Player:
	ModularBot@Omnius:
		Name: Omnius
		Type: omnius
	ModularBot@Vidius:
		Name: Vidious
		Type: vidious
	ModularBot@Gladius:
		Name: Gladius
		Type: gladius
	GrantConditionOnBotOwner@omnius:
		Condition: enable-omnius-ai
		Bots: omnius
	GrantConditionOnBotOwner@vidious:
		Condition: enable-vidious-ai
		Bots: vidious
	GrantConditionOnBotOwner@gladius:
		Condition: enable-gladius-ai
		Bots: gladius
	GrantCondition@bot_test:
		Condition: all_bots
		RequiresCondition: enable-gladius-ai || enable-vidious-ai || enable-omnius-ai
	GrantConditionOnFaction:
		Condition: ordos
		Factions: ordos
	ProvidesPrerequisite@bothack:
		Prerequisite: ordos.reinforce
		RequiresCondition: all_bots && ordos
	SupportPowerBotModule:
		RequiresCondition: enable-omnius-ai || enable-vidious-ai || enable-gladius-ai
		Decisions:
			Airstrike:
				OrderName: AirstrikePowerInfoOrder
				MinimumAttractiveness: 2000
				Consideration@1:
					Against: Enemy
					Types: Vehicle, Tank
					Attractiveness: 5
					TargetMetric: Value
					CheckRadius: 3c0
				Consideration@2:
					Against: Enemy
					Types: Structure, Defense
					Attractiveness: 1
					TargetMetric: Value
					CheckRadius: 10c0
				Consideration@3:
					Against: Ally
					Types: Ground, Water
					Attractiveness: -10
					TargetMetric: Value
					CheckRadius: 4c0
				Consideration@4:
					Against: Enemy
					Types: Defense
					Attractiveness: 6
					TargetMetric: Value
					CheckRadius: 4c0
			NukePower:
				OrderName: NukePowerInfoOrder
				MinimumAttractiveness: 3500
				Consideration@1:
					Against: Enemy
					Types: Structure, Defense
					Attractiveness: 10
					TargetMetric: Value
					CheckRadius: 5c0
				Consideration@2:
					Against: Ally
					Types: Air, Ground, Water
					Attractiveness: -10
					TargetMetric: Value
					CheckRadius: 7c0
				Consideration@3:
					Against: Enemy
					Types: Infantry, Vehicle, Tank
					Attractiveness: 5
					TargetMetric: Value
					CheckRadius: 4c0
			Fremen:
				OrderName: ProduceActorPower.Fremen
				Consideration@1:
					Against: Ally
			Reinforcement:
				OrderName: ordos_reinforcements
				Consideration@1:
					Against: Enemy
					Types: Ground
					Attractiveness: 3
					TargetMetric: None
					CheckRadius: 20c0
				Consideration@2:
					Against: Ally
					Types: Ground
					Attractiveness: 1
					TargetMetric: None
					CheckRadius: 15c0
	HarvesterBotModule:
		RequiresCondition: enable-omnius-ai || enable-vidious-ai || enable-gladius-ai
		HarvesterTypes: harvester
		HarvesterEnemyAvoidanceRadius: 15c0
		RefineryTypes: refinery
	BaseBuilderBotModule@omnius: #		standart build order
		RequiresCondition: enable-omnius-ai
		BuildingQueues: Building, Upgrade
		MinimumExcessPower: 60
		MaximumExcessPower: 200
		ExcessPowerIncrement: 50
		ExcessPowerIncreaseThreshold: 4
		MaxBaseRadius: 40
		ConstructionYardTypes: construction_yard
		RefineryTypes: refinery
		PowerTypes: wind_trap
		VehiclesFactoryTypes: light_factory, heavy_factory, starport
		ProductionTypes: light_factory, heavy_factory, barracks, starport
		SiloTypes: silo
		BarracksTypes: light_factory
		StructureProductionInactiveDelay: 50
		MaximumFailedPlacementAttempts: 4
		MaxResourceCellsToCheck: 10
		PlaceDefenseTowardsEnemyChance: 70
		AdditionalMinimumRefineryCount: 2
		InititalMinimumRefineryCount: 1
		MinimumDefenseRadius: 5
		MaximumDefenseRadius: 30
		CheckForNewBasesDelay: 4000
		BuildingLimits:
			silo: 20
			barracks: 4
			refinery: 10
			outpost: 1
			high_tech_factory: 1
			light_factory: 4
			heavy_factory: 4
			starport: 1
			repair_pad: 1
			research_centre: 1
			palace: 1
			upgrade.conyard: 1
			upgrade.barracks: 1
			upgrade.light: 1
			upgrade.heavy: 1
			upgrade.hightech: 1
			upgrade.hightechOrdos: 1
		BuildingFractions:
			barracks: 1
			refinery: 35
			medium_gun_turret: 8
			outpost: 1
			high_tech_factory: 1
			large_gun_turret: 6
			light_factory: 2
			heavy_factory: 2
			starport: 1
			repair_pad: 1
			research_centre: 1
			palace: 1
			upgrade.conyard: 1
			upgrade.barracks: 1
			upgrade.light: 1
			upgrade.heavy: 1
			upgrade.hightech: 1
			upgrade.hightechOrdos: 1
		BuildingDelays:
			repair_pad: 15000
			upgrade.conyard: 15000
			outpost: 5000
			upgrade.barracks: 4500
			upgrade.light: 5000
			starport:10000
			upgrade.heavy: 15000
			medium_gun_turret: 3000
	BaseBuilderBotModule@vidious: #			heavy priority/2refi opener
		RequiresCondition: enable-vidious-ai
		BuildingQueues: Building, Upgrade
		MinimumExcessPower: 55
		MaximumExcessPower: 210
		ExcessPowerIncrement: 50
		ExcessPowerIncreaseThreshold: 4
		ConstructionYardTypes: construction_yard
		RefineryTypes: refinery
		PowerTypes: wind_trap
		VehiclesFactoryTypes: light_factory, heavy_factory, starport
		ProductionTypes: light_factory, heavy_factory, barracks, starport
		SiloTypes: silo 
		StructureProductionInactiveDelay: 30
		CheckForNewBasesDelay: 3000
		PlaceDefenseTowardsEnemyChance: 80
		MaxBaseRadius: 40
		MaximumDefenseRadius: 30
		NewProductionCashThreshold: 6000
		InititalMinimumRefineryCount: 2
		AdditionalMinimumRefineryCount: 1
		MaxResourceCellsToCheck: 10
		BuildingLimits:
			barracks: 2
			refinery: 8
			silo: 20
			outpost: 1
			high_tech_factory: 1
			light_factory: 2
			heavy_factory: 4
			starport: 1
			repair_pad: 1
			research_centre: 1
			palace: 1
			upgrade.conyard: 1
			upgrade.barracks: 1
			upgrade.light: 1
			upgrade.heavy: 1
			upgrade.hightech: 1
			upgrade.hightechOrdos: 1
		BuildingFractions:
			barracks: 5
			refinery: 30
			medium_gun_turret: 5
			outpost: 1
			high_tech_factory: 1
			large_gun_turret: 10
			light_factory: 1
			heavy_factory: 7
			starport: 1
			repair_pad: 1
			research_centre: 1
			palace: 1
			upgrade.conyard: 1
			upgrade.barracks: 1
			upgrade.light: 1
			upgrade.heavy: 1
			upgrade.hightech: 1
			upgrade.hightechOrdos: 1
		BuildingDelays:
			repair_pad: 10000
			outpost:9000
			upgrade.conyard: 12000
			upgrade.barracks: 6000
			upgrade.heavy: 10000
			high_tech_factory: 3000
			upgrade.hightech: 18000
			upgrade.light: 10000
			medium_gun_turret: 5000
	BaseBuilderBotModule@gladius: #				infantry priority
		RequiresCondition: enable-gladius-ai
		BuildingQueues: Building, Upgrade
		MinimumExcessPower: 60
		MaximumExcessPower: 200
		MaxResourceCellsToCheck: 15
		ExcessPowerIncreaseThreshold: 4
		StructureProductionInactiveDelay: 80
		MaxBaseRadius: 40
		ConstructionYardTypes: construction_yard
		RefineryTypes: refinery
		BarracksTypes: barracks
		PowerTypes: wind_trap
		AdditionalMinimumRefineryCount: 2
		VehiclesFactoryTypes: light_factory, heavy_factory, starport
		ProductionTypes: light_factory, heavy_factory, barracks, starport
		SiloTypes: silo
		NewProductionCashThreshold: 9000
		CheckForNewBasesDelay: 2000
		BuildingLimits:
			barracks: 4
			refinery: 8
			silo: 20
			outpost: 1
			high_tech_factory: 1
			light_factory: 4
			heavy_factory: 4
			starport: 2
			repair_pad: 1
			research_centre: 1
			palace: 1
			upgrade.conyard: 1
			upgrade.barracks: 1
			upgrade.light: 1
			upgrade.heavy: 1
			upgrade.hightech: 1
			upgrade.hightechOrdos: 1
		BuildingFractions:
			barracks: 15
			refinery: 50
			medium_gun_turret: 10
			outpost: 1
			high_tech_factory: 1
			large_gun_turret: 12
			light_factory: 5
			heavy_factory: 2
			repair_pad: 1
			research_centre: 1
			palace: 1
			upgrade.conyard: 1
			upgrade.barracks: 1
			upgrade.light: 1
			upgrade.heavy: 1
			upgrade.hightech: 1
			upgrade.hightechOrdos: 1
		BuildingDelays:
			repair_pad: 10000
			upgrade.conyard: 20000
			upgrade.barracks: 3500
			upgrade.heavy: 20000
			outpost: 12000
			upgrade.light: 10000
			medium_gun_turret: 2000
	BuildingRepairBotModule:
		RequiresCondition: enable-omnius-ai || enable-vidious-ai || enable-gladius-ai
	SquadManagerBotModule@omnius:
		RequiresCondition: enable-omnius-ai
		SquadSize: 20
		SquadSizeRandomBonus: 20
		MaxBaseRadius: 40
		ProtectionScanRadius: 15
		ExcludeFromSquadsTypes: harvester, mcv, carryall, carryall.reinforce, carryall.reinforce_with_sound
		ConstructionYardTypes: construction_yard
		IgnoredEnemyTargetTypes: Creep
		ProtectUnitScanRadius: 20
		AssignRolesInterval: 30
		AttackForceInterval: 30
		RushInterval: 1500
	UnitBuilderBotModule@omnius:
		RequiresCondition: enable-omnius-ai
		IdleBaseUnitsMaximum: 30
		UnitQueues: Infantry, Vehicle, Armor, Starport, Aircraft
		UnitsToBuild:
			carryall: 1
			light_inf: 65
			trooper: 40
			mpsardaukar: 20
			grenadier: 20
			harvester: 15
			trike.starport: 1
			quad.starport: 1
			siege_tank.starport: 50
			missile_tank.starport: 50
			combat_tank_a.starport: 15
			combat_tank_h.starport: 15
			combat_tank_o.starport: 15
			sonic_tank: 40
			devastator: 40
			deviator: 40
			trike: 10
			raider: 10
			quad: 15
			siege_tank: 35
			missile_tank: 40
			stealth_raider: 5
			combat_tank_a: 60
			combat_tank_h: 60
			combat_tank_o: 60
		UnitLimits:
			harvester: 25
			carryall: 20
		UnitDelays:
			combat_tank_a: 5000
			combat_tank_h: 5000
			combat_tank_o: 5000
	McvManagerBotModule:
		RequiresCondition: enable-omnius-ai || enable-gladius-ai
		McvTypes: mcv
		MinimumConstructionYardCount: 3
		MinBaseRadius: 20
		ScanForNewMcvInterval: 100
		RestrictMCVDeploymentFallbackToBase: false
		ConstructionYardTypes: construction_yard
		McvFactoryTypes: heavy_factory, starport
	McvManagerBotModule@vidious-ai:
		RequiresCondition: enable-vidious-ai
		McvTypes: mcv
		MinimumConstructionYardCount: 4
		ScanForNewMcvInterval: 150
		RestrictMCVDeploymentFallbackToBase: True
		MaxBaseRadius: 50
		MinBaseRadius: 20
		ConstructionYardTypes: construction_yard
		McvFactoryTypes: heavy_factory, starport
	SquadManagerBotModule@vidious: #rusher large area scan - didnt work
		RequiresCondition: enable-vidious-ai
		SquadSize: 15
		SquadSizeRandomBonus: 30
		MaxBaseRadius: 80
		ExcludeFromSquadsTypes: harvester, mcv, carryall, carryall.reinforce, carryall.reinforce_with_sound
		ConstructionYardTypes: construction_yard, mcv
		IgnoredEnemyTargetTypes: Creep
		ProtectUnitScanRadius: 10
		IdleScanRadius: 25
		AttackScanRadius: 10
		AssignRolesInterval: 50
		AttackForceInterval: 50
		RushInterval: 1000
	UnitBuilderBotModule@vidious:
		IdleBaseUnitsMaximum: 30
		RequiresCondition: enable-vidious-ai
		UnitQueues: Infantry, Vehicle, Armor, Starport, Aircraft
		UnitsToBuild:
			carryall: 3
			light_inf: 65
			trooper: 40
			mpsardaukar: 20
			grenadier: 20
			harvester: 30
			trike.starport: 1
			quad.starport: 1
			siege_tank.starport: 50
			missile_tank.starport: 50
			combat_tank_a.starport: 10
			combat_tank_h.starport: 10
			combat_tank_o.starport: 10
			sonic_tank: 20
			devastator: 30
			deviator: 30
			trike: 15
			raider: 15
			quad: 25
			siege_tank: 10
			missile_tank: 15
			stealth_raider: 5
			combat_tank_a: 80
			combat_tank_h: 80
			combat_tank_o: 80
		UnitLimits:
			harvester: 20
			carryall: 20
			mcv: 1
		UnitDelays:
			combat_tank_a: 3000
			combat_tank_h: 3000
			combat_tank_o: 3000
	SquadManagerBotModule@gladius: # more deffence protection
		RequiresCondition: enable-gladius-ai
		SquadSize: 20
		SquadSizeRandomBonus: 30
		MaxBaseRadius: 100
		ExcludeFromSquadsTypes: harvester, mcv, carryall, carryall.reinforce, carryall.reinforce_with_sound
		ConstructionYardTypes: construction_yard
		IgnoredEnemyTargetTypes: Creep
		ProtectUnitScanRadius: 30
		IdleScanRadius: 20
		RushInterval: 2500
		AssignRolesInterval: 70
	UnitBuilderBotModule@gladius: #infantry user
		IdleBaseUnitsMaximum: 50
		RequiresCondition: enable-gladius-ai
		UnitQueues: Infantry, Vehicle, Armor, Starport, Aircraft
		UnitsToBuild:
			carryall: 1
			light_inf: 50
			trooper: 50
			mpsardaukar: 20
			grenadier: 20
			harvester: 30
			trike.starport: 1
			quad.starport: 1
			siege_tank.starport: 5
			missile_tank.starport: 7
			combat_tank_a.starport: 15
			combat_tank_h.starport: 15
			combat_tank_o.starport: 15
			sonic_tank: 20
			devastator: 20
			deviator: 20
			trike: 10
			raider: 10
			quad: 15
			siege_tank: 20
			missile_tank: 30
			stealth_raider: 7
			combat_tank_a: 80
			combat_tank_h: 80
			combat_tank_o: 80
		UnitLimits:
			harvester: 20
			carryall: 20
		UnitDelays:
			trike: 2000
			quad: 7000
			combat_tank_a: 4000
			combat_tank_h: 4000
			combat_tank_o: 4000