Player:
	-ModularBot@Omnius:
	-ModularBot@Vidius:
	-ModularBot@Gladius:
	ModularBot@easy:
		Name: Easy AI
		Type: easy
	ModularBot@medium:
		Name: Medium AI
		Type: medium
		MinOrderQuotientPerTick: 10
	ModularBot@hard-eco:
		Name: Hard AI (eco)
		Type: hard-eco
	ModularBot@hard-defense:
		Name: Hard AI (defence)
		Type: hard-defense
	GrantConditionOnBotOwner@hard-eco:
		Condition: enable-hard-eco-ai
		Bots: hard-eco
	GrantConditionOnBotOwner@medium:
		Condition: enable-medium-ai
		Bots: medium
	GrantConditionOnBotOwner@hard-defense:
		Condition: enable-hard-defense-ai
		Bots: hard-defense
	GrantConditionOnBotOwner@easy:
		Condition: enable-easy-ai
		Bots: easy
	SupportPowerBotModule:
		RequiresCondition: enable-hard-eco-ai || enable-medium-ai || enable-hard-defense-ai || enable-easy-ai
		Decisions:
			Airstrike:
				OrderName: AirstrikePowerInfoOrder
				MinimumAttractiveness: 3000
				Consideration@1:
					Against: Enemy
					Types: Vehicle, Tank, Infantry, Defense
					Attractiveness: 5
					TargetMetric: Value
					CheckRadius: 3c0
				Consideration@2:
					Against: Enemy
					Types: Structure, Defense
					Attractiveness: 1
					TargetMetric: Value
					CheckRadius: 6c0
				Consideration@3:
					Against: Ally
					Types: Ground
					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
					Attractiveness: -10
					TargetMetric: Value
					CheckRadius: 7c0
				Consideration@3:
					Against: Enemy
					Types: Infantry, Vehicle, Tank, Defense
					Attractiveness: 5
					TargetMetric: Value
					CheckRadius: 4c0
			Fremen:
				OrderName: ProduceActorPower.Fremen
				Consideration@1:
					Against: Ally
	HarvesterBotModule@medium:
		RequiresCondition: enable-medium-ai || enable-hard-defense-ai || enable-hard-eco-ai
		HarvesterTypes: harvester
		RefineryTypes: refinery
		HarvesterEnemyAvoidanceRadius: 15c0
	HarvesterBotModule@easy:
		RequiresCondition: enable-easy-ai
		HarvesterTypes: harvester
		RefineryTypes: refinery
	CaptureManagerBotModule:
		RequiresCondition: enable-medium-ai || enable-hard-defense-ai || enable-hard-eco-ai
		CapturingActorTypes: engineer
		MinimumCaptureDelay: 200
		CheckCaptureTargetsForVisibility: false
	BaseBuilderBotModule@easy:
		RequiresCondition: enable-easy-ai
		BuildingQueues: Building, Upgrade
		MinimumExcessPower: 60
		StructureProductionRandomBonusDelay: 30
		StructureProductionInactiveDelay: 175
		MaximumExcessPower: 200
		ExcessPowerIncrement: 50
		ExcessPowerIncreaseThreshold: 4
		MaxBaseRadius: 40
		PlaceDefenseTowardsEnemyChance: 50
		ConstructionYardTypes: construction_yard
		RefineryTypes: refinery
		PowerTypes: wind_trap
		VehiclesFactoryTypes: light_factory, heavy_factory, starport
		ProductionTypes: light_factory, heavy_factory, barracks, starport
		SiloTypes: silo
		BuildingLimits:
			barracks: 1
			refinery: 4
			outpost: 1
			high_tech_factory: 1
			light_factory: 1
			heavy_factory: 1
			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
		BuildingFractions:
			barracks: 1
			refinery: 20
			medium_gun_turret: 5
			outpost: 1
			high_tech_factory: 1
			large_gun_turret: 10
			light_factory: 1
			heavy_factory: 1
			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
		BuildingDelays:
			upgrade.conyard: 10000
		DefenseTypes: medium_gun_turret, large_gun_turret
	BaseBuilderBotModule@medium:
		InititalMinimumRefineryCount: 2
		RequiresCondition: enable-medium-ai
		BuildingQueues: Building, Upgrade
		MinimumExcessPower: 60
		MaximumExcessPower: 200
		ExcessPowerIncrement: 50
		PlaceDefenseTowardsEnemyChance: 70
		StructureProductionRandomBonusDelay: 20
		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
		BuildingLimits:
			barracks: 3
			refinery: 5
			outpost: 1
			high_tech_factory: 1
			light_factory: 2
			heavy_factory: 3
			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
		BuildingFractions:
			barracks: 3
			refinery: 20
			medium_gun_turret: 5
			outpost: 1
			high_tech_factory: 1
			large_gun_turret: 10
			light_factory: 1
			heavy_factory: 1
			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
		BuildingDelays:
			upgrade.conyard: 12000
			upgrade.heavy: 6000
			outpost: 12000
			repair_pad: 10000
			upgrade.hightech: 18000
			upgrade.light: 10000
			medium_gun_turret: 5000
		DefenseTypes: medium_gun_turret, large_gun_turret
	BaseBuilderBotModule@hard-eco:
		RequiresCondition: enable-hard-eco-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
		StructureProductionInactiveDelay: 50
		MaximumFailedPlacementAttempts: 4
		MaxResourceCellsToCheck: 10
		PlaceDefenseTowardsEnemyChance: 80
		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
		BuildingFractions:
			barracks: 1
			refinery: 30
			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
			fremen_sietch: 1
			upgrade.starport: 1
		BuildingDelays:
			repair_pad: 13000
			upgrade.conyard: 15000
			outpost: 5000
			upgrade.barracks: 4500
			upgrade.light: 10000
			starport: 15000
			upgrade.heavy: 8000
			medium_gun_turret: 3000
		DefenseTypes: medium_gun_turret, large_gun_turret
	BaseBuilderBotModule@hard-defense:
		RequiresCondition: enable-hard-defense-ai
		BuildingQueues: Building, Upgrade
		MinimumExcessPower: 60
		MaximumExcessPower: 200
		MaxResourceCellsToCheck: 15
		ExcessPowerIncreaseThreshold: 4
		StructureProductionInactiveDelay: 80
		PlaceDefenseTowardsEnemyChance: 100
		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: 8000
		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
		BuildingFractions:
			barracks: 15
			refinery: 25
			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
		BuildingDelays:
			repair_pad: 10000
			upgrade.conyard: 20000
			upgrade.barracks: 3500
			upgrade.heavy: 10000
			outpost: 12000
			upgrade.light: 12000
			medium_gun_turret: 2000
		DefenseTypes: medium_gun_turret, large_gun_turret
	BuildingRepairBotModule:
		RequiresCondition: enable-hard-eco-ai || enable-medium-ai || enable-hard-defense-ai || enable-easy-ai
	SquadManagerBotModule@easy:
		RequiresCondition: enable-easy-ai
		SquadSize: 6
		RushInterval: 3000
		MaxBaseRadius: 20
		AssignRolesInterval: 100
		ExcludeFromSquadsTypes: harvester, mcv, carryall, carryall.reinforce, ornithopter,  saboteur, engineer, dummy.generic
		ConstructionYardTypes: construction_yard
		IgnoredEnemyTargetTypes: Creep,  Cliff, Air_support
		ProtectionTypes: construction_yard, wind_trap, barracks, refinery, light_factory, heavy_factory, outpost, starport, repair_pad, high_tech_factory, research_centre, palace
	SquadManagerBotModule@medium:
		RequiresCondition: enable-medium-ai
		SquadSize: 15
		SquadSizeRandomBonus: 30
		MaxBaseRadius: 80
		ExcludeFromSquadsTypes: harvester, mcv, mcv.starport, carryall, carryall.reinforce, ornithopter, saboteur, engineer, dummy.generic
		ConstructionYardTypes: construction_yard
		IgnoredEnemyTargetTypes: Creep, Cliff, Air_support
		ProtectUnitScanRadius: 15
		AttackScanRadius: 10
		AttackForceInterval: 50
		RushInterval: 1000
		ProtectionTypes: mcv, harvester, construction_yard, conyard.atreides, conyard.harkonnen, conyard.ordos, wind_trap, barracks, refinery, silo, light_factory, heavy_factory, outpost, starport, medium_gun_turret, large_gun_turret, repair_pad, high_tech_factory, research_centre, palace, mcv.starport, harvester.starport
	SquadManagerBotModule@hard-eco:
		RequiresCondition: enable-hard-eco-ai
		SquadSize: 20
		SquadSizeRandomBonus: 20
		MaxBaseRadius: 40
		ProtectionScanRadius: 15
		ExcludeFromSquadsTypes: harvester, mcv, mcv.starport, carryall, carryall.reinforce, ornithopter,  saboteur, engineer, dummy.generic
		ConstructionYardTypes: construction_yard
		IgnoredEnemyTargetTypes: Creep, Cliff, Air_support
		ProtectUnitScanRadius: 20
		IdleScanRadius: 15
		AssignRolesInterval: 50
		AttackForceInterval: 30
		MinimumAttackForceDelay: 15
		RushInterval: 1500
		AirUnitsTypes: ornithopter
		ProtectionTypes: mcv, harvester, concretea, concreteb, construction_yard, wind_trap, barracks, refinery, silo, light_factory, heavy_factory, outpost, starport, medium_gun_turret, large_gun_turret, repair_pad, high_tech_factory, research_centre, palace, conyard.atreides, conyard.harkonnen, conyard.ordos, mcv.starport, harvester.starport
	SquadManagerBotModule@hard-defense:
		RequiresCondition: enable-hard-defense-ai
		SquadSize: 20
		SquadSizeRandomBonus: 30
		MaxBaseRadius: 100
		AttackScanRadius: 15
		ExcludeFromSquadsTypes: harvester, mcv, mcv.starport, carryall, carryall.reinforce, ornithopter,  saboteur, engineer
		ConstructionYardTypes: construction_yard
		IgnoredEnemyTargetTypes: Creep, Cliff, Air_support
		ProtectUnitScanRadius: 30
		IdleScanRadius: 20
		RushInterval: 2500
		AssignRolesInterval: 70
		AirUnitsTypes: ornithopter
		ProtectionTypes: mcv, harvester, concretea, concreteb, construction_yard, wind_trap, barracks, refinery, silo, light_factory, heavy_factory, outpost, starport, medium_gun_turret, large_gun_turret, repair_pad, high_tech_factory, research_centre, palace, conyard.atreides, conyard.harkonnen, conyard.ordos, mcv.starport, harvester.starport
	McvManagerBotModule:
		RequiresCondition: enable-hard-eco-ai || enable-hard-defense-ai
		McvTypes: mcv, mcv.starport
		MinimumConstructionYardCount: 3
		MinBaseRadius: 20
		ScanForNewMcvInterval: 100
		RestrictMCVDeploymentFallbackToBase: false #its works better without this
		ConstructionYardTypes: construction_yard
		McvFactoryTypes: heavy_factory, Starport
	McvManagerBotModule@medium-ai:
		RequiresCondition: enable-medium-ai
		McvTypes: mcv, mcv.starport
		MinimumConstructionYardCount: 2
		ScanForNewMcvInterval: 150
		RestrictMCVDeploymentFallbackToBase: True
		MaxBaseRadius: 50
		MinBaseRadius: 20
		ConstructionYardTypes: construction_yard
		McvFactoryTypes: heavy_factory, starport
	McvManagerBotModule@easy-ai:
		RequiresCondition: enable-easy-ai
		McvTypes: mcv, mcv.starport
		ConstructionYardTypes: construction_yard
		McvFactoryTypes: heavy_factory, starport
	UnitBuilderBotModule@easy:
		RequiresCondition: enable-easy-ai
		UnitQueues: Infantry, Vehicle, Armor, Starport, Aircraft
		UnitsToBuild:
			carryall: 1
			light_inf: 65
			trooper: 40
			mpsardaukar: 20
			grenadier: 20
			harvester: 1
			trike.starport: 7
			quad.starport: 12
			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: 50
			devastator: 40
			deviator: 5
			trike: 15
			raider: 15
			quad: 25
			siege_tank: 10
			missile_tank: 15
			stealth_raider: 5
			combat_tank_a: 100
			combat_tank_h: 100
			combat_tank_o: 100
			purchase.starport: 1
		UnitLimits:
			harvester: 8
			carryall: 4
	UnitBuilderBotModule@medium:
		IdleBaseUnitsMaximum: 30
		RequiresCondition: enable-medium-ai
		UnitQueues: Infantry, Vehicle, Armor, Starport, Aircraft
		UnitsToBuild:
			carryall: 1
			engineer: 1
			light_inf: 65
			trooper: 40
			mpsardaukar: 20
			grenadier: 20
			harvester: 20
			trike.starport: 1
			quad.starport: 1
			siege_tank.starport: 20
			missile_tank.starport: 20
			combat_tank_a.starport: 30
			combat_tank_h.starport: 30
			combat_tank_o.starport: 30
			sonic_tank: 20
			devastator: 20
			deviator: 20
			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
			purchase.starport: 1
		UnitLimits:
			engineer: 1
			harvester: 10
			carryall: 8
		UnitDelays:
			combat_tank_a: 3000
			combat_tank_h: 3000
			combat_tank_o: 3000
	UnitBuilderBotModule@hard-eco:
		RequiresCondition: enable-hard-eco-ai
		IdleBaseUnitsMaximum: 30
		UnitQueues: Infantry, Vehicle, Armor, Starport, Aircraft
		UnitsToBuild:
			carryall: 1
			engineer: 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: 40
			combat_tank_a.starport: 30
			combat_tank_h.starport: 30
			combat_tank_o.starport: 30
			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
			purchase.starport: 1
		UnitLimits:
			engineer: 2
			harvester: 25
			carryall: 20
		UnitDelays:
			combat_tank_a: 5000
			combat_tank_h: 5000
			combat_tank_o: 5000
	UnitBuilderBotModule@hard-defense:
		IdleBaseUnitsMaximum: 50
		RequiresCondition: enable-hard-defense-ai
		UnitQueues: Infantry, Vehicle, Armor, Starport, Aircraft
		UnitsToBuild:
			carryall: 1
			engineer: 1
			light_inf: 50
			trooper: 30
			mpsardaukar: 30
			grenadier: 40
			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: 70
			combat_tank_h: 70
			combat_tank_o: 70
			purchase.starport: 1
		UnitLimits:
			engineer: 3
			harvester: 20
			carryall: 18
		UnitDelays:
			trike: 2000
			quad: 7000
			combat_tank_a: 4000
			combat_tank_h: 4000
			combat_tank_o: 4000

