;; Entrenched
[ActorState template=ActorState]
{
	IDS = organization_entrenched
	name = "#actor_states_organization_entrenched_name"
	priority = 6

	[Property]
	property_ids = infantry_entrench
	
	[Property]
	property_ids = vehicle_entrench
}

;; STANDING STATE: exhausted
[ActorState template=ActorStateMind]
{
	IDS = mind_exhausted
	name = "#actor_states_mind_exhausted_name"

	priority = 12
	resupply = true
	morale_replenish = true
	remove_from_group = true
	formation_required = BROKEN
	behavior_required = AGGRESSIVE

	[Property]
	property_ids = actor_state_exhausted
}

;; STRUCTURE STATE
[ActorState template=ActorState]
{
	IDS = structure_razing
	name = "#actor_states_structure_razing_name"
	priority = 14	
	type = busy
}

;; MOVING STATE: an ordered move out of engagement
[ActorState template=ActorStateMind]
{
	IDS = mind_retreating
	name = "#actor_states_mind_retreating_name"

	priority = 8
	resupply = true			;; pcb043004 - bug 2277
	morale_replenish = false
	formation_required = RETREAT	;; pcb070704 - A&A no longer uses column
	behavior_required = PASSIVE
}

;; Under siege, to be used for contested
[ActorState template=ActorState]
{
	IDS = under_siege
	name = "#actor_states_under_siege_name"
	priority = 12
	
	[Property]
	property_ids = actor_state_contested
	
}
