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
					Attractiveness: -10
					TargetMetric: Value
					CheckRadius: 4c0
				Consideration@4:
					Against: Enemy
					Types: Defense
					Attractiveness: 6
					TargetMetric: Value
					CheckRadius: 4c0
			AirstrikeAtreidis_multipass:
				OrderName: Airstrike_atreidis.multipass
				MinimumAttractiveness: 2000
				Consideration@1:
					Against: Enemy
					Types: Vehicle, Tank
					Attractiveness: 5
					TargetMetric: Value
					CheckRadius: 5c0
				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: 5
					TargetMetric: Value
					CheckRadius: 3c0
			Airstrike_light:
				OrderName: LightAirstrikePowerInfoOrder
				MinimumAttractiveness: 2000
				Consideration@1:
					Against: Enemy
					Types: Infantry
					Attractiveness: 20
					TargetMetric: Value
					CheckRadius: 8c0
				Consideration@4:
					Against: Enemy
					Types: Infantry, Vehicle
					Attractiveness: 10
					TargetMetric: Value
					CheckRadius: 4c0
				Consideration@5:
					Against: Enemy
					Types: Infantry, Vehicle, Tank
					Attractiveness: 6
					TargetMetric: Value
					CheckRadius: 5c0
				Consideration@2:
					Against: Enemy
					Types: Structure
					Attractiveness: 1
					TargetMetric: Value
					CheckRadius: 10c0
				Consideration@3:
					Against: Ally
					Types: Ground
					Attractiveness: -10
					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: 10
					TargetMetric: Value
					CheckRadius: 4c0
			chaosbomb.merged:
				OrderName: Orderproduction.chaosbombmerged
				MinimumAttractiveness: 3500
				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
				Consideration@1:
					Against: Enemy
					Types: Infantry, Vehicle, Tank
					Attractiveness: 10
					TargetMetric: Value
					CheckRadius: 6c0
			chaosbomb:
				OrderName: Orderproduction.chaosbomb
				MinimumAttractiveness: 3500
				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
				Consideration@1:
					Against: Enemy
					Types: Infantry, Vehicle, Tank
					Attractiveness: 10
					TargetMetric: Value
					CheckRadius: 6c0
			jammer:
				OrderName: SpawnActorPowerInfoOrder.jammer
				MinimumAttractiveness: 3000
				Consideration@2:
					Against: Ally
					Types: Air, Ground, Water
					Attractiveness: -10
					TargetMetric: Value
					CheckRadius: 7c0
				Consideration@3:
					Against: Enemy
					Types: Infantry, Vehicle, Tank
					Attractiveness: 10
					TargetMetric: Value
					CheckRadius: 4c0
				Consideration@1:
					Against: Enemy
					Types: Infantry, Vehicle, Tank
					Attractiveness: 5
					TargetMetric: Value
					CheckRadius: 6c0
			hideunits:
				OrderName: SpawnActorPowerInfoOrder.hideunits
				MinimumAttractiveness: 2000
				Consideration@2:
					Against: Ally
					Types: Air, Ground, Water
					Attractiveness: -10
					TargetMetric: Value
					CheckRadius: 7c0
				Consideration@3:
					Against: Ally
					Types: Infantry, Vehicle, Tank
					Attractiveness: 5
					TargetMetric: Value
					CheckRadius: 4c0
				Consideration@1:
					Against: Ally
					Types: Infantry, Vehicle, Tank
					Attractiveness: 10
					TargetMetric: Value
					CheckRadius: 6c0
			Fremen:
				OrderName: ProduceActorPower.Fremen
				Consideration@1:
					Against: Ally
			Saboteur:
				OrderName: ProduceActorPower.Saboteur
				Consideration@1:
					Against: Ally
			SaboteurSubfactions:
				OrderName: ProduceActorPower.Saboteursubfaction
				Consideration@1:
					Against: Ally
			SardaukarSpeedUp:
				OrderName: Orderproduction.sardaukar
				Consideration@1:
					Against: Ally
			Officer:
				OrderName: ProduceActorPower.officer
				Consideration@1:
					Against: Ally
			OfficerMerged:
				OrderName: ProduceActorPower.officerMerged
				Consideration@1:
					Against: Ally
			wormrider:
				OrderName: SpawnActorPowerInfoOrder.wormride
				Consideration@1:
					Against: Ally
					Attractiveness: 5
					TargetMetric: Value
			Mercenary.smuggler:
				OrderName: ProduceActorPower.contractors
				Consideration@1:
					Against: Ally
			Mercenary.merged:
				OrderName: ProduceActorPower.Contractorsmerged
				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
			corrino_trueSayer:
				OrderName: corrino_reinforcements
				Consideration@1:
					Against: Enemy
					Types: Ground
					Attractiveness: 3
					TargetMetric: None
					CheckRadius: 20c0
			corrino_trueSayer_merged:
				OrderName: corrino.true_sayer
				Consideration@1:
					Against: Enemy
					Types: Ground
					Attractiveness: 3
					TargetMetric: None
					CheckRadius: 20c0
			harkonnen_dropship:
				OrderName: harkonnen_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, refinery_inverted
	BaseBuilderBotModule@omnius:
		RequiresCondition: enable-omnius-ai
		BuildingQueues: Building, Upgrade
		MinimumExcessPower: 60
		MaximumExcessPower: 200
		ExcessPowerIncrement: 50
		ExcessPowerIncreaseThreshold: 4
		MaxBaseRadius: 40
		ConstructionYardTypes: construction_yard
		RefineryTypes: refinery, refinery_inverted
		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: 20
		PlaceDefenseTowardsEnemyChance: 70
		AdditionalMinimumRefineryCount: 2
		InititalMinimumRefineryCount: 1
		MinimumDefenseRadius: 5
		MaximumDefenseRadius: 30
		CheckForNewBasesDelay: 4000
		BuildingLimits:
			silo: 20
			barracks: 4
			refinery: 25
			outpost: 1
			high_tech_factory: 1
			light_factory: 2
			heavy_factory: 5
			starport: 1
			repair_pad: 1
			repair_pad.bot: 1
			research_centre: 1
			palace: 1
			upgrade.conyard: 1
			upgrade.barracks: 1
			upgrade.light: 1
			upgrade.heavy: 1
			upgrade.hightech: 1
			upgrade.hightechOrdos: 1
			fremen_sietch: 1
			upgrade.starport: 1
			upgrade.research: 1
			upgrade.outpost_fremen: 1
			upgrade.outpost: 1
		BuildingFractions:
			barracks: 1
			refinery: 20
			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
			repair_pad.bot: 1
			research_centre: 1
			palace: 1
			palace.harkonnen: 1
			palace.ordos: 1
			palace.atreides: 1
			palace.corrino: 1
			merged.fremen_sietch: 1
			merged.corrino_palace: 1
			merged.starport: 1
			merged.starport_smuggler: 1
			merged.mercenary_factory: 1
			missile_tank.starport_smuggler: 1
			siege_tank.starport_smuggler: 1
			upgrade.conyard: 1
			upgrade.barracks: 1
			upgrade.light: 1
			upgrade.heavy: 1
			upgrade.hightech: 1
			fremen_sietch: 1
			upgrade.starport: 1
			upgrade.research: 1
			upgrade.outpost_fremen: 1
			upgrade.outpost: 1
		BuildingDelays:
			repair_pad: 15000
			repair_pad.bot: 15000
			upgrade.conyard: 15000
			outpost: 5000
			research_centre: 15000
			upgrade.barracks: 4500
			upgrade.light: 5000
			starport: 15000
			upgrade.heavy: 15000
			medium_gun_turret: 3000
		DefenseTypes: medium_gun_turret, large_gun_turret
	BaseBuilderBotModule@vidious:
		RequiresCondition: enable-vidious-ai
		BuildingQueues: Building, Upgrade
		MinimumExcessPower: 60
		MaximumExcessPower: 210
		ExcessPowerIncrement: 50
		ExcessPowerIncreaseThreshold: 4
		ConstructionYardTypes: construction_yard
		RefineryTypes: refinery, refinery_inverted
		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: 15
		BuildingLimits:
			barracks: 4
			refinery: 8
			silo: 20
			outpost: 1
			high_tech_factory: 1
			light_factory: 4
			heavy_factory: 4
			starport: 1
			repair_pad: 1
			repair_pad.bot: 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
			upgrade.research: 1
			upgrade.outpost_fremen: 1
			upgrade.outpost: 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
			repair_pad.bot: 1
			research_centre: 1
			palace: 1
			palace.harkonnen: 1
			palace.ordos: 1
			palace.atreides: 1
			palace.corrino: 1
			merged.fremen_sietch: 1
			merged.corrino_palace: 1
			merged.starport: 1
			merged.starport_smuggler: 1
			merged.mercenary_factory: 1
			missile_tank.starport_smuggler: 1
			siege_tank.starport_smuggler: 1
			upgrade.conyard: 1
			upgrade.barracks: 1
			upgrade.light: 1
			upgrade.heavy: 1
			upgrade.hightech: 1
			fremen_sietch: 1
			upgrade.starport: 1
			upgrade.research: 1
			upgrade.outpost_fremen: 1
			upgrade.outpost: 1
		BuildingDelays:
			repair_pad: 10000
			repair_pad.bot: 10000
			outpost: 11000
			upgrade.conyard: 12000
			upgrade.barracks: 6000
			upgrade.heavy: 10000
			high_tech_factory: 13000
			starport: 20000
			research_centre: 18000
			upgrade.hightech: 15000
			upgrade.light: 10000
			medium_gun_turret: 5000
		DefenseTypes: medium_gun_turret, large_gun_turret
	BaseBuilderBotModule@gladius:
		RequiresCondition: enable-gladius-ai
		BuildingQueues: Building, Upgrade
		MinimumExcessPower: 60
		MaximumExcessPower: 200
		MaxResourceCellsToCheck: 15
		ExcessPowerIncreaseThreshold: 4
		StructureProductionInactiveDelay: 80
		BarracksTypes: barracks
		MaxBaseRadius: 40
		ConstructionYardTypes: construction_yard
		RefineryTypes: refinery, refinery_inverted
		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
			repair_pad.bot: 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
			upgrade.research: 1
			upgrade.outpost_fremen: 1
			upgrade.outpost: 1
		BuildingFractions:
			barracks: 15
			refinery: 40
			medium_gun_turret: 10
			outpost: 1
			high_tech_factory: 1
			large_gun_turret: 12
			light_factory: 5
			heavy_factory: 1
			repair_pad: 1
			repair_pad.bot: 1
			research_centre: 1
			palace: 1
			palace.harkonnen: 1
			palace.ordos: 1
			palace.atreides: 1
			merged.fremen_sietch: 1
			merged.corrino_palace: 1
			merged.starport: 1
			merged.starport_smuggler: 1
			merged.mercenary_factory: 1
			palace.corrino: 1
			upgrade.conyard: 1
			upgrade.barracks: 1
			upgrade.light: 1
			upgrade.heavy: 1
			upgrade.hightech: 1
			fremen_sietch: 1
			upgrade.starport: 1
			upgrade.research: 1
			upgrade.outpost_fremen: 1
			upgrade.outpost: 1
		BuildingDelays:
			repair_pad: 10000
			repair_pad.bot: 10000
			upgrade.conyard: 20000
			upgrade.barracks: 3500
			upgrade.heavy: 20000
			outpost: 12000
			starport: 15000
			upgrade.light: 10000
			medium_gun_turret: 2000
		DefenseTypes: medium_gun_turret, large_gun_turret
	BuildingRepairBotModule:
		RequiresCondition: enable-omnius-ai || enable-vidious-ai || enable-gladius-ai
	CaptureManagerBotModule:
		RequiresCondition: enable-omnius-ai || enable-vidious-ai || enable-gladius-ai
		CapturingActorTypes: engineer
		MinimumCaptureDelay: 200
		CheckCaptureTargetsForVisibility: false
	SquadManagerBotModule@omnius:
		RequiresCondition: enable-omnius-ai
		SquadSize: 20
		SquadSizeRandomBonus: 20
		MaxBaseRadius: 40
		ProtectionScanRadius: 15
		ExcludeFromSquadsTypes: saboteur,frigate_choam, engineer, dummy.generic, harvester, mcv, mcv.starport, frigate.harkonnen, carryall, carryall.reinforce, carryall.reinforce_with_sound
		ConstructionYardTypes: construction_yard
		IgnoredEnemyTargetTypes: Creep, Cliff, Air, Air_support, CapturedUnit
		ProtectUnitScanRadius: 20
		AssignRolesInterval: 30
		AttackForceInterval: 30
		RushInterval: 1500
		AirUnitsTypes: ornithopter
		ProtectionTypes: mcv,engineer, 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@vidious:
		RequiresCondition: enable-vidious-ai
		SquadSize: 15
		SquadSizeRandomBonus: 30
		MaxBaseRadius: 80
		ExcludeFromSquadsTypes: saboteur, frigate_choam, engineer, dummy.generic, harvester, mcv, mcv.starport, frigate.harkonnen, carryall, carryall.reinforce, carryall.reinforce_with_sound
		ConstructionYardTypes: construction_yard
		IgnoredEnemyTargetTypes: Creep, Cliff, Air, Air_support, CapturedUnit
		ProtectUnitScanRadius: 10
		IdleScanRadius: 25
		AttackScanRadius: 10
		AssignRolesInterval: 50
		AttackForceInterval: 50
		RushInterval: 1000
		AirUnitsTypes: ornithopter
		ProtectionTypes: saboteur, engineer,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@gladius:
		RequiresCondition: enable-gladius-ai
		SquadSize: 20
		SquadSizeRandomBonus: 30
		MaxBaseRadius: 100
		ExcludeFromSquadsTypes: saboteur, engineer,frigate_choam, dummy.generic, harvester, mcv, mcv.starport, frigate.harkonnen, carryall, carryall.reinforce, carryall.reinforce_with_sound
		ConstructionYardTypes: construction_yard
		IgnoredEnemyTargetTypes: Creep, Cliff, Air, Air_support, CapturedUnit
		ProtectUnitScanRadius: 30
		IdleScanRadius: 20
		RushInterval: 2500
		AssignRolesInterval: 70
		AirUnitsTypes: ornithopter
		ProtectionTypes: mcv, harvester,engineer, 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
	UnitBuilderBotModule@omnius:
		RequiresCondition: enable-omnius-ai
		IdleBaseUnitsMaximum: 30
		UnitQueues: Infantry, Vehicle, Armor, Starport, Aircraft
		UnitsToBuild:
			carryall: 1
			engineer: 1
			light_inf: 65
			trooper: 40
			mpsardaukar: 20
			grenadier: 20
			harvester: 40
			dummy.harvester: 10
			dummy.trike: 10
			dummy.quad: 10
			dummy.siege_tank: 60
			dummy.missile_tank: 70
			dummy.combat_tank_a: 30
			dummy.combat_tank_h: 30
			dummy.combat_tank_o: 30
			dummy.combat_tank_corrino: 30
			dummy.combat_tank_cheap: 30
			purchase.starport: 1
			combat_tank_cheap: 60
			combat_tank_corrino: 60
			flamer: 40
			merged.flamer: 40
			bison_tank: 40
			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
			bombardment_tank: 40
			crawler: 20
			hunter: 5
			merged.hunter: 5
			merged.sardaukar: 20
			assassin: 25
			fremen_fedaykin: 50
			merged.fremen_fedaykin: 50
			merged.bombardment_tank: 40
			merged.crawler: 30
			mortar_inf: 10
			merged.mortar_inf: 10
			merged.bison_tank: 30
		UnitLimits:
			dummy.harvester: 1
			engineer: 1
			mortar_inf: 10
			merged.mortar_inf: 10
			harvester: 20
			carryall: 18
		UnitDelays:
			combat_tank_a: 5000
			combat_tank_h: 5000
			combat_tank_o: 5000
			engineer: 8000
	McvManagerBotModule:
		RequiresCondition: enable-omnius-ai || enable-gladius-ai
		McvTypes: mcv, mcv.starport, dummy.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, dummy.mcv, mcv.starport
		MinimumConstructionYardCount: 4
		ScanForNewMcvInterval: 150
		RestrictMCVDeploymentFallbackToBase: True
		MaxBaseRadius: 50
		MinBaseRadius: 20
		ConstructionYardTypes: construction_yard
		McvFactoryTypes: heavy_factory, starport
	UnitBuilderBotModule@vidious:
		IdleBaseUnitsMaximum: 30
		RequiresCondition: enable-vidious-ai
		UnitQueues: Infantry, Vehicle, Armor, Starport, Aircraft
		UnitsToBuild:
			carryall: 3
			engineer: 1
			light_inf: 65
			trooper: 40
			mpsardaukar: 20
			grenadier: 20
			harvester: 30
			dummy.harvester: 15
			dummy.trike: 10
			dummy.quad: 10
			dummy.siege_tank: 50
			dummy.missile_tank: 50
			dummy.combat_tank_a: 50
			dummy.combat_tank_h: 50
			dummy.combat_tank_o: 50
			dummy.combat_tank_corrino: 50
			dummy.combat_tank_cheap: 50
			purchase.starport: 1
			combat_tank_cheap: 60
			combat_tank_corrino: 80
			flamer: 40
			merged.flamer: 40
			bison_tank: 40
			sonic_tank: 50
			devastator: 50
			deviator: 50
			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
			bombardment_tank: 40
			crawler: 10
			hunter: 10
			merged.hunter: 10
			merged.sardaukar: 30
			merged.bombardment_tank: 40
			merged.crawler: 30
			assassin: 30
			fremen_fedaykin: 60
			merged.fremen_fedaykin: 60
			mortar_inf: 10
			merged.mortar_inf: 10
			merged.bison_tank: 30
		UnitLimits:
			engineer: 2
			dummy.harvester: 1
			mortar_inf: 15
			merged.mortar_inf: 15
			harvester: 20
			carryall: 20
			mcv: 1
		UnitDelays:
			engineer: 10000
			combat_tank_a: 3000
			combat_tank_h: 3000
			combat_tank_o: 3000
	UnitBuilderBotModule@gladius:
		IdleBaseUnitsMaximum: 50
		RequiresCondition: enable-gladius-ai
		UnitQueues: Infantry, Vehicle, Armor, Starport, Aircraft
		UnitsToBuild:
			carryall: 1
			engineer: 1
			light_inf: 50
			trooper: 30
			mpsardaukar: 30
			grenadier: 40
			harvester: 30
			dummy.trike: 10
			dummy.quad: 20
			dummy.harvester: 15
			dummy.siege_tank: 60
			dummy.missile_tank: 60
			dummy.combat_tank_a: 40
			dummy.combat_tank_h: 40
			dummy.combat_tank_o: 40
			dummy.combat_tank_corrino: 40
			dummy.combat_tank_cheap: 40
			purchase.starport: 1
			combat_tank_cheap: 70
			combat_tank_corrino: 70
			flamer: 30
			merged.flamer: 30
			bison_tank: 40
			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
			bombardment_tank: 40
			crawler: 20
			hunter: 20
			merged.hunter: 5
			merged.sardaukar: 40
			assassin: 50
			fremen_fedaykin: 70
			merged.fremen_fedaykin: 70
			merged.bombardment_tank: 40
			merged.crawler: 30
			mortar_inf: 10
			merged.mortar_inf: 10
			merged.bison_tank: 30
		UnitLimits:
			engineer: 2
			dummy.harvester: 1
			mortar_inf: 20
			merged.mortar_inf: 20
			harvester: 20
			carryall: 20
		UnitDelays:
			trike: 2000
			quad: 7000
			engineer: 7000
			combat_tank_a: 5000
			combat_tank_h: 5000
			combat_tank_o: 5000
