^BotLogicEngineer:
	ExternalCondition@giveControl:
		Condition: reject_control
	ScriptTags:
	RejectsOrders:
		RequiresCondition: reject_control

^BotLogicRepairing:
	ExternalCondition@giveControl:
		Condition: reject_control
	ExternalCondition@startrepair:
		Condition: start_repair
	ScriptTags:
	RejectsOrders:
		RequiresCondition: reject_control
	RejectsOrders@rejectOnRepairPad:
		RequiresCondition: repairing
	GrantConditionOnDamageState@fullyrepaird:
		Condition: full_hp
		ValidDamageStates: Undamaged
	GrantCondition:
		RequiresCondition: start_repair && !full_hp
		Condition: repairing
	ChangesHealth@BotRepairing:
		Step: 800
		Delay: 10
		StartIfBelow: 105
		RequiresCondition: start_repair

^botDeployLogic:
	GrantConditionOnBotOwner@Imstupidbotthatcandeploy:
		Condition: Imbot
		Bots: omnius, vidious, gladius
	GrantConditionOnAttack@deploing:
		Condition: dummyfire
		RevokeDelay: 400
		ArmamentNames: secondary
		RequiresCondition: Imbot
	GrantConditionOnAttack@beforedeploy:
		Condition: beforedeploy
		RevokeDelay: 40
		ArmamentNames: primary
		RequiresCondition: Imbot
	GrantCondition@deploythrowattack:
		Condition: deployed
		RequiresCondition: dummyfire
	Armament@botAiming:
		Weapon: dummy_aim
		FireDelay: 40
		Name: secondary
		PauseOnCondition: deployed
		RequiresCondition: Imbot
	Armament@botAiming2:
		Weapon: dummy_aim2
		FireDelay: 0
		Name: primary
		PauseOnCondition: deployed
		RequiresCondition: Imbot
	WithIdleOverlay@botdeployanim:
		Sequence: deploying
		RequiresCondition: beforedeploy && !deployed
		PauseOnCondition: dummyfire
	RejectsOrders@noundeploy:
		Reject: AttackMove, AssaultMove
		RequiresCondition: !Imbot && deployed

Player:
	SupportPowerBotModule:
		RequiresCondition: enable-omnius-ai || enable-vidious-ai || enable-gladius-ai
		Decisions:
			AirStrike:
				OrderName: AtreidesEnabledAirstrike
				MinimumAttractiveness: 2000
				Consideration@1:
					Against: Enemy
					Types: Infantry, Vehicle, Defense
					Attractiveness: 5
					TargetMetric: Value
					CheckRadius: 3c0
				Consideration@2:
					Against: Enemy
					Types: Structure, Tank
					Attractiveness: 1
					TargetMetric: Value
					CheckRadius: 4c0
				Consideration@3:
					Against: Ally
					Types: Ground
					Attractiveness: -10
					TargetMetric: Value
					CheckRadius: 7c0
				Consideration@4:
					Against: Enemy
					Types: Defense
					Attractiveness: 6
					TargetMetric: Value
					CheckRadius: 2c0
			AirSupport:
				OrderName: HarkonnenEnabledAirstrike
				MinimumAttractiveness: 2000
				Consideration@1:
					Against: Enemy
					Types: Infantry
					Attractiveness: 20
					TargetMetric: Value
					CheckRadius: 2c0
				Consideration@4:
					Against: Enemy
					Types: Infantry, Vehicle
					Attractiveness: 10
					TargetMetric: Value
					CheckRadius: 3c0
				Consideration@5:
					Against: Enemy
					Types: Infantry, Vehicle, Tank
					Attractiveness: 6
					TargetMetric: Value
					CheckRadius: 4c0
				Consideration@2:
					Against: Enemy
					Types: Structure
					Attractiveness: 1
					TargetMetric: Value
					CheckRadius: 5c0
				Consideration@3:
					Against: Ally
					Types: Ground
					Attractiveness: -10
					TargetMetric: Value
					CheckRadius: 1c0
			GasBomb:
				OrderName: OrdosEnabledAirstike
				MinimumAttractiveness: 3500
				Consideration@2:
					Against: Ally
					Types: Air, Ground, Water
					Attractiveness: -10
					TargetMetric: Value
					CheckRadius: 7c0
				Consideration@3:
					Against: Enemy
					Types: Vehicle, Tank
					Attractiveness: 5
					TargetMetric: Value
					CheckRadius: 4c0
				Consideration@1:
					Against: Enemy
					Types: Vehicle, Tank
					Attractiveness: 10
					TargetMetric: Value
					CheckRadius: 3c0
			ThumperAirdrop:
				OrderName: FremenDrop
				MinimumAttractiveness: 3500
				Consideration@1:
					Against: Enemy
					Types: Vehicle, Tank
					Attractiveness: 10
					TargetMetric: Value
					CheckRadius: 9c0
				Consideration@2:
					Against: Ally
					Types: Infantry, Vehicle
					Attractiveness: -10
					TargetMetric: Value
					CheckRadius: 7c0
				Consideration@3:
					Against: Enemy
					Types: Structure
					Attractiveness: 1
					TargetMetric: Value
					CheckRadius: 5c0
			EmperorAirdrop:
				OrderName: CorrinoDrop
				MinimumAttractiveness: 2000
				Consideration@1:
					Against: Enemy
					Types: Vehicle, Tank
					Attractiveness: 5
					TargetMetric: Value
					CheckRadius: 5c0
				Consideration@2:
					Against: Enemy
					Types: Structure, infantry
					Attractiveness: 1
					TargetMetric: Value
					CheckRadius: 9c0
				Consideration@3:
					Against: Ally
					Types: Ground
					Attractiveness: -10
					TargetMetric: Value
					CheckRadius: 7c0
			SignalShroud:
				OrderName: Signal_Shroud
				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: 5c0
			DeathHand:
				OrderName: Death_Hand
				MinimumAttractiveness: 3500
				Consideration@1:
					Against: Enemy
					Types: Structure, Defense
					Attractiveness: 10
					TargetMetric: Value
					CheckRadius: 3c0
				Consideration@2:
					Against: Ally
					Types: Air, Ground
					Attractiveness: -10
					TargetMetric: Value
					CheckRadius: 7c0
				Consideration@3:
					Against: Enemy
					Types: Infantry, Vehicle, Tank
					Attractiveness: 10
					TargetMetric: Value
					CheckRadius: 4c0
			EliteRangers:
				OrderName: ProduceActorPower.Rangers
				Consideration@1:
					Against: Enemy
					Attractiveness: 10
				Consideration@2:
					Against: Ally
					Attractiveness: 1
			HiddenSaboteur:
				OrderName: ProduceActorPower.Saboteur
				Consideration@1:
					Against: Enemy
					Attractiveness: 10
				Consideration@2:
					Against: Ally
					Attractiveness: 1
			TargetDesignator:
				OrderName: ProduceActorPower.Designator
				Consideration@1:
					Against: Enemy
					Attractiveness: 10
				Consideration@2:
					Against: Ally
					Attractiveness: 1
			Wormrider:
				OrderName: ProduceActorPower.Rider
				Consideration@1:
					Against: Enemy
					Attractiveness: 10
				Consideration@2:
					Against: Ally
					Attractiveness: 1
			HireContractors:
				OrderName: ProduceActorPower.Contractors
				Consideration@1:
					Against: Enemy
					Attractiveness: 10
				Consideration@2:
					Against: Ally
					Attractiveness: 1
	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
		NewProductionCashThreshold: 4500
		PlaceDefenseTowardsEnemyChance: 70
		AdditionalMinimumRefineryCount: 2
		InititalMinimumRefineryCount: 1
		MinimumDefenseRadius: 5
		MaximumDefenseRadius: 30
		CheckForNewBasesDelay: 750
		BuildingLimits:
			construction_yard: 3
			silo: 30
			refinery: 15
			outpost: 1
			high_tech_factory: 2
			barracks: 3
			light_factory: 3
			heavy_factory: 3
			starport: 2
			repair_pad: 1
			repair_pad.bot: 1
			research_centre: 1
			palace: 2
			fremen_sietch: 2
			upgrade.conyard: 1
			upgrade.barracks: 1
			upgrade.light: 1
			upgrade.heavy: 1
			upgrade.hightech: 1
			upgrade.starport: 1
			upgrade.research: 1
			upgrade.outpost: 1
		BuildingFractions:
			barracks: 1
			refinery: 25
			medium_gun_turret: 8
			outpost: 1
			high_tech_factory: 1
			large_gun_turret: 6
			light_factory: 2
			heavy_factory: 2
			starport: 1
			repair_pad: 100
			repair_pad.bot: 100
			research_centre: 1
			palace: 1
			palace.harkonnen: 1
			palace.ordos: 1
			palace.atreides: 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: 1
		BuildingDelays:
			upgrade.outpost: 33000
			upgrade.conyard: 20000
			upgrade.barracks: 5000
			upgrade.light: 5000
			upgrade.heavy: 12500
			upgrade.hightech: 19500
			high_tech_factory: 15000
			starport: 29500
			outpost: 10000
			research_centre: 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: 250
		PlaceDefenseTowardsEnemyChance: 80
		MaxBaseRadius: 40
		MaximumDefenseRadius: 30
		NewProductionCashThreshold: 6000
		InititalMinimumRefineryCount: 2
		AdditionalMinimumRefineryCount: 1
		MaxResourceCellsToCheck: 15
		BuildingLimits:
			construction_yard: 4
			silo: 30
			refinery: 15
			outpost: 1
			high_tech_factory: 2
			barracks: 3
			light_factory: 3
			heavy_factory: 3
			starport: 2
			repair_pad: 1
			repair_pad.bot: 1
			research_centre: 1
			palace: 2
			fremen_sietch: 2
			upgrade.conyard: 1
			upgrade.barracks: 1
			upgrade.light: 1
			upgrade.heavy: 1
			upgrade.hightech: 1
			upgrade.starport: 1
			upgrade.research: 1
			upgrade.outpost: 1
		BuildingFractions:
			barracks: 5
			refinery: 25
			medium_gun_turret: 5
			outpost: 1
			high_tech_factory: 1
			large_gun_turret: 10
			light_factory: 1
			heavy_factory: 5
			starport: 1
			repair_pad: 100
			repair_pad.bot: 100
			research_centre: 1
			palace: 1
			palace.harkonnen: 1
			palace.ordos: 1
			palace.atreides: 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: 1
		BuildingDelays:
			upgrade.outpost: 31500
			upgrade.conyard: 22500
			upgrade.barracks: 5000
			upgrade.light: 10000
			upgrade.heavy: 15000
			upgrade.hightech: 20000
			high_tech_factory: 16000
			outpost: 15000
			starport: 26000
			research_centre: 16000
			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: 7500
		CheckForNewBasesDelay: 500
		BuildingLimits:
			construction_yard: 5
			silo: 30
			refinery: 15
			outpost: 1
			high_tech_factory: 2
			barracks: 3
			light_factory: 3
			heavy_factory: 3
			starport: 2
			repair_pad: 1
			repair_pad.bot: 1
			research_centre: 1
			palace: 2
			fremen_sietch: 2
			upgrade.conyard: 1
			upgrade.barracks: 1
			upgrade.light: 1
			upgrade.heavy: 1
			upgrade.hightech: 1
			upgrade.starport: 1
			upgrade.research: 1
			upgrade.outpost: 1
		BuildingFractions:
			barracks: 15
			refinery: 25
			medium_gun_turret: 10
			outpost: 1
			high_tech_factory: 1
			large_gun_turret: 15
			light_factory: 5
			heavy_factory: 1
			repair_pad: 100
			repair_pad.bot: 100
			research_centre: 1
			palace: 1
			palace.harkonnen: 1
			palace.ordos: 1
			palace.atreides: 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: 1
		BuildingDelays:
			upgrade.outpost: 30000
			upgrade.conyard: 25000
			upgrade.barracks: 4500
			upgrade.light: 9000
			upgrade.heavy: 14500
			upgrade.hightech: 22500
			high_tech_factory: 17500
			starport: 27500
			outpost: 12500
			research_centre: 17500
			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: 50
		ExcludeFromSquadsTypes: saboteur, engineer, harvester, mcv, mcv.starport, frigate.harkonnen, carryall, carryall.harvester.delivery, carryall.reinforce_with_sound, carryall.reinforce, carryall.reinforce.for.thumper
		ConstructionYardTypes: construction_yard
		IgnoredEnemyTargetTypes: Creep, Cliff, Air, Air_support, CapturedUnit
		ProtectUnitScanRadius: 20
		AssignRolesInterval: 30
		AttackForceInterval: 30
		ProtectionScanRadius: 20
		IdleScanRadius: 16
		AttackScanRadius: 12
		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, repair_pad.bot, high_tech_factory, research_centre, palace, fremen_sietch, conyard.atreides, conyard.harkonnen, conyard.ordos, conyard.fremen, conyard.corrino, conyard.smuggler, conyard.mercenary, mcv.starport, harvester.starport
	SquadManagerBotModule@vidious:
		RequiresCondition: enable-vidious-ai
		SquadSize: 15
		SquadSizeRandomBonus: 30
		MaxBaseRadius: 75
		ExcludeFromSquadsTypes: saboteur, engineer, harvester, mcv, mcv.starport, frigate.harkonnen, carryall, carryall.harvester.delivery, carryall.reinforce_with_sound, carryall.reinforce, carryall.reinforce.for.thumper
		ConstructionYardTypes: construction_yard
		IgnoredEnemyTargetTypes: Creep, Cliff, Air, Air_support, CapturedUnit
		ProtectUnitScanRadius: 10
		IdleScanRadius: 24
		ProtectionScanRadius: 16
		AttackScanRadius: 20
		AssignRolesInterval: 50
		AttackForceInterval: 50
		RushInterval: 1000
		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, repair_pad.bot, high_tech_factory, research_centre, palace, fremen_sietch, conyard.atreides, conyard.harkonnen, conyard.ordos, conyard.fremen, conyard.corrino, conyard.smuggler, conyard.mercenary, mcv.starport, harvester.starport
	SquadManagerBotModule@gladius:
		RequiresCondition: enable-gladius-ai
		SquadSize: 20
		SquadSizeRandomBonus: 30
		MaxBaseRadius: 100
		ExcludeFromSquadsTypes: saboteur, engineer, harvester, mcv, mcv.starport, frigate.harkonnen, carryall, carryall.harvester.delivery, carryall.reinforce_with_sound, carryall.reinforce, carryall.reinforce.for.thumper
		ConstructionYardTypes: construction_yard
		IgnoredEnemyTargetTypes: Creep, Cliff, Air, Air_support, CapturedUnit
		ProtectUnitScanRadius: 30
		IdleScanRadius: 20
		ProtectionScanRadius: 24
		AttackScanRadius: 16
		RushInterval: 2000
		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, repair_pad.bot, high_tech_factory, research_centre, palace, fremen_sietch, conyard.atreides, conyard.harkonnen, conyard.ordos, conyard.fremen, conyard.corrino, conyard.smuggler, conyard.mercenary, mcv.starport, harvester.starport
	UnitBuilderBotModule@omnius:
		RequiresCondition: enable-omnius-ai
		IdleBaseUnitsMaximum: 30
		UnitQueues: Infantry, Vehicle, Armor, Starport, Aircraft
		UnitsToBuild:
			harvester: 5
			carryall: 1
			engineer: 1
			light_inf: 65
			trooper: 40
			mpsardaukar: 20
			grenadier: 20
			dummy.harvester: 1
			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
			dummy.combat_tank_fremen: 30
			dummy.combat_tank_mercenary: 30
			purchase.starport: 1
			combat_tank_cheap: 60
			combat_tank_corrino: 60
			combat_tank_fremen: 60
			combat_tank_mercenary: 60
			flamer: 40
			sand_tank: 40
			bison_tank: 40
			sonic_tank: 40
			devastator: 40
			deviator: 40
			trike: 10
			raider: 10
			quad: 15
			quad.heavy: 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
			jammer: 1
			hunter: 10
			assassin: 25
			fremen_warrior: 50
			mortar_inf: 10
		UnitLimits:
			engineer: 1
			dummy.harvester: 1
			harvester: 20
			carryall: 15
			mcv: 1
		UnitDelays:
			combat_tank_a: 5000
			combat_tank_h: 5000
			combat_tank_o: 5000
			combat_tank_cheap: 5000
			combat_tank_corrino: 5000
			combat_tank_fremen: 5000
			combat_tank_mercenary: 5000
			engineer: 8000
			mcv: 21000
	UnitBuilderBotModule@vidious:
		IdleBaseUnitsMaximum: 30
		RequiresCondition: enable-vidious-ai
		UnitQueues: Infantry, Vehicle, Armor, Starport, Aircraft
		UnitsToBuild:
			harvester: 10
			carryall: 2
			engineer: 1
			light_inf: 65
			trooper: 40
			mpsardaukar: 20
			grenadier: 20
			dummy.harvester: 1
			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
			dummy.combat_tank_fremen: 50
			dummy.combat_tank_mercenary: 50
			purchase.starport: 1
			combat_tank_cheap: 80
			combat_tank_corrino: 80
			combat_tank_fremen: 80
			combat_tank_mercenary: 80
			flamer: 50
			sand_tank: 50
			bison_tank: 50
			sonic_tank: 50
			devastator: 50
			deviator: 50
			trike: 15
			raider: 15
			quad: 25
			quad.heavy: 25
			siege_tank: 10
			missile_tank: 15
			stealth_raider: 5
			combat_tank_a: 80
			combat_tank_h: 80
			combat_tank_o: 80
			bombardment_tank: 50
			jammer: 1
			hunter: 15
			assassin: 30
			fremen_warrior: 60
			mortar_inf: 10
		UnitLimits:
			engineer: 1
			dummy.harvester: 1
			harvester: 25
			carryall: 15
			mcv: 1
		UnitDelays:
			engineer: 10000
			combat_tank_a: 3000
			combat_tank_h: 3000
			combat_tank_o: 3000
			combat_tank_cheap: 3000
			combat_tank_corrino: 3000
			combat_tank_fremen: 3000
			combat_tank_mercenary: 3000
			mcv: 19500
	UnitBuilderBotModule@gladius:
		IdleBaseUnitsMaximum: 50
		RequiresCondition: enable-gladius-ai
		UnitQueues: Infantry, Vehicle, Armor, Starport, Aircraft
		UnitsToBuild:
			harvester: 15
			carryall: 3
			engineer: 1
			light_inf: 50
			trooper: 30
			mpsardaukar: 30
			grenadier: 40
			dummy.trike: 10
			dummy.quad: 20
			dummy.harvester: 1
			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
			dummy.combat_tank_fremen: 40
			dummy.combat_tank_mercenary: 40
			purchase.starport: 1
			combat_tank_cheap: 70
			combat_tank_corrino: 70
			combat_tank_fremen: 70
			combat_tank_mercenary: 70
			flamer: 20
			sand_tank: 20
			bison_tank: 20
			sonic_tank: 20
			devastator: 20
			deviator: 20
			trike: 10
			raider: 10
			quad: 15
			quad.heavy: 15
			siege_tank: 20
			missile_tank: 30
			stealth_raider: 7
			combat_tank_a: 70
			combat_tank_h: 70
			combat_tank_o: 70
			bombardment_tank: 20
			jammer: 1
			hunter: 10
			assassin: 50
			fremen_warrior: 70
			mortar_inf: 10
		UnitLimits:
			engineer: 1
			dummy.harvester: 1
			harvester: 30
			carryall: 15
			mcv: 1
		UnitDelays:
			trike: 2000
			quad: 7000
			engineer: 7000
			combat_tank_a: 5000
			combat_tank_h: 5000
			combat_tank_o: 5000
			combat_tank_cheap: 5000
			combat_tank_corrino: 5000
			combat_tank_fremen: 5000
			combat_tank_mercenary: 5000
			mcv: 18000
	McvManagerBotModule:
		RequiresCondition: enable-omnius-ai
		McvTypes: mcv, mcv.starport
		MinimumConstructionYardCount: 2
		MaxBaseRadius: 40
		MinBaseRadius: 20
		ScanForNewMcvInterval: 25
		RestrictMCVDeploymentFallbackToBase: False
		ConstructionYardTypes: construction_yard, conyard.atreides, conyard.harkonnen, conyard.ordos, conyard.fremen, conyard.corrino, conyard.smuggler, conyard.mercenary
		McvFactoryTypes: heavy_factory, starport
	McvManagerBotModule@gladius-ai:
		RequiresCondition: enable-gladius-ai
		McvTypes: mcv, mcv.starport
		MinimumConstructionYardCount: 4
		ScanForNewMcvInterval: 75
		RestrictMCVDeploymentFallbackToBase: False
		MaxBaseRadius: 60
		MinBaseRadius: 30
		ConstructionYardTypes: construction_yard, conyard.atreides, conyard.harkonnen, conyard.ordos, conyard.fremen, conyard.corrino, conyard.smuggler, conyard.mercenary
		McvFactoryTypes: heavy_factory, starport
	McvManagerBotModule@vidious-ai:
		RequiresCondition: enable-vidious-ai
		McvTypes: mcv, mcv.starport
		MinimumConstructionYardCount: 3
		ScanForNewMcvInterval: 50
		RestrictMCVDeploymentFallbackToBase: False
		MaxBaseRadius: 50
		MinBaseRadius: 25
		ConstructionYardTypes: construction_yard, conyard.atreides, conyard.harkonnen, conyard.ordos, conyard.fremen, conyard.corrino, conyard.smuggler, conyard.mercenary
		McvFactoryTypes: heavy_factory, starport
