflage_expert
			}
		}
		modifier = {
			add = 4
			OR = {
				has_trait = jungle_rat
			}
		}
	}

	picture = jungle_infiltration
	#countered_by = tactic_tactical_withdrawal

	attacker_movement_speed = -0.25
	combat_width = -0.2
	attacker = 0.3
	defender = -0.1
}

tactic_mechanized_assault = { #

	is_attacker = yes
	trigger = {
		is_attacker = yes
		hardness > 0.5
		hardness < 0.79
		phase = no
	}

	active = no

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = cavalry_expert
				has_trait = combined_arms_expert
			}
		}
	}

	picture = mechanized_assault
	#countered_by = tactic_elastic_defense

	attacker_movement_speed = 0.3
	combat_width = 0.1
	attacker = 0.1
	defender = -0.2
}

tactic_modern_blitz = {

	is_attacker = yes
	trigger = {
		is_attacker = yes
		hardness > 0.5
		phase = no
		OR = {
			skill > 2
			has_trait = panzer_leader
			skill_advantage > 1
		}
	}

	active = no

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = panzer_leader
				has_trait = combined_arms_expert
			}
		}
		modifier = {
			add = 4
			OR = {
				has_trait = panzer_expert
			}
		}
	}

	picture = modern_blitz

	#countered_by = tactic_mobile_defense
	#countered_by = tactic_elastic_defense

	attacker_movement_speed = 0.5
	combat_width = 0.15
	attacker = 0.25
	defender = -0.1
}

tactic_paradrop_infiltration = {

	is_attacker = yes
	trigger = {
		is_attacker = yes
		has_combat_modifier = paradrop
		phase = no
		OR = {
			skill > 2
			has_trait = paratrooper
			skill_advantage > 1
		}
	}

	active = no

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = paratrooper
				has_trait = trickster
			}
		}
	}

	picture = paradrop_infiltration

	#attacker_movement_speed = 0.5
	combat_width = -0.5
	attacker = 0.3
	defender = -0.1
}

# tactic_vertical_envelopment = {

	# is_attacker = yes
	# trigger = {
		# is_attacker = yes
		# phase = no
		# unit_trigger = {
			# division_has_majority_template = airmobile
		# }
	# }

	# active = yes

	# base =  {
		# factor = 4
	# }

	# picture = vertical_envelopment

	# attacker_movement_speed = 0.3
	# combat_width = -0.5
	# attacker = 0.3
	# defender = 0.15
# }

# tactic_airmobile_flanking = {

	# is_attacker = yes
	# trigger = {
		# is_attacker = yes
		# fastest_unit > 6
		# hardness < 0.50
		# phase = no
		# OR = {
			# skill > 2
			# skill_advantage > 1
		# }
	# }

	# active = no

	# base =  {
		# factor = 4
		# modifier = {
			# add = 4
			# OR = {
				# has_trait = combined_arms_expert
			# }
		# }
	# }

	# picture = airmobile_flanking

	# attacker_movement_speed = 0.3
	# #combat_width = -0.5
	# attacker = 0.3
	# #defender = 0.15
# }

# tactic_airmobile_shock = {

	# is_attacker = yes
	# trigger = {
		# is_attacker = yes
		# fastest_unit > 6
		# hardness < 0.50
		# phase = no
		# OR = {
			# skill > 2
			# skill_advantage > 1
		# }
	# }

	# active = no

	# base =  {
		# factor = 4
		# modifier = {
			# add = 4
			# OR = {
				# has_trait = offensive_doctrine
			# }
		# }
	# }

	# picture = airmobile_shock

	# attacker_movement_speed = 0.3
	# combat_width = -0.2
	# attacker = 0.2
	# #defender = 0.15
# }

# tactic_airmobile_invasion = {

	# is_attacker = yes
	# trigger = {
		# is_attacker = yes
		# fastest_unit > 6
		# hardness < 0.50
		# phase = no
		# has_combat_modifier = amphibious_attack
	# }

	# active = no

	# base =  {
		# factor = 4
		# modifier = {
			# add = 4
			# OR = {
				# has_trait = commando
				# has_trait = invader
			# }
		# }
	# }

	# picture = airmobile_invasion

	# attacker_movement_speed = 0.1
	# #combat_width = -0.2
	# attacker = 0.15
	# defender = -0.1
# }

# tactic_air_cavalry_charge = {

	# is_attacker = yes
	# trigger = {
		# is_attacker = yes
		# fastest_unit > 6
		# hardness < 0.50
		# phase = no
		# OR = {
			# is_fighting_in_terrain = desert
			# is_fighting_in_terrain = plains
		# }
	# }

	# active = no

	# base =  {
		# factor = 4
		# modifier = {
			# add = 4
			# OR = {
				# has_trait = combined_arms_expert
				# has_trait = offensive_doctrine
			# }
		# }
	# }

	# picture = air_cavalry_charge

	# attacker_movement_speed = 0.2
	# #combat_width = -0.2
	# attacker = 0.15
	# #defender = -0.1
# }

tactic_paradrop_seize_bridge = {

	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = no
		has_combat_modifier = paradrop
		has_combat_modifier = river_crossing
	}

	active = no

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = paratrooper
				has_trait = commando
			}
		}
	}

	picture = paradrop_seize_bridge

	phase = seize_bridge

	#attacker_movement_speed = 0.2
	combat_width = -0.25
	attacker = 0.3
	defender = 0.1
}

tactic_river_fording = {

	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = no
		has_combat_modifier = river_crossing
	}

	active = yes

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = reckless
				has_trait = harsh_leader
			}
		}
	}

	picture = river_fording

	attacker_movement_speed = 0.2
	#combat_width = -0.2
	attacker = 0.05
	defender = 0.1
}

# tactic_airmobile_seize_bridge = {

	# is_attacker = yes
	# trigger = {
		# is_attacker = yes
		# phase = no
		# has_combat_modifier = river_crossing
		# fastest_unit > 6
		# hardness < 0.50
		# has_tech = utility_helicopter_1
	# }

	# active = no

	# base =  {
		# factor = 4
		# modifier = {
			# add = 4
			# OR = {
				# has_trait = commando
				# has_trait = combined_arms_expert
			# }
		# }
	# }

	# picture = airmobile_seize_bridge

	# phase = seize_bridge

	# attacker_movement_speed = 0.2
	# combat_width = -0.25
	# attacker = 0.2
	# #defender = 0.1
# }

# tactic_seize_city = {
	# is_attacker = yes
	# trigger = {
		# is_attacker = yes
		# is_fighting_in_terrain = urban
		# phase = no
	# }

	# base =  {
		# factor = 100
	# }
	# picture = seize_city

	# active = yes

	# phase = city_outskirts

	# attacker_movement_speed = -0.2
	# combat_width = -0.25
	# #attacker = 0.2
	# defender = 0.1
# }

# tactic_co_direct_assault = {
	# is_attacker = yes
	# trigger = {
		# is_attacker = yes
		# phase = city_outskirts
		# is_fighting_in_terrain = urban
	# }

	# base =  { factor = 4
		# modifier = {
			# add = 4
			# OR = {
				# has_trait = reckless
				# has_trait = old_guard
			# }
		# }
	# }

	# active = yes

	# picture = direct_assault

	# countered_by = tactic_co_prepared_defenses

	# display_phase = city_outskirts

	# #attacker_movement_speed = 0
	# combat_width = -0.25
	# attacker = 0.1
	# defender = 0.2
# }

# tactic_co_overwhelming_attack = {
	# is_attacker = yes
	# trigger = {
		# is_attacker = yes
		# phase = city_outskirts
		# is_fighting_in_terrain = urban
	# }

	# base =  { factor = 4
		# modifier = {
			# add = 4
			# OR = {
				# has_trait = urban_assault_specialist
			# }
		# }
	# }

	# active = yes

	# picture = overwhelming_attack

	# phase = inner_city

	# display_phase = city_outskirts

	# #attacker_movement_speed = 0
	# combat_width = -0.25
	# attacker = 0.1
	# defender = 0.2
# }

tactic_co_urban_aerial_insertion = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = street_fighting
		has_combat_modifier = paradrop
		is_fighting_in_terrain = urban
	}

	base =  { factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = paratrooper
			}
		}
	}

	picture = urban_aerial_insertion

	phase = inner_city

	display_phase = street_fighting

	#attacker_movement_speed = 0
	combat_width = -0.25
	attacker = 0.25
	defender = 0.25
}

# tactic_ic_door_to_door_advance = {
	# is_attacker = yes
	# trigger = {
		# is_attacker = yes
		# phase = inner_city
	# }

	# base =  { factor = 4
		# modifier = {
			# add = 4
			# OR = {
				# has_trait = cautious
				# has_trait = old_guard
			# }
		# }
	# }

	# active = yes

	# countered_by = tactic_ic_urban_elastic_defense

	# picture = door_to_door_advance

	# display_phase = inner_city

	# attacker_movement_speed = -0.3
	# combat_width = -0.35
	# attacker = 0.3
	# defender = 0.3
# }

tactic_ic_urban_infiltration = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = street_fighting
	}

	base =  { factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = urban_assault_specialist
				has_trait = trickster
			}
		}
	}

	active = yes

	countered_by = tactic_ic_urban_guerilla

	picture = urban_infiltration

	display_phase = street_fighting

	attacker_movement_speed = -0.2
	combat_width = -0.35
	attacker = 0.4
	defender = 0.3
}

# tactic_ic_meticulous_advance = {
	# is_attacker = yes
	# trigger = {
		# is_attacker = yes
		# phase = inner_city
	# }

	# base =  { factor = 4
		# modifier = {
			# add = 4
			# OR = {
				# has_trait = urban_assault_specialist
				# has_trait = organizer
				# has_trait = cautious
			# }
		# }
		# modifier = {
			# add = 4
			# has_reserves = yes
		# }
	# }

	# active = yes

	# picture = meticulous_advance

	# phase = take_city

	# display_phase = inner_city

	# attacker_movement_speed = -0.5
	# combat_width = -0.35
	# attacker = 0.3
	# defender = 0.2
# }

# tactic_tc_secure_outskirts = {
	# is_attacker = yes
	# trigger = {
		# is_attacker = yes
		# phase = take_city
	# }

	# base =  { factor = 4
		# modifier = {
			# add = 4
			# OR = {
				# has_trait = cautious
			# }
		# }
	# }

	# active = yes

	# picture = secure_outskirts

	# display_phase = take_city

	# attacker_movement_speed = -0.1
	# combat_width = -0.25
	# attacker = 0.1
	# defender = 0.2
# }

# tactic_tc_mop_up_operations = {
	# is_attacker = yes
	# trigger = {
		# is_attacker = yes
		# phase = take_city
	# }

	# base =  { factor = 4
		# modifier = {
			# add = 4
			# OR = {
				# has_trait = urban_assault_specialist
			# }
		# }
	# }

	# active = yes

	# picture = mop_up_operations

	# display_phase = take_city

	# attacker_movement_speed = -0.2
	# combat_width = -0.25
	# attacker = 0.1
	# defender = 0.1
# }

tactic_seize_fort = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		has_combat_modifier = fort_attack
	}

	base =  {
		factor = 16
	}

	phase = seize_fort

	picture = fort_attack

	active = yes

	countered_by = tactic_sf_danger_close_support

	attacker_movement_speed = -0.1
	combat_width = -0.4
	attacker = 0.1
	defender = 0.2
}

tactic_sf_fort_attack = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = seize_fort
	}

	base =  {
		factor = 4
	}

	picture = fort_attack

	active = yes

	display_phase = seize_fort

	countered_by = tactic_sf_danger_close_support

	#attacker_movement_speed = -0.2
	combat_width = -0.3
	#attacker = 0.1
	defender = 0.2
}

tactic_sf_rush_fort = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = seize_fort
	}

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = harsh_leader
			}
		}
	}

	active = yes

	picture = rush_fort

	display_phase = seize_fort

	countered_by = tactic_sf_danger_close_support

	attacker_movement_speed = 0.1
	combat_width = -0.3
	attacker = 0.05
	defender = 0.3
}

tactic_sf_storm_fort = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = seize_fort
	}

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = reckless
			}
		}
	}

	active = yes

	picture = storm_fort

	countered_by = tactic_sf_danger_close_support

	display_phase = seize_fort

	attacker_movement_speed = 0.2
	combat_width = -0.3
	attacker = 0.1
	defender = 0.4
}

tactic_sf_meticulous_approach = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = seize_fort
	}

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = fortress_buster
				has_trait = engineer
				has_trait = organizer
				has_trait = cautious
			}
		}
	}

	active = yes

	countered_by = tactic_sf_danger_close_support

	picture = storm_fort

	#countered_by = tactic_sf_fort_counterattack

	phase = no

	display_phase = seize_fort

	attacker_movement_speed = -0.2
	combat_width = -0.3
	attacker = 0.15
	defender = 0.2
}

tactic_sf_firepower_shock = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = seize_fort
	}

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = fortress_buster
				has_trait = engineer
			}
		}
	}

	active = no

	picture = firepower_shock

	##countered_by = tactic_sf_fort_counterattack

	phase = no

	display_phase = seize_fort

	#attacker_movement_speed = -0.2
	combat_width = -0.3
	attacker = 0.2
	defender = 0.1
}

tactic_sf_paradrop_fort_defenses = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = seize_fort
		has_combat_modifier = paradrop
	}

	base =  {
		factor = 4
		modifier = {
			add = 12
			OR = {
				has_trait = paratrooper
			}
		}
	}

	active = yes

	picture = paradrop_fort_defenses

	##countered_by = tactic_sf_fort_counterattack

	phase = no

	display_phase = seize_fort

	#attacker_movement_speed = -0.2
	combat_width = -0.3
	attacker = 0.2
	defender = 0.15
}

tactic_attacker_hb_bridgelayer_bypass = {
	is_attacker = yes
	trigger = {
		is_attacker = yes
		phase = hold_bridge
		OWNER = {
			#has_tech = avlb_doctrine
		}
		OR = {
			skill_advantage > 0
			skill > 1
		}
	}

	active = no

	base =  { factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = engineer
				has_trait = commando
				has_trait = trickster
				has_trait = invader
			}
		}
		modifier = {
			add = 4
			OR = {
				has_trait = expert_improviser
			}
		}
	}

	picture = bridgelayer_bypass

	display_phase = hold_bridge

	phase = no

	combat_width = 0.1
	attacker = 0.15
}

tactic_grit_defense = { #

	is_attacker = no
	trigger = {
		is_attacker = no
		is_fighting_in_weather = snow
		phase = no
		dig_in > 0.5
		OR = {
			skill > 2
			has_trait = winter_specialist
			skill_advantage > 1
		}
		OWNER = {
			OR = {
				has_completed_focus = FIN_motti_tactics
				#has_tech = ski_troops
			}
		}
	}

	active = no

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = guerilla_fighter
				has_trait = camouflage_expert
			}
		}
		modifier = {
			add = 4
			OR = {
				has_trait = winter_specialist
			}
		}
	}

	picture = grit_defense
	#countered_by = tactic_elastic_defense

	attacker_movement_speed = -0.3
	combat_width = -0.5
	attacker = -0.3
	defender = 0.4
}

tactic_force_in_being = { #

	is_attacker = no
	trigger = {
		is_attacker = no
		is_fighting_in_terrain = desert
		phase = no
		OR = {
			skill > 1
			has_trait = desert_fox
			skill_advantage > 0
		}
	}

	active = no

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = ambusher
				has_trait = organizer
			}
		}
		modifier = {
			add = 4
			OR = {
				has_trait = desert_fox
			}
		}
	}

	phase = tactical_withdrawal

	picture = force_in_being
	#countered_by = tactic_elastic_defense

	attacker_movement_speed = -0.3
	combat_width = -0.25
	attacker = 0.1
	defender = 0.25
}

tactic_invisible_positions = { #

	is_attacker = no
	trigger = {
		is_attacker = no
		is_fighting_in_terrain = jungle
		phase = no
		dig_in > 0.5
		OR = {
			skill > 2
			has_trait = jungle_rat
			skill_advantage > 1
		}
		OWNER = {
			OR = {
				has_tech = TOA_jungle_pioneers_support_tech
				#has_tech = marines_jungle_troops
			}
		}
	}

	active = yes

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = guerilla_fighter
				has_trait = camouflage_expert
			}
		}
		modifier = {
			add = 4
			OR = {
				has_trait = jungle_rat
			}
		}
	}

	phase = close_combat

	picture = invisible_positions
	#countered_by = tactic_elastic_defense

	attacker_movement_speed = -0.2
	combat_width = -0.5
	attacker = 0.5
	defender = -0.5
}

tactic_mechanized_counterattack = { #

	is_attacker = no
	trigger = {
		is_attacker = no
		hardness > 0.50
		hardness < 0.79
		phase = no
	}

	active = no

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = cavalry_expert
				has_trait = combined_arms_expert
			}
		}
	}

	picture = mechanized_counterattack
	#countered_by = tactic_elastic_defense

	#attacker_movement_speed = -0.2
	#combat_width = -0.5
	attacker = 0.2
	defender = -0.2
}

# tactic_mobile_defense = { #

	# is_attacker = no
	# trigger = {
		# is_attacker = no
		# fastest_unit > 10
		# phase = no
	# }

	# active = no

	# base =  {
		# factor = 4
		# modifier = {
			# add = 4
			# OR = {
				# has_trait = cavalry_expert
				# has_trait = combined_arms_expert
			# }
		# }
	# }

	# picture = mobile_defense

	# countered_by = tactic_human_wave_tactics

	# phase = tactical_withdrawal

	# attacker_movement_speed = -0.25
	# #combat_width = -0.5
	# attacker = 0.15
	# defender = -0.15
# }

tactic_dispersed_drop = { #

	is_attacker = no
	trigger = {
		is_attacker = no
		has_combat_modifier = paradrop
		phase = no
	}

	active = no

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = paratrooper
				has_trait = trickster
			}
		}
	}

	picture = dispersed_drop

	#countered_by = tactic_elastic_defense


	attacker_movement_speed = -0.25
	combat_width = -0.5
	attacker = 0.2
	defender = 0.2
}

tactic_counterbattery_fire = { #

	is_attacker = no
	trigger = {
		is_attacker = no
		phase = no
		OR = {
			skill > 2
			skill_advantage > 1
		}
	}

	active = no

	base =  {
		factor = 1
		modifier = {
			add = 8
			OR = {
				has_trait = expert_improviser
				has_trait = defensive_doctrine
			}
		}
	}

	picture = counterbattery_fire

	#countered_by = tactic_elastic_defense

	#attacker_movement_speed = -0.25
	#combat_width = -0.5
	attacker = -0.3
	#defender = 0.2
}

tactic_hold_city = {
	is_attacker = no
	trigger = {
		is_attacker = no
		is_fighting_in_terrain = urban
		phase = no
		dig_in > 0.5
	}

	base =  {
		factor = 100
	}
	picture = hold_city

	active = yes

	phase = city_outskirts

	attacker_movement_speed = -0.2
	combat_width = -0.25
	#attacker = 0.2
	defender = 0.1
}

# tactic_aerial_withdraw = { #

	# is_attacker = no
	# trigger = {
		# is_attacker = no
		# phase = no
		# fastest_unit > 6
		# hardness < 0.50
		# has_tech = utility_helicopter_1
	# }

	# active = no

	# base =  {
		# factor = 4
		# modifier = {
			# add = 8
			# OR = {
				# has_trait = defensive_doctrine
			# }
		# }
	# }

	# picture = aerial_withdraw

	# #countered_by = tactic_elastic_defense

	# attacker_movement_speed = -0.2
	# combat_width = -0.5
	# attacker = -0.5
	# defender = -0.2
# }

# tactic_airmobile_reinforcements = { #

	# is_attacker = no
	# trigger = {
		# dig_in > 0.5
		# is_attacker = no
		# phase = no
		# fastest_unit > 6
		# hardness < 0.50
		# has_tech = utility_helicopter_1
	# }

	# active = no

	# base =  {
		# factor = 4
		# modifier = {
			# add = 8
			# OR = {
				# has_trait = defensive_doctrine
			# }
		# }
	# }

	# picture = airmobile_reinforcements

	# #countered_by = tactic_elastic_defense

	# attacker_movement_speed = -0.2
	# combat_width = -0.2
	# attacker = -0.1
	# defender = 0.3
# }

# tactic_cc_invisible_positions = { #

	# is_attacker = no
	# trigger = {
		# is_attacker = no
		# is_fighting_in_terrain = jungle
		# phase = close_combat
		# dig_in > 0.5
		# OR = {
			# skill > 2
			# has_trait = jungle_rat
			# skill_advantage > 1
		# }
		# OWNER = {
			# OR = {
				# has_tech = TOA_jungle_pioneers_support_tech
				# has_tech = marines_jungle_troops
			# }
		# }
	# }

	# active = yes

	# base =  {
		# factor = 4
		# modifier = {
			# add = 4
			# OR = {
				# has_trait = guerilla_fighter
				# has_trait = camouflage_expert
			# }
		# }
		# modifier = {
			# add = 4
			# OR = {
				# has_trait = jungle_rat
			# }
		# }
	# }

	# phase = close_combat

	# picture = invisible_positions_close_combat
	# #countered_by = tactic_elastic_defense

	# attacker_movement_speed = -0.25
	# combat_width = -0.5
	# attacker = 0.5
	# defender = -0.5
# }

# tactic_co_prepared_defenses = {
	# is_attacker = no
	# trigger = {
		# is_attacker = no
		# phase = city_outskirts
		# is_fighting_in_terrain = urban
		# dig_in > 0.5
	# }

	# base =  {
		# factor = 4
		# modifier = {
			# add = 4
			# OR = {
				# has_trait = organizer
				# has_trait = cautious
			# }
		# }
		# modifier = {
			# add = 4
			# OR = {
				# has_trait = defensive_doctrine
			# }
		# }
		# modifier = {
			# add = 4
			# OR = {
				# skill > 2
				# skill_advantage > 1
			# }
		# }
	# }

	# picture = prepared_defenses

	# active = yes

	# #countered_by = tactic_co_prepared_defenses

	# display_phase = city_outskirts

	# attacker_movement_speed = -0.2
	# combat_width = -0.25
	# #attacker = 0.1
	# defender = 0.2
# }

# tactic_co_unprepared_defenses = {
	# is_attacker = no
	# trigger = {
		# is_attacker = no
		# phase = city_outskirts
		# is_fighting_in_terrain = urban
	# }

	# base =  { factor = 4
		# modifier = {
			# add = 4
			# OR = {
				# has_trait = organizer
				# has_trait = cautious
			# }
		# }
		# modifier = {
			# add = 4
			# OR = {
				# has_trait = defensive_doctrine
			# }
		# }
	# }

	# active = yes

	# picture = unprepared_defenses

	# countered_by = tactic_co_overwhelming_attack

	# phase = inner_city

	# display_phase = city_outskirts

	# attacker_movement_speed = -0.1
	# combat_width = -0.25
	# attacker = 0.1
	# defender = 0.1
# }

tactic_ic_urban_guerilla = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = street_fighting
		is_fighting_in_terrain = urban
	}

	base =  {
		factor = 4
		modifier = {
			add = 4
			OR = {
				has_trait = guerilla_fighter
				has_trait = ambusher
				has_trait = skirmisher
			}
		}
	}

	active = yes

	picture = urban_guerilla

	display_phase = street_fighting

	attacker_movement_speed = -0.2
	combat_width = -0.5
	attacker = -0.4
	defender = 0.4
}

# tactic_ic_urban_elastic_defense = {
	# is_attacker = no
	# trigger = {
		# is_attacker = no
		# phase = inner_city
		# is_fighting_in_terrain = urban
	# }

	# base =  {
		# factor = 4
		# modifier = {
			# add = 4
			# OR = {
				# has_trait = trickster
			# }
		# }
	# }

	# active = yes

	# picture = urban_elastic_defense

	# #countered_by = tactic_co_prepared_defenses

	# display_phase = inner_city

	# attacker_movement_speed = -0.1
	# combat_width = -0.5
	# attacker = -0.15
	# defender = -0.05
# }

# tactic_ic_expel_invaders = {
	# is_attacker = no
	# trigger = {
		# is_attacker = no
		# phase = inner_city
		# is_fighting_in_terrain = urban
	# }

	# base =  {
		# factor = 4
		# modifier = {
			# add = 4
			# OR = {
				# skill > 2
				# skill_advantage > 1
			# }
		# }
	# }

	# active = yes

	# picture = expel_invaders

	# #countered_by = tactic_co_prepared_defenses

	# display_phase = inner_city

	# phase = city_outskirts

	# #attacker_movement_speed = -0.1
	# combat_width = -0.5
	# attacker = -0.1
	# defender = 0.2
# }

# tactic_tc_decisive_counterattack = {
	# is_attacker = no
	# trigger = {
		# is_attacker = no
		# phase = take_city
		# is_fighting_in_terrain = urban
		# has_reserves = yes
	# }

	# base =  {
		# factor = 4
	# }

	# active = yes

	# picture = decisive_counterattack

	# #countered_by = tactic_co_prepared_defenses

	# display_phase = take_city

	# phase = inner_city

	# #attacker_movement_speed = -0.1
	# combat_width = -0.25
	# attacker = -0.1
	# defender = 0.3
# }

# tactic_tc_rush_reinforcements = {
	# is_attacker = no
	# trigger = {
		# is_attacker = no
		# phase = take_city
		# is_fighting_in_terrain = urban
	# }

	# base =  {
		# factor = 4
		# modifier = {
			# add = 4
			# has_trait = old_guard
		# }
	# }

	# active = yes

	# picture = rush_reinforcements

	# #countered_by = tactic_co_prepared_defenses

	# display_phase = take_city

	# #phase = inner_city

	# #attacker_movement_speed = -0.1
	# combat_width = -0.25
	# attacker = -0.2
	# defender = 0.2
# }

tactic_sf_integrated_defenses = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = seize_fort
	}

	base =  {
		factor = 4
		modifier = {
			add = 4
			has_trait = engineer
		}
	}

	active = yes

	picture = integrated_defenses

	display_phase = seize_fort

	attacker_movement_speed = -0.2
	combat_width = -0.3
	attacker = 0.1
	defender = 0.3
}

tactic_sf_hold_fort = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = seize_fort
	}

	base =  {
		factor = 4
		modifier = {
			add = 4
			has_trait = defensive_doctrine
		}
	}

	active = yes

	picture = hold_fort

	display_phase = seize_fort

	attacker_movement_speed = -0.1
	combat_width = -0.3
	#attacker = 0.1
	defender = 0.2
}

tactic_sf_danger_close_support = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = seize_fort
	}

	base =  {
		factor = 4
		modifier = {
			add = 4
			has_trait = trickster
		}
	}

	active = yes

	picture = danger_close_support

	display_phase = seize_fort

	#attacker_movement_speed = -0.1
	combat_width = -0.3
	attacker = 0.3
	defender = 0.4
}

tactic_sf_fort_counterattack = {
	is_attacker = no
	trigger = {
		is_attacker = no
		phase = seize_fort
		has_reserves = yes
	}

	base =  {
		factor = 4
		modifier = {
			add = 4
			has_trait = trickster
		}
	}

	display_phase = seize_fort

	active = yes

	picture = fort_counterattack

	#display_phase = default

	#attacker_movement_speed = -0.1
	combat_width = -0.15
	attacker = 0.2
	defender = 0.2
}
