raid = {
	sprite = 1
	
	allow = {
	}

	chance = {
		factor = 10
		modifier = {
			factor = 5
			cavalry = 0.2
		}
	}

	modifier = {
		cavalry_attack = 2.0
		cavalry_defense = -0.25
	}
} 	

push_forward = {
	sprite = 2
	allow = {
		OR = {
			phase = bombard
			phase = combat 
		}
	}

	chance = {
		factor = 10
		modifier = {
			factor = 5
			light_infantry = 0.2
		}
	}

	modifier = {
		defense = 0.2
		light_infantry_attack = 1.0
		light_infantry_defense = -0.5
	}
}

cavalry_charge = {
	sprite = 3
	allow = {
		phase = combat
	}

	chance = {
		factor = 10
		modifier = {
			factor = 5
			cavalry = 0.2
		}
	}

	modifier = {
		defense = 0.2
		cavalry_attack = 1.0
		cavalry_defense = -0.5
	}
}

limited_retirement = {
	sprite = 4

	allow = {
		OR = {
			phase = bombard
			phase = combat 
		}
	}

	chance ={
		factor = 10
		modifier = {
			factor = 5
			infantry = 0.5
		}
	}

	
	modifier = {
		defense = 0.5
		modifier_offense = -0.2
	}
}

massed_bombardment={
	sprite = 5
		
	allow = {
		phase = bombard
	}

	chance = {
		factor = 10
		modifier = {
			factor = 5
			artillery = 0.1
		}
	}

	modifier = {
		artillery_attack = 1.0
	}

}

prepare_assault={
	sprite = 6

	allow = {
		phase = combat
	}

	chance = {
		factor = 10 
		modifier = {
			factor = 5
			infantry = 0.5
		}
	}

	modifier = {
		artillery_attack = 0.5
		artillery_defense = -0.2
		light_infantry_attack = 0.5
		light_infantry_defense = -0.2
	}

	next = assault 
}

assault={
	
	sprite = 7

	modifier = {
		infantry_attack = 1
		infantry_defense = -0.25
	}
}

aggressive_probing={
	sprite = 8
	
	allow = {
		OR = {
			phase = combat
			phase = bombard
		}
	}
	
	chance = {
		factor = 10 
		modifier = {
			factor = 5
			light_infantry = 0.2
		}
	}
	

	modifier = {
		defense = 0.25
		light_infantry_attack = 1.0
		light_infantry_defense = -0.5
	}
}


counter_attack={
	sprite = 9

	allow = {
		phase = combat
	}

	chance = {
		factor = 10 
		modifier = {
			factor = 5
			infantry = 0.5
		}
	}

	modifier = {
		infantry_attack = 0.5
		infantry_defense = -0.2
	}
}

harass={	
	sprite = 10
	allow = {
		OR = {
			phase = combat
			phase = pursue
		}
	}

	chance = {
		factor = 10
		modifier = {
			factor = 5
			cavalry = 0.2
		}
	}

	modifier = {
		defense = 0.2
		cavalry_attack = 0.5
		cavalry_defense = -0.3
	}
}

fient_prepare_assault={
	sprite = 11

	allow = {
		phase = combat
	}

	chance = {
		factor = 10 
		modifier = {
			factor = 5
			infantry = 0.7
		}
	}

	modifier = {
		artillery_attack = 0.5
		artillery_defense = -0.1
		light_infantry_attack = 0.5
		light_infantry_defense = -0.1
	}
}

massed_counter_attack={
	sprite = 12

	allow = {
		phase = combat
	}

	chance = {
		factor = 10 
		modifier = {
			factor = 5
			infantry = 0.3
			OR = {
				artillery = 0.2
				light_infantry = 0.2
			}
		}
	}

	modifier = {
		infantry_attack = 0.5
		infantry_defense = -0.25
		artillery_attack = 0.5
		light_infantry_attack = 0.5
	}
}

screen = {

	sprite = 13
	allow = {
		phase = combat
	}

	chance = {
		factor = 10 
		modifier = {
			factor = 5
			light_infantry = 0.05
			cavalry = 0.05
		}
	}

	modifier = {
		defense = 0.5
		light_infantry_defense = -0.6
		cavalry_defense = -0.6
		light_infantry_attack = 0.1
		cavalry_attack = 0.1
	}
}

guard_assault={
	sprite = 14

	allow = {
		phase = combat
	}

	chance = {
		factor = 10 
		modifier = {
			factor = 5
			guard = 0.2
		}
	}

	modifier = {
		artillery_attack = 0.2
		artillery_defense = -0.1
		light_infantry_attack = 0.2
		light_infantry_defense = -0.1
	}

	next = major_assault
}

major_assault={
	
	sprite = 15

	modifier = {
		infantry_attack = 0.5
		infantry_defense = -0.25
	}

	next = ready_the_guard
}

ready_the_guard={
	
	sprite = 16

	modifier = {
		cavalry_attack = 0.5
		cavalry_defense = -0.25
	}

	next = up_the_guard
	
}

up_the_guard ={

	sprite = 17

	modifier = {
		guard_attack = 4.0
		guard_defense = -0.75
	}
}