default_strategy = {
	land = yes
	sprite = 1
	
	potential = {
	}
	
	allow = {
	}
	
	bombard = {
	}
	
	combat = {
	}
	
	pursue = {
	}
}

delay = {
	land = yes
	sprite = 2
	
	potential = {
	}
	
	allow = {
		has_leader = yes
		OR = {	
			cavalry = 0.15
			light_infantry = 0.15
		}
	}
	
	bombard = {
		attack = 0.1
		defense = 2.0
	}
	
	combat = {	
		attack = 0.1
		defense = 2.0
	}
	
	pursue = {
		attack = 0.1
		defense = 2.0
	}
	
	event = raid

}

counter_punch = {
	land = yes
	sprite = 3
	
	potential = {
	}
	
	allow = {
		has_leader = yes
		cavalry = 0.2
	}
	
	bombard = {
		attack = 0.8
		defense = 1.1
	}
	
	combat = {	
		attack = 0.8
		defense = 1.1
	}
	
	pursue = {
		attack = 1.2
	}
	
	event = push_forward
	event = cavalry_charge
	event = limited_retirement
}


deliberate_assault = {
	land = yes
	sprite = 4
	
	potential = {
	}
	
	allow = {
		has_leader = yes
		infantry = 0.20
		cavalry = 0.10
		artillery = 0.10
	}
	
	bombard = {
		artillery_attack = 1.1
		artillery_defense = 0.9
	}
	
	combat = {	
		infantry_attack = 1.1
		infantry_defense = 0.9
	}
	
	pursue = {
		cavalry_attack = 1.1
		cavalry_defense = 0.9
	}
	
	event = massed_bombardment
	event = cavalry_charge
	event = prepare_assault
}


hold = {
	land = yes
	sprite = 5
	
	potential = {
	}
	
	allow = {
		has_leader = yes
		OR = 
		{
			AND = 
			{
				light_infantry = 0.1
				cavalry = 0.1
			}
			light_infantry = 0.2
		}
	}

	bombard = {
		defense = 1.2
		light_infantry_defense = 0.8
		cavalry_defense = 0.8
	}

	
	combat = {
		defense = 1.2
		light_infantry_defense = 0.8
		cavalry_defense = 0.8
	}

	pursue = {
		defense = 1.2
		cavalry_defense = 0.7
	}

	event = harass
	event = counter_attack
	event = aggressive_probing
}

entreched_defence = {
	land = yes
	sprite = 6
	
	potential = {
	}
	
	allow = {
		has_leader = yes
		infantry = 0.6
		light_infantry = 0.05
	}

	bombard = {
		defense = 1.1
		light_infantry_defense = 0.8
		cavalry_defense = 0.8
		light_infantry_attack = 1.1
		cavalry_attack = 1.1
		artillery_attack = 1.1
		artillery_defense = 0.8
	}

	
	combat = {
		defense = 1.1
		light_infantry_defense = 0.8
		cavalry_defense = 0.8
		light_infantry_attack = 1.1
		cavalry_attack = 1.1
		artillery_attack = 1.1
		artillery_defense = 0.8
	}

	pursue = {
		defense = 1.1
		cavalry_defense = 0.7
	}

	event = harass
	event = massed_counter_attack
	event = aggressive_probing
}

fient = {
	land = yes
	sprite = 7
	
	potential = {
	}
	
	allow = {
		has_leader = yes
		light_infantry = 0.15
		cavalry = 0.15
	}

	
	bombard = {
		guard_defense = 4.0
		guard_attack = 0.1
	}
		
	combat = {
		guard_defense = 4.0
		guard_attack = 0.1
	}
	
	pursue = {
		guard_defense = 4.0
		guard_attack = 0.1
	}

	event = massed_bombardment
	event = cavalry_charge
	event = fient_prepare_assault
	event = harass
	
}

refuse = {
	land = yes
	sprite = 8
	
	potential = {
	}
	
	allow = {
		has_leader = yes
		cavalry = 0.2
	}

	
	bombard = {
		attack = 0.9
	}
		
	combat = {
		attack = 0.9
	}
	
	pursue = {
		defense = 0.7
	}

	event = screen
	
}	

up_the_guard = {
	land = yes
	sprite = 9
	
	potential = {
	}
	
	allow = {
		has_leader = yes
		OR = 
		{
			light_infantry = 0.15
			artillery = 0.15
			cavalry = 0.15
		}
		guard = 0.1
	}
	
	bombard = {
		artillery_attack = 1.1
		artillery_defense = 0.9
		guard_defense = 2.0
		guard_attack = 0.1 
	}
	
	combat = {	
		light_infantry_attack = 1.1
		light_infantry_defense = 0.9
		guard_defense = 2.0
		guard_attack = 0.1 
	}
	
	pursue = {
		cavalry_attack = 1.1
		cavalry_defense = 0.9
		guard_defense = 2.0
		guard_attack = 0.1 
	}
	
	event = massed_bombardment
	event = cavalry_charge
	event = guard_assault
}
	