<?xml version="1.0" encoding="utf-8"?>

<tactics>
	<action>
		<name stringid="38127">MusketAttack</name>
		<type>Attack</type>
		<attackaction>1</attackaction>
		<rangedlogic>1</rangedlogic>
		<anim>Volley_standing_attack</anim>
		<reloadanim>Volley_standing_reload</reloadanim>
		<maxheight>0</maxheight>
		<accuracy>1.0</accuracy>
		<accuracyreductionfactor>0.5</accuracyreductionfactor>
		<aimbonus>0</aimbonus>
		<maxspread>5</maxspread>
		<spreadfactor>0.25</spreadfactor>
		<trackrating>12</trackrating>
		<unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier>
		<projectile>InvisibleProjectile</projectile>
		<impacteffect>effects\impacts\gun</impacteffect>
		<minrange>2</minrange>
		<rate type="Unit">1.0 </rate>
		<instantballistics>1</instantballistics>
	</action>
	<action>
		<name stringid="38130">HandAttack</name>
		<type>Attack</type>
		<maxrange>2</maxrange>
		<rate type="Unit">1.0 </rate>
		<attackaction>1</attackaction>
		<handlogic>1</handlogic>
		<speedboost>1</speedboost>
		<anim>Volley_melee_attack</anim>
		<idleanim>Volley_melee_idle</idleanim>
		<impacteffect>effects\impacts\melee</impacteffect>
		<targetspeedboost>1</targetspeedboost>
	</action>
	<action>
		<name stringid="38118">BuildingAttack</name>
		<type>Attack</type>
		<rangedlogic>1</rangedlogic>
		<maxrange>6</maxrange>
		<rate type="Building">1.0 </rate>
		<attackaction>1</attackaction>
		<speedboost>1</speedboost>
		<anim>Raze_attack</anim>
		<impacteffect>effects\impacts\torch</impacteffect>
		<projectile>TorchProjectile</projectile>
		<targetspeedboost>1</targetspeedboost>
	</action>
	<action>
		<name stringid="38127">VolleyAttack</name>
		<type>Attack</type>
		<attackaction>1</attackaction>
		<rangedlogic>1</rangedlogic>
		<anim>Volley_standing_attack</anim>
		<reloadanim>Volley_standing_reload</reloadanim>
		<idleanim>Volley_standing_idle</idleanim>
		<maxheight>0</maxheight>
		<accuracy>0.9</accuracy>
		<accuracyreductionfactor>1.5</accuracyreductionfactor>
		<aimbonus>0</aimbonus>
		<maxspread>5</maxspread>
		<spreadfactor>0.25</spreadfactor>
		<trackrating>12</trackrating>
		<unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier>
		<projectile>InvisibleProjectile</projectile>
		<impacteffect>effects\impacts\gun</impacteffect>
		<minrange>2</minrange>
		<rate type="Unit">1.0 </rate>
		<damage>13.000000</damage>
		<maxrange>12.000000</maxrange>
		<rof>2.000000</rof>
		<damagebonus type="AbstractArtillery">0.500000</damagebonus>
	</action>
	<action>
		<name stringid="38127">VolleyKneelAttack</name>
		<type>Attack</type>
		<attackaction>1</attackaction>
		<rangedlogic>1</rangedlogic>
		<anim>Volley_kneeling_ranged_attack</anim>
		<reloadanim>Volley_kneeling_reload</reloadanim>
		<idleanim>Volley_kneeling_idle</idleanim>
		<maxheight>0</maxheight>
		<accuracy>0.9</accuracy>
		<accuracyreductionfactor>1.5</accuracyreductionfactor>
		<aimbonus>0</aimbonus>
		<maxspread>5</maxspread>
		<spreadfactor>0.25</spreadfactor>
		<trackrating>12</trackrating>
		<unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier>
		<projectile>InvisibleProjectile</projectile>
		<impacteffect>effects\impacts\gun</impacteffect>
		<minrange>2</minrange>
		<rate type="Unit">1.0 </rate>
		<damage>13.000000</damage>
		<maxrange>12.000000</maxrange>
		<rof>2.000000</rof>
		<damagebonus type="AbstractArtillery">0.500000</damagebonus>
	</action>
	<action>
		<name stringid="38137">DefendHandAttack</name>
		<type>Attack</type>
		<maxrange>2</maxrange>
		<rate type="All">1.0 </rate>
		<attackaction>1</attackaction>
		<handlogic>1</handlogic>
		<speedboost>1</speedboost>
		<anim>Defend_attack</anim>
		<impacteffect>effects\impacts\melee</impacteffect>
		<damage>6.5</damage>
		<rof>1.0</rof>
		<damagebonus type="AbstractCavalry">1.500000</damagebonus>
		<damagebonus type="AbstractLancer">0.500000</damagebonus>
		<targetspeedboost>1</targetspeedboost>
	</action>
	<action>
		<name stringid="38128">CoverAttack</name>
		<type>Attack</type>
		<attackaction>1</attackaction>
		<rangedlogic>1</rangedlogic>
		<anim>Cover_ranged_attack</anim>
		<reloadanim>Cover_reload</reloadanim>
		<idleanim>Cover_idle</idleanim>
		<maxheight>0</maxheight>
		<accuracy>0.9</accuracy>
		<accuracyreductionfactor>1.5</accuracyreductionfactor>
		<aimbonus>0</aimbonus>
		<maxspread>5</maxspread>
		<spreadfactor>0.25</spreadfactor>
		<trackrating>12</trackrating>
		<unintentionaldamagemultiplier>0.7</unintentionaldamagemultiplier>
		<projectile>InvisibleProjectile</projectile>
		<impacteffect>effects\impacts\gun</impacteffect>
		<minrange>2</minrange>
		<rate type="Unit">1.0 </rate>
		<damage>13.000000</damage>
		<maxrange>12.000000</maxrange>
		<rof>2.000000</rof>
		<damagebonus type="AbstractArtillery">0.500000</damagebonus>
	</action>
	<action>
		<name stringid="38135">ChargeAttack</name>
		<type>Attack</type>
		<maxrange>2</maxrange>
		<rate type="Unit">1.0 </rate>
		<attackaction>1</attackaction>
		<handlogic>1</handlogic>
		<speedboost>1</speedboost>
		<anim>Charge_attack</anim>
		<idleanim>Charge_idle</idleanim>
		<impacteffect>effects\impacts\melee</impacteffect>
		<damage>6.5</damage>
		<rof>1.0</rof>
		<damagebonus type="AbstractCavalry">1.500000</damagebonus>
		<damagebonus type="AbstractLancer">0.500000</damagebonus>
		<targetspeedboost>1</targetspeedboost>
	</action>
	<action>
		<name stringid="700306">AutoGatherFood</name>
		<type>AutoGather</type>
		<active>0</active>
		<persistent>1</persistent>
		<Rate type ='Food'>0.250001</Rate>
	</action>
	<tactic>
		Normal
		<action>AutoGatherFood</action>
		<speedmodifier>1.0</speedmodifier>
		<action priority="100">MusketAttack</action>
		<action priority="75">BuildingAttack</action>
		<action priority="25">HandAttack</action>
		<attacktype>LogicalTypeRangedUnitsAttack</attacktype>
		<autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype>
		<attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype>
		<runaway>1</runaway>
		<autoretarget>1</autoretarget>
		<transition>
			<tactic>Volley</tactic>
			<length>0</length>
			<exit>1</exit>
		</transition>
		<transition>
			<tactic>KneelVolley</tactic>
			<length>0</length>
			<exit>1</exit>
		</transition>
		<deathanim>Death_by_melee</deathanim>
	</tactic>
	<tactic>
		Volley
		<action>AutoGatherFood</action>
		<action priority="100">VolleyAttack</action>
		<action priority="75">BuildingAttack</action>
		<action priority="25">HandAttack</action>
		<attacktype>LogicalTypeRangedUnitsAttack</attacktype>
		<autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype>
		<attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype>
		<runaway>1</runaway>
		<autoretarget>1</autoretarget>
		<transition>
			<tactic>Normal</tactic>
			<length>0</length>
			<exit>1</exit>
		</transition>
		<transition>
			<tactic>KneelVolley</tactic>
			<length>0</length>
			<exit>1</exit>
		</transition>
		<idleanim>Volley_standing_idle</idleanim>
		<boredanim>Volley_standing_bored</boredanim>
		<deathanim>Death_by_melee</deathanim>
		<walkanim>Volley_walk</walkanim>
		<joganim>Volley_jog</joganim>
	</tactic>
	<tactic>
		KneelVolley
		<action>AutoGatherFood</action>
		<action priority="100">VolleyKneelAttack</action>
		<action priority="75">BuildingAttack</action>
		<action priority="25">HandAttack</action>
		<attacktype>LogicalTypeRangedUnitsAttack</attacktype>
		<autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype>
		<attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype>
		<runaway>1</runaway>
		<autoretarget>1</autoretarget>
		<transition>
			<tactic>Normal</tactic>
			<length>0</length>
			<exit>1</exit>
		</transition>
		<transition>
			<tactic>Volley</tactic>
			<length>0</length>
			<exit>1</exit>
		</transition>
		<idleanim>Volley_kneeling_idle</idleanim>
		<boredanim>Volley_kneeling_bored</boredanim>
		<deathanim>Volley_kneeling_deathByMelee</deathanim>
		<walkanim>Volley_walk</walkanim>
		<joganim>Volley_jog</joganim>
	</tactic>
	<tactic>
		Defend
		<action>AutoGatherFood</action>
		<action priority="25">DefendHandAttack</action>
		<attacktype>LogicalTypeRangedUnitsAttack</attacktype>
		<autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype>
		<attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype>
		<runaway>0</runaway>
		<autoretarget>1</autoretarget>
		<transition>
			<tactic>Normal</tactic>
			<length>0</length>
			<exit>1</exit>
		</transition>
		<idleanim>Defend_idle</idleanim>
		<boredanim>Defend_bored</boredanim>
		<deathanim>Death_by_melee</deathanim>
		<joganim>Defend_jog</joganim>
		<walkanim>Defend_walk</walkanim>
	</tactic>
	<tactic>
		Cover
		<action>AutoGatherFood</action>
		<action priority="100">CoverAttack</action>
		<action priority="75">BuildingAttack</action>
		<action priority="25">HandAttack</action>
		<attacktype>LogicalTypeRangedUnitsAttack</attacktype>
		<autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype>
		<attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype>
		<runaway>0</runaway>
		<autoretarget>1</autoretarget>
		<transition>
			<tactic>Normal</tactic>
			<length>0</length>
			<exit>1</exit>
		</transition>
		<idleanim>Cover_idle</idleanim>
		<boredanim>Cover_bored</boredanim>
		<deathanim>Death_by_melee</deathanim>
		<walkanim>Cover_walk</walkanim>
		<joganim>Cover_jog</joganim>
		<runanim>Cover_run</runanim>
	</tactic>
	<tactic>
		Charge
		<action>AutoGatherFood</action>
		<action priority="100">ChargeAttack</action>
		<action priority="75">BuildingAttack</action>
		<attacktype>LogicalTypeRangedUnitsAttack</attacktype>
		<autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype>
		<attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype>
		<runaway>0</runaway>
		<autoretarget>1</autoretarget>
		<transition>
			<tactic>Normal</tactic>
			<length>0</length>
			<exit>1</exit>
		</transition>
		<idleanim>Charge_idle</idleanim>
		<boredanim>Charge_bored</boredanim>
		<deathanim>Charge_death_by_melee</deathanim>
		<walkanim>Charge_walk</walkanim>
		<joganim>Charge_jog</joganim>
		<runanim>Charge_run</runanim>
	</tactic>
	<tactic>
		BombardMode
		<action>AutoGatherFood</action>
		<action priority="100">MusketAttack</action>
		<action priority="75">HandAttack</action>
		<attacktype>LogicalTypeRangedUnitsAttack</attacktype>
		<autoattacktype>LogicalTypeRangedUnitsAutoAttack</autoattacktype>
		<attackresponsetype>LogicalTypeRangedUnitsAttack</attackresponsetype>
		<runaway>0</runaway>
		<autoretarget>1</autoretarget>
		<transition>
			<tactic>Normal</tactic>
			<length>0</length>
			<exit>1</exit>
		</transition>
		<idleanim>Bombard_ranged_idle</idleanim>
		<boredanim>Bombard_bored</boredanim>
		<deathanim>Death_by_melee</deathanim>
		<walkanim>Bombard_walk</walkanim>
		<joganim>Bombard_jog</joganim>
		<runanim>Bombard_run</runanim>
	</tactic>
</tactics>