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  <Tags></Tags>
  <Includes></Includes>

  <AIStrategicStateDefinition
		id="BlackHandReactiveDefense"
		UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <ConstantHeuristic Weight="1.0"/>
    </Heuristic>
    <Tactic Tactic="ReactiveDefense" TargetType="Targetless">
      <TeamTemplate MinUnits="1" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="" AlwaysRelease="true" AlwaysRecruit="true"/>
    </Tactic>
  </AIStrategicStateDefinition>

  <AIStrategicStateDefinition
		id="BlackHandStaticDefense"
		UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <ConstantHeuristic Weight="1.0"/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="ClosestFriendlyStructureHeuristic" TargetType="Guard"/>
    <Tactic Tactic="StaticDefense" TargetType="Guard">
      <TeamTemplate MinUnits="3" MaxUnits="3" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"/>
    </Tactic>
  </AIStrategicStateDefinition>

  <AIStrategicStateDefinition
		id="BlackHandHarvesterEscort"
		UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <ConstantHeuristic Weight="1.0"/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="ClosestFriendlyHarvesterHeuristic" TargetType="Guard"/>
    <Tactic Tactic="StaticDefense" TargetType="Guard">
      <TeamTemplate MinUnits="2" MaxUnits="2" IncludeKindOf="CAN_ATTACK VEHICLE" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"/>
    </Tactic>
  </AIStrategicStateDefinition>

  <AIStrategicStateDefinition
		id="BlackHandCounterattack"
		UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <PathToTargetHeuristic PathExists="true"/>
      <TimerHeuristic StartTime="600s" EndTime="-1s"/>
      <CounterattackHeuristic Threshold="3.0"/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="ClosestStructureHeuristic" TargetType="Counterattack"/>
    <Tactic Tactic="SimpleAttack" TargetType="Counterattack">
      <TeamTemplate MinUnits="12" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"/>
    </Tactic>
  </AIStrategicStateDefinition>

  <AIStrategicStateDefinition
    id="BlackHandFinalAttack"
    UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <PathToTargetHeuristic PathExists="true"/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="ClosestStructureHeuristic" TargetType="Counterattack"/>
    <Tactic Tactic="SimpleAttack" TargetType="Counterattack">
      <TeamTemplate MinUnits="50" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="BOMBER_AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"/>
    </Tactic>
  </AIStrategicStateDefinition>

  <AIStrategicStateDefinition
    id="BlackHandDefensiveBombingRuns"
    UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <LateGameHeuristic/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="SafestToAirStructureHeuristic" TargetType="BombingAirstrike"/>
    <Tactic Tactic="SimpleAttack" TargetType="BombingAirstrike">
      <TeamTemplate MinUnits="4" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="" AlwaysRelease="false" AlwaysRecruit="false">
        <CreateUnits UnitName="BlackHandMobileArtillery"/>
        <CreateUnits UnitName="BlackHandMobileArtillery"/>
        <CreateUnits UnitName="BlackHandMobileArtillery"/>
        <CreateUnits UnitName="BlackHandMobileArtillery"/>
      </TeamTemplate>
    </Tactic>
  </AIStrategicStateDefinition>

  <AIStrategicStateDefinition
		id="BlackHandDefensiveExpansion"
		UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <IntervalHeuristic IntervalTime="130s" ActiveTime="30s"/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="ExpansionHeuristic" TargetType="Expansion"/>
    <Tactic Tactic="SimpleExpansion" TargetType="Expansion">
      <TeamTemplate MinUnits="2" MaxUnits="12" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false">
        <CreateUnits UnitName="BlackHandEmissary"/>
      </TeamTemplate>
    </Tactic>
  </AIStrategicStateDefinition>

  <AIBudgetStateDefinition
    id="BlackHandDefensiveTechByTimeBudget">
    <Heuristic>
      <ConstantHeuristic Weight="0.8"/>
      <OpeningMoveHeuristic Complete="true"/>
      <IntervalHeuristic IntervalTime="100s" ActiveTime="20s"/>
      <IntervalHeuristic IntervalTime="7s" ActiveTime="3s"/>
    </Heuristic>
    <Budget>
      <AccountShare Account="INVESTMENT" Percent="0%"/>
      <AccountShare Account="SPECIAL_OPERATIONS" Percent="0%"/>
      <AccountShare Account="PRODUCTION" Percent="0%"/>
      <AccountShare Account="DEFENSE" Percent="0%"/>
      <AccountShare Account="TECHNOLOGY" Percent="90%"/>
      <AccountShare Account="SLUSH_FUND" Percent="10%"/>
    </Budget>
  </AIBudgetStateDefinition>

  <AIBudgetStateDefinition
    id="BlackHandDefensiveTechByTimeBudget_EASY">
    <Heuristic>
      <ConstantHeuristic Weight="0.8"/>
      <OpeningMoveHeuristic Complete="true"/>
      <IntervalHeuristic IntervalTime="580s" ActiveTime="20s"/>
      <IntervalHeuristic IntervalTime="7s" ActiveTime="3s"/>
    </Heuristic>
    <Budget>
      <AccountShare Account="INVESTMENT" Percent="0%"/>
      <AccountShare Account="SPECIAL_OPERATIONS" Percent="0%"/>
      <AccountShare Account="PRODUCTION" Percent="0%"/>
      <AccountShare Account="DEFENSE" Percent="0%"/>
      <AccountShare Account="TECHNOLOGY" Percent="90%"/>
      <AccountShare Account="SLUSH_FUND" Percent="10%"/>
    </Budget>
  </AIBudgetStateDefinition>

  <AIBudgetStateDefinition
    id="BlackHandDefensiveTechByTimeBudget_MEDIUM">
    <Heuristic>
      <ConstantHeuristic Weight="0.8"/>
      <OpeningMoveHeuristic Complete="true"/>
      <IntervalHeuristic IntervalTime="190s" ActiveTime="20s"/>
      <IntervalHeuristic IntervalTime="7s" ActiveTime="3s"/>
    </Heuristic>
    <Budget>
      <AccountShare Account="INVESTMENT" Percent="0%"/>
      <AccountShare Account="SPECIAL_OPERATIONS" Percent="0%"/>
      <AccountShare Account="PRODUCTION" Percent="0%"/>
      <AccountShare Account="DEFENSE" Percent="0%"/>
      <AccountShare Account="TECHNOLOGY" Percent="90%"/>
      <AccountShare Account="SLUSH_FUND" Percent="10%"/>
    </Budget>
  </AIBudgetStateDefinition>

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