//
//Parlay
//

//Merchant options
(Class=Merchant AND NearTerrain(Desert) AND NOT EnemyAtWar)
"Our best chance may be to parlay..."
Parlay
#end

(Class=Merchant AND Terrain(Woods) AND NOT EnemyAtWar) OR (Class=Merchant AND Terrain(Trees) AND NOT EnemyAtWar)
"Surely we do not wish to fight amidst the trees - let me try to parlay instead."
Parlay
#end

(Class=Merchant AND NearTerrain(Water) AND NOT EnemyAtWar) OR (Class=Merchant AND NearTerrain(Shallows) AND NOT EnemyAtWar)
"This is not a good place to fight, but it is a good place to negotiate..."
Parlay
#end

(Class=Merchant AND NearTerrain(Mountain) AND NOT EnemyAtWar)
"Let us not fight here if we can avoid it. If you let me negotiate with our enemies, I may yet broker a satisfactory outcome."
Parlay
#end

(Class=Merchant AND NOT EnemyAtWar)
"Let me try to parlay... we may be able to strike a deal and avoid bloodshed."
Parlay
#end

(Class=Merchant AND EnemyType!=Defenders AND Inv(Oxen)>=3)
"Let us circle the wagons - it will form a strong wall to keep the enemy out."
Combat(0.5, 2)
#end



//Ritegiver options
(Class=Ritegiver AND Terrain(Desert) AND NOT EnemyAtWar)
"Shall we see if they will accept some token gift for our safe passage?"
Parlay
#end

(Class=Ritegiver AND Terrain(Woods) AND NOT EnemyAtWar) OR (Class=Ritegiver AND Terrain(Trees) AND NOT EnemyAtWar)
"It is ill luck to fight among trees - shall we parlay instead?"
Parlay
#end

(Class=Ritegiver AND NearTerrain(Water) AND NOT EnemyAtWar) OR (Class=Ritegiver AND NearTerrain(Shallows) AND NOT EnemyAtWar)
"Fighting is not the only choice... they may take a gift from us and leave us in peace."
Parlay
#end

(Class=Ritegiver AND NearTerrain(Mountain) AND NOT EnemyAtWar)
"Shall I attempt to parlay? A gift may win us safe passage."
Parlay
#end

(Class=Ritegiver AND NOT EnemyAtWar)
"Offering a gift is often a way to avoid a worse fate..."
Parlay
#end

(Class=Ritegiver AND EnemyType!=Defenders AND Inv(Oxen,Sheep,Goats)>=1 AND NOT EnemyAtWar)
"Shall I see if there is some rite we share that might bring peace this day?"
Parlay
#end


//Large Army meets Bandits
(Class=Soldier AND EnemyType=Bandits AND Inv(Guards)>=100 AND NearTerrain(Desert))
"The dunes have fooled these bandits into thinking our advance guard was the entirety of our forces - let us punish them for their mistake!"
Combat(1,1)
#end

(Class=Soldier AND EnemyType=Bandits AND Inv(Guards)>=100 AND NearTerrain(Woods)) OR (Class=Soldier AND EnemyType=Bandits AND Inv(Guards)>=100 AND NearTerrain(Trees))
"They thought to use the trees for an ambush - but they have misjudged our numbers. Let us make them pay for their insolence!"
Combat(1,1)
#end

(Class=Soldier AND EnemyType=Bandits AND Inv(Guards)>=100 AND NearTerrain(Water)) OR (Class=Soldier AND EnemyType=Bandits AND Inv(Guards)>=100 AND NearTerrain(Shallows))
"Did these brigands think they could steal our supplies and escape across the water? They are sorely mistaken!"
Combat(1,1)
#end

(Class=Soldier AND EnemyType=Bandits AND Inv(Guards)>=100 AND NearTerrain(Scrubland))
"They must be desperate to think they can steal supplies from us - strike now and punish these rogues!"
Combat(1,1)
#end

(Class=Soldier AND EnemyType=Bandits AND Inv(Guards)>=100)
"Now they have seen our true numbers they panic and flee - see that they do not escape our justice!"
Combat(1,1)
#end


//
//Defenders
//

//Besieging Citadels
(Class=Soldier AND EnemyType=Defenders AND Terrain(Citadel) AND CombatDifficulty>=6)
"The walls of the Citadel make this an impossible assault... but issue the order to strike and I shall give it my all."
Combat(2,0.25)
#end

(Class=Soldier AND EnemyType=Defenders AND Terrain(Citadel) AND CombatDifficulty>=4)
"The Citadel walls are exceptionally strong, but if we strike at night we may be able to scale them before the alarm is raised."
Night
Combat(2,0.3)
#end

(Class=Soldier AND EnemyType=Defenders AND Terrain(Citadel) AND CombatDifficulty<=3)
"If we bombard them with our archers, we can scale the Citadel walls as soon as there is an opening..."
Combat(1.5,0.5)
#end

//Citadel: Battle not Soldier, or Second Soldier
(Battle>=2 AND ClassCount(Soldier)=1 AND EnemyType=Defenders AND Terrain(Citadel) AND Inv(Guards)>=300) OR (Class=Soldier AND EnemyType=Defenders AND Terrain(Citadel) AND Inv(Guards)>=300)
"The Citadel is well defended, but if we wait for our chance we may yet be able to breach the gates..."
Combat(1.0,0.75)
#end

(Battle>=2 AND ClassCount(Soldier)=1 AND EnemyType=Defenders AND Terrain(Citadel) AND Inv(Guards)<300) OR (Class=Soldier AND EnemyType=Defenders AND Terrain(Citadel) AND Inv(Guards)<300)
"We do not have anywhere near enough troops to take this Citadel... we must withdraw."
Retreat(0.5,1.5)
#end



//Besieging Fortresses (for Roman settlements, both R3 and R2 count)
(Class=Soldier AND EnemyType=Defenders AND Terrain(Fortress) AND CombatDifficulty>=6) OR (Class=Soldier AND EnemyType=Defenders AND EnemyCulture=Roman AND Terrain(Town) AND CombatDifficulty>=6)
"This fortress is impregnable, but I will not refuse the order to attack if you give it..."
Combat(2,0.15)
#end

(Class=Soldier AND EnemyType=Defenders AND Terrain(Fortress) AND CombatDifficulty>=4) OR (Class=Soldier AND EnemyType=Defenders AND EnemyCulture=Roman AND Terrain(Town) AND CombatDifficulty>=4)
"There is no easy way to scale this Fortress, but I favour a surprise attack after sunset when we might at least reach the walls undetected."
Night
Combat(2,0.2)
#end

(Class=Soldier AND EnemyType=Defenders AND Terrain(Fortress) AND CombatDifficulty<=3) OR (Class=Soldier AND EnemyType=Defenders AND EnemyCulture=Roman AND Terrain(Town) AND CombatDifficulty<=3)
"If we focus our arrows upon one side, we may create an opening that will allow us to scale the Fortress walls and breach their defences."
Combat(1.5,0.5)
#end

//Fortress: Battle not Soldier, or Second Soldier
(Battle>=2 AND ClassCount(Soldier)=1 AND EnemyType=Defenders AND Terrain(Fortress) AND Inv(Guards)>=300) OR (Battle>=2 AND ClassCount(Soldier)=1 AND EnemyType=Defenders AND EnemyCulture=Roman AND Terrain(Town) AND Inv(Guards)>=300) OR (Class=Soldier AND EnemyType=Defenders AND Terrain(Fortress) AND Inv(Guards)>=300) OR (Class=Soldier AND EnemyType=Defenders AND EnemyCulture=Roman AND Terrain(Town) AND Inv(Guards)>=300)
"We will not breach the defences of this Fortress easily, but there is always an opportunity if we keep watch for one..."
Combat(1.0,0.75)
#end

(Battle>=2 AND ClassCount(Soldier)=1 AND EnemyType=Defenders AND Terrain(Citadel) AND Inv(Guards)<300) OR (Battle>=2 AND ClassCount(Soldier)=1 AND EnemyType=Defenders AND EnemyCulture=Roman AND Terrain(Town) AND Inv(Guards)<300) OR (Class=Soldier AND EnemyType=Defenders AND Terrain(Citadel) AND Inv(Guards)<300) OR (Class=Soldier AND EnemyType=Defenders AND EnemyCulture=Roman AND Terrain(Town) AND Inv(Guards)<300)
"We must withdraw, we do not have the troops to claim this Fortress."
Retreat(0.5,1.5)
#end



//Attacking Towns or Caravanserai
(Class=Soldier AND EnemyType=Defenders AND EnemyCulture!=Roman AND Terrain(Town) AND CombatDifficulty>=4) OR (Class=Soldier AND EnemyType=Defenders AND Terrain(Caravanserai) AND CombatDifficulty>=4)
"We have not the numbers for an easy victory, but the enemy lack our discipline - let me lead an assault after the sun goes down, and we may yet win a swift victory."
Night
Combat(2,0.75)
#end

(Class=Soldier AND EnemyType=Defenders AND EnemyCulture!=Roman AND Terrain(Town) AND CombatDifficulty<=3) OR (Class=Soldier AND EnemyType=Defenders AND Terrain(Caravanserai) AND CombatDifficulty<=3)
"We completely outclass the defending forces - give the order, and we shall claim this place as our own."
Combat(1.5,1.0)
#end

//Small Settlements: Battle not Soldier, or Second Soldier
(Battle>=2 AND ClassCount(Soldier)=1 AND EnemyType=Defenders AND EnemyCulture!=Roman AND Terrain(Town)) OR (Battle>=2 AND ClassCount(Soldier)=1 AND EnemyType=Defenders AND Terrain(Caravanserai)) OR (Class=Soldier AND EnemyType=Defenders AND EnemyCulture!=Roman AND Terrain(Town)) OR (Class=Soldier AND EnemyType=Defenders AND Terrain(Caravanserai))

"This should be an easy victory, but let us not take any chances..."
Combat(0.75,1.0)
#end


//Special Drover tactics vs settlements
(Class=Drover AND EnemyType=Defenders AND Terrain(Citadel) AND Inv(Oxen)>10 AND Inv(Guards)>100) OR (Class=Drover AND EnemyType=Defenders AND Terrain(Fortress) AND Inv(Oxen)>10 AND Inv(Guards)>100)
"We have enough carts that we can get a raiding partly safely to the foot of the walls - with cover from our archers, we may be able to force our way inside."
Combat(1.5,0.5)
#end

(Class=Drover AND EnemyType=Defenders AND Inv(Goats,Sheep,Oxen)>Inv(Advisors,Guards,Horses,Camels) AND NOT AtWar)
"Our herd is large enough we can conceal raiders as herders and sneak inside to open the gates."
Combat(1.5,0.75)
#end


//Defaults for Defenders
(EnemyType=Defenders AND Terrain(Citadel))
"Can we really take this Citadel? There is no shame in retreating if this is not the time..."
Retreat(0.5,1.5)
#end

(EnemyType=Defenders AND Terrain(Fortress)) OR (EnemyType=Defenders AND EnemyCulture=Roman AND Terrain(Town))
"Are we sure we can take this Fortress...? It is not too late to pull back."
Retreat(0.5,1.5)
#end

(EnemyType=Defenders AND Terrain(Town)) OR (EnemyType=Defenders AND Terrain(Caravanserai)) 
"We do not have to fight here - we could simply pull back and move onwards."
Retreat(0.5,2)
#end

(EnemyType=Defenders)
"Retreat is always an option..."
Retreat(0.5,1.5)
#end

(EnemyType=Defenders)
"Let us not act rashly - fall back to a safe position and reconsider our options."
Retreat(0.5,1.5)
#end



//
//Troops and Bandits
//

//Desert Soldier tactics for all mobile enemies
(Class=Soldier AND Battle>=5 AND Terrain(Desert) AND CombatDifficulty<=3)
"They use the dunes to hide their numbers, but my gut tells me we have the advantage - give the order and I shall charge them now!"
Combat(2,0.5)
#end

(Class=Soldier AND Terrain(Desert) AND CombatDifficulty<=5)
"Let us form a defensive line and bombard them - if they break ranks, they will get lost in the dunes."
Combat(1,1)
#end

(Class=Soldier AND Terrain(Desert) AND NOT EnemyAtWar AND CombatDifficulty>5)
"The desert makes it hard to judge numbers, but I fear we are outnumbered. We should try to parlay."
Parlay
#end

(Class=Soldier AND Terrain(Desert) AND EnemyAtWar AND CombatDifficulty>5)
"Flee into the dunes and then regroup and hold fast, we may yet escape this dire situation..."
Retreat(0.5,2)
#end



//Woods and Trees Soldier tactics for all enemies
(Class=Soldier AND Battle>=5 AND Terrain(Woods) AND CombatDifficulty<=3) OR (Class=Soldier AND Battle>=5 AND Terrain(Trees) AND CombatDifficulty<=3)
"Let me charge them swiftly - even though the trees make it hard to judge numbers, they do not show the confidence of a foe that outnumbers us."
Combat(2,0.5)
#end

(Class=Soldier AND Terrain(Woods) AND EnemyType=Bandits AND CombatDifficulty<=5) OR (Class=Soldier AND Terrain(Trees) AND EnemyType=Bandits AND CombatDifficulty<=5)
"These bandits use the trees to appear stronger than they are - a thorough bombardment with arrows may yet rout our foes."
Combat(1,1)
#end

(Class=Soldier AND Terrain(Woods) AND EnemyType=Bandits AND CombatDifficulty>5) OR (Battle>=2 AND Terrain(Trees) AND EnemyType=Bandits AND CombatDifficulty>5)
"Consider parlaying with these outcasts... they have planned this ambush, and surely have the advantage."
Parlay
#end

(Class=Soldier AND Terrain(Woods) AND EnemyType=Troop AND NOT EnemyAtWar AND CombatDifficulty>5) OR (Battle>=2 AND Terrain(Trees) AND EnemyType=Troop AND NOT EnemyAtWar AND CombatDifficulty>5)
"This battle will go badly... parlay first, while we assess our options."
Parlay
#end

(Class=Soldier AND Terrain(Woods) AND EnemyType=Troop AND EnemyAtWar AND CombatDifficulty>5) OR (Class=Soldier AND Terrain(Trees) AND EnemyType=Troop AND EnemyAtWar AND CombatDifficulty>5)
"We cannot hope to win here - pull back while you can, I shall defend your retreat."
Retreat(0.25,3)
#end



//Soldier tactics for all enemies near Water
(Class=Soldier AND Battle>=5 AND NearTerrain(Water) AND CombatDifficulty<=3)
"They think us hemmed in, but we have the advantage - strike fast and they shall panic!"
Combat(2,0.5)
#end

(Class=Soldier AND NearTerrain(Water) AND EnemyType=Bandits AND CombatDifficulty<=5) OR (Class=Soldier AND NearTerrain(Shallows) AND EnemyType=Bandits AND CombatDifficulty<=5)
"We shall rout these brigands if we hold firm and strike with our bows."
Combat(1,1)
#end

(Class=Soldier AND NearTerrain(Water) AND EnemyType=Troop AND CombatDifficulty<=5) OR (Class=Soldier AND NearTerrain(Shallows) AND EnemyType=Troop AND CombatDifficulty<=5)
"We have the advantage if we do not let them close to skirmish - strike with arrows while we still can!"
Combat(1,1)
#end

(Class=Soldier AND NearTerrain(Water) AND NOT EnemyAtWar AND CombatDifficulty>5) OR (Class=Soldier AND NearTerrain(Shallows) AND NOT EnemyAtWar AND CombatDifficulty>5)
"Even without the water to restrict us, the odds would be stacked against us if we do not parlay."
Parlay
#end

(Class=Soldier AND NearTerrain(Water) AND EnemyAtWar AND CombatDifficulty>5) OR (Class=Soldier AND NearTerrain(Shallows) AND EnemyAtWar AND CombatDifficulty>5)
"Head away from the water and regroup - if fortune favours us, we may yet escape."
Retreat(0.5,2)
#end



//Soldier tactics for all enemies near Mountains
(Class=Soldier AND Battle>=5 AND NearTerrain(Mountain) AND CombatDifficulty<=3)
"There is little opportunity for clever manoeuvring here, but a decisive charge may yet put the battle in our favour..."
Combat(2,0.5)
#end

(Class=Soldier AND NearTerrain(Mountain) AND CombatDifficulty<=5)
"Stand firm and draw your bows - the rough terrain will not favour an assault by either side."
Combat(1,1)
#end

(Class=Soldier AND NearTerrain(Mountain) AND NOT EnemyAtWar AND CombatDifficulty>5)
"Between the mountains and the enemy's numbers I caution parlay as our safest course."
Parlay
#end

(Class=Soldier AND NearTerrain(Mountain) AND EnemyAtWar AND CombatDifficulty>5)
"We are doomed if we stand and fight here - pull back and we may yet hope to come through this alive."
Retreat(0.5,2)
#end



//Default terrain Soldier tactics versus bandits
(Class=Soldier AND Battle>=5 AND EnemyType=Bandits AND CombatDifficulty<=3)
"These brigands are too few in number to threaten us - charge them now and watch them scatter!"
Combat(2,0.5)
#end

(Class=Soldier AND EnemyType=Bandits AND CombatDifficulty<=5)
"Outlaws prey on the weak - if we form a defensive line and bombard them with arrows, victory will be ours!"
Combat(1,1)
#end

(Class=Soldier AND EnemyType=Bandits AND CombatDifficulty>5)
"These brigands outnumber us... but perhaps we can persuade them to parlay."
Parlay
#end



//Default terrain Soldier tactics versus Troop
(Class=Soldier AND Battle>=5 AND EnemyType=Troop AND CombatDifficulty<=3) OR (Class=Soldier AND Battle>=5 AND EnemyType=Defenders AND CombatDifficulty<=3)
"We have them outnumbered - let us charge immediately and rout them!"
Combat(2,0.5)
#end

(Class=Soldier AND CombatDifficulty<=3)
"Establish a defensive line and let loose our arrows - we shall be victorious!"
Combat(1,1)
#end

(Class=Soldier AND EnemyType=Troop AND CombatDifficulty=4)
"Each side is close in number... if we bombard them with arrows when they charge, we might gain the advantage in a skirmish."
Combat(1,1)
#end

(Class=Soldier AND NOT EnemyAtWar AND CombatDifficulty>=7)
"We are hopelessly outnumbered! Parlay if we can, and then we must hire more Guards as soon as we are able."
Parlay
#end

(Class=Soldier AND NOT EnemyAtWar AND CombatDifficulty>=6)
"They outnumber us... we should parlay with them, and also think about hiring more Guards."
Parlay
#end

(Class=Soldier AND EnemyType=Troop AND CombatDifficulty=6)
"They outnumber us... when they charge, we should feign retreat and unleash our arrows - we may catch them unawares."
Combat(1.1,0.9)
#end

(Class=Soldier AND EnemyType=Troop AND CombatDifficulty=5)
"They have a slight advantage in numbers, but if we charge before they have formed their lines we could still take the advantage."
Combat(1.1,0.9)
#end

(Class=Soldier AND Inv(Guards)>2 AND EnemyType=Troop AND EnemyAtWar AND CombatDifficulty>6) OR (Class=Soldier AND Inv(Guards)>2 AND EnemyType=Defenders AND EnemyAtWar AND CombatDifficulty>6)
"We cannot hope to win, and there is no hope of parlay - sound the retreat, the guards and I will defend you."
Retreat(0.25,3)
#end

(Class=Soldier AND EnemyType=Troop AND EnemyAtWar AND CombatDifficulty>6) OR (Class=Soldier AND EnemyType=Defenders AND EnemyAtWar AND CombatDifficulty>6)
"Neither parlay not victory are options... we must sound the retreat and hope I can defend our withdrawal."
Retreat(0.25,3)
#end

(Class=Soldier AND EnemyType=Troop AND CombatDifficulty>6) OR (Class=Soldier AND EnemyType=Defenders AND CombatDifficulty>6)
"This is a hopeless situation - sound the retreat, I will defend you as long as I can."
Retreat(0.25,3)
#end


//Merchant and Ritegiver options moved from here 12th July 2019



//Drover options
(Animals>=4 AND EnemyType!=Defenders AND HerdSize>10 AND Inv(Horses)=0)
"Let me scatter the herd - we can fight more easily without defending them, and I can round them up once the skirmish is over."
Reduce(Camels,1%,Animals,D2)
Reduce(Oxen,2%,Animals,D2)
Reduce(Sheep,2%,Animals,D3)
Reduce(Goats,2%,Animals,D3)
Combat(1, 1.5)
#end

(Animals>=4 AND EnemyType!=Defenders AND Inv(Horses)>0 AND Inv(Oxen)>3) OR (Animals>=4 AND EnemyType!=Defenders AND Inv(Horses)>0 AND Inv(Sheep)>5) OR (Animals>=4 AND EnemyType!=Defenders AND Inv(Horses)>0 AND Inv(Goats)>5)
"Let me scatter all the animals save the horses... I can round up the herd easily enough after the fight, and the thunder of hooves will confuse our enemies."
Reduce(Camels,1%,Animals,D2)
Reduce(Oxen,2%,Animals,D2)
Reduce(Sheep,2%,Animals,D3)
Reduce(Goats,2%,Animals,D3)
Combat(1, 1.5)
#end



//Guide options
(Class=Guide AND Terrain(Desert) AND EnemyType!=Defenders)
"Form a defensive line and I will slip away into the dune and sound a horn - the moment of surprise may act to our advantage."
Combat(1.5,0.9)
#end

(Class=Guide AND NearTerrain(Mountain) AND EnemyType!=Defenders)
"Let me slip away into the mountains and sound a horn - the echoes will confuse them."
Combat(1.5,0.9)
#end

(Class=Guide AND Terrain(Woods) AND EnemyType=Troop) OR (Class=Guide AND Terrain(Trees) AND EnemyType=Troop)
"Let me shimmy up one of these trees and I can call out the enemy positions."
Combat(1.3,0.9)
#end

(Class=Guide AND Terrain(Woods) AND EnemyType=Bandits) OR (Class=Guide AND Terrain(Trees) AND EnemyType=Bandits)
"Guard me while I fell a tree - they will not expect such desperate measures and it may startle them."
Combat(1.25,0.9)
#end

(Wayfare>=3 AND Battle>=2 AND Inv(Guards)>=6 AND Inv(Horses)>=6 AND EnemyType!=Defenders)
"I could lead a raiding party to flank the enemy - we may catch them unawares..."
Combat(1.5,0.9)
#end

(Class=Guide)
"I shall begin planning our escape, should the tide of battle turn against us."
Combat(0.75,1.5)
#end


//Alternatives for lower Battle skill
(Battle>=2 AND EnemyType=Troop AND NOT EnemyAtWar AND CombatDifficulty>=5) OR (Class=Soldier AND EnemyType=Defenders AND NOT EnemyAtWar AND CombatDifficulty>=5)
"I do not like our chances... we should see if they will parlay with us."
Parlay
#end

(Battle>=2 AND Terrain(Desert) AND EnemyType!=Defenders AND CombatDifficulty<=4)
"If we form a defensive line and bombard them with arrows we may scatter them into the desert."
Combat(1,1)
#end

(Battle>=2 AND Terrain(Woods) AND EnemyType=Bandits AND CombatDifficulty>4) OR (Battle>=2 AND Terrain(Trees) AND EnemyType=Bandits AND CombatDifficulty>4)
"Perhaps we should parlay with these bandits... I fear they have the advantage."
Parlay
#end

(Battle>=2 AND Terrain(Woods) AND EnemyType=Troop AND NOT EnemyAtWar AND CombatDifficulty>4) OR (Battle>=2 AND Terrain(Trees) AND EnemyType=Troop AND NOT EnemyAtWar AND CombatDifficulty>4)
"I fear we will not win this battle - we should parlay, if we can."
Parlay
#end

(Battle>=3 AND NearTerrain(Water) AND EnemyType!=Defenders AND CombatDifficulty<=3) OR (Battle>=3 AND NearTerrain(Shallows) AND EnemyType!=Defenders AND CombatDifficulty<=3)
"I think we have the advantage here - we should strike them fast and attempt to rout them!"
Combat(2,0.5)
#end

(Battle>=2 AND NearTerrain(Water) AND EnemyType=Bandits AND CombatDifficulty<=4) OR (Battle>=2 AND NearTerrain(Shallows) AND EnemyType=Bandits AND CombatDifficulty<=4)
"They are only outlaws - try to hold firm and attack with our bows!"
Combat(1,1)
#end

(Battle>=2 AND NearTerrain(Water) AND EnemyType=Troop AND CombatDifficulty<=4) OR (Battle>=2 AND NearTerrain(Shallows) AND EnemyType=Troop AND CombatDifficulty<=4)
"Should we strike with our bows? We have the advantage if we do not let them close..."
Combat(1,1)
#end

(Battle>=2 AND NearTerrain(Water) AND EnemyType!=Defenders AND NOT EnemyAtWar AND CombatDifficulty>4)
"The water hems us in - we should try and parlay."
Parlay
#end

(Battle>=2 AND NearTerrain(Mountain) AND EnemyType!=Defenders AND CombatDifficulty<=4)
"It is never good to skirmish on rough terrain - we should draw our bows and attempt to hold them off."
Combat(1,1)
#end

(Battle>=2 AND NearTerrain(Mountain) AND EnemyType!=Defenders AND NOT EnemyAtWar AND CombatDifficulty>4)
"This is a terrible place for a fight, especially with a strong foe. Let us parlay instead..."
Parlay
#end

(Battle>=2 AND EnemyType=Bandits AND CombatDifficulty<=4)
"We can swiftly scare these bandits away if we form a defensive line and bombard them with arrows."
Combat(1,1)
#end

(Battle>=2 AND EnemyType=Bandits AND CombatDifficulty>4)
"We are hopelessly outnumbered, we surely must parlay with these rogues."
Parlay
#end

(Battle>=2 AND EnemyType=Troop AND CombatDifficulty=4)
"We are equally matched... if we appear to retreat, they will charge us - then our archers can thin their ranks and we will gain the upper hand in the coming skirmish."
Combat(1,1)
#end

(Battle>=2 AND EnemyType=Troop AND CombatDifficulty<=3)
"We may have enough warriors on our side that we can hold our line and drive them away with arrows..."
Combat(1,1)
#end

(Battle>=2 AND EnemyType=Troop AND NOT EnemyAtWar AND CombatDifficulty>4)
"I have a bad feeling about this... we should parlay, if we can."
Parlay
#end



//Defaults by terrain
(AdvisorCulture=Nomad AND NearTerrain(Desert)) OR (AdvisorCulture=Parthian AND NearTerrain(Desert))
"This is not the first desert fight I have endured - I am ready to bear arms for you."
Combat(1,1)
#end

(AdvisorCulture=Kushan AND NearTerrain(Desert)) OR (AdvisorCulture=Roman AND NearTerrain(Desert)) OR (AdvisorCulture=Han AND NearTerrain(Desert))
"Someone's blood shall be spilled upon this sand..."
Combat(1,1)
#end

(AdvisorCulture=Kushan AND NearTerrain(Woods)) OR (AdvisorCulture=Roman AND NearTerrain(Woods)) OR (AdvisorCulture=Han AND NearTerrain(Woods)) OR (AdvisorCulture=Kushan AND NearTerrain(Trees)) OR (AdvisorCulture=Roman AND NearTerrain(Trees)) OR (AdvisorCulture=Han AND NearTerrain(Trees))
"I stand ready to help in our defence."
Combat(1,1)
#end

(AdvisorCulture=Nomad AND NearTerrain(Woods)) OR (AdvisorCulture=Parthian AND NearTerrain(Woods)) OR (AdvisorCulture=Nomad AND NearTerrain(Trees)) OR (AdvisorCulture=Parthian AND NearTerrain(Trees))
"It is ill fortune to fight amidst the trees, but so be it."
Combat(1,1)
#end

(AdvisorCulture=Roman AND NearTerrain(Water)) OR (AdvisorCulture=Parthian AND NearTerrain(Water)) OR (AdvisorCulture=Kushan AND NearTerrain(Water)) OR (AdvisorCulture=Roman AND NearTerrain(Shallows)) OR (AdvisorCulture=Parthian AND NearTerrain(Shallows)) OR (AdvisorCulture=Kushan AND NearTerrain(Shallows))
"If battle is to be joined, we shall not shirk from our duty."
Combat(1,1)
#end

(AdvisorCulture=Nomad AND NearTerrain(Water)) OR (AdvisorCulture=Han AND NearTerrain(Water)) OR (AdvisorCulture=Nomad AND NearTerrain(Shallows)) OR (AdvisorCulture=Han AND NearTerrain(Shallows))
"The light glints upon our blades and upon the water... we stand ready."
Combat(1,1)
#end

(AdvisorCulture=Roman AND NearTerrain(Mountain)) OR (AdvisorCulture=Parthian AND NearTerrain(Mountain))
"I dislike a battle in the shadows of the mountains, but it shall not hinder me."
Combat(1,1)
#end

(AdvisorCulture=Nomad AND NearTerrain(Mountain)) OR (AdvisorCulture=Han AND NearTerrain(Mountain)) OR (AdvisorCulture=Kushan AND NearTerrain(Mountain))
"An ill wind blows from the mountains, but perhaps we shall still prevail in this fight."
Combat(1,1)
#end



//Defaults
(Rituals>=3)
"We should try to parlay, and avoid bloodshed."
Parlay
#end

(AdvisorCulture=Roman)
"Let the enemy discover how a true Roman fights!"
Combat(1,1)
#end

(AdvisorCulture=Parthian)
"Battle is inevitable... let us fight well, or die trying!"
Combat(1,1)
#end

(AdvisorCulture=Kushan)
"I do not wish to fight, but that will not stop me from using my blade this day."
Combat(1,1)
#end

(AdvisorCulture=Nomad)
"Our destiny is to fight here this day."
Combat(1,1)
#end

(AdvisorCulture=Han)
"The first blow is half the battle."
Combat(1,1)
#end