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  <AIStrategicStateDefinition
		id="Reaper17OffensiveDirectAttack1"
		UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <TimerHeuristic StartTime="0s" EndTime="180s"/>
      <PathToTargetHeuristic PathExists="true"/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="SafestToGroundStructureHeuristic" TargetType="FocusedTarget"/>
    <Tactic Tactic="DefenseAvoidanceAttack" TargetType="FocusedTarget">
      <TeamTemplate MinUnits="4" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="ASSAULT_AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"/>
    </Tactic>
  </AIStrategicStateDefinition>

  <AIStrategicStateDefinition
    id="Reaper17OffensiveDirectAttack2"
    UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <TimerHeuristic StartTime="181s" EndTime="-1s"/>
      <PathToTargetHeuristic PathExists="true"/>
      <SiegeThresholdHeuristic SiegeMode="false" Threshold="1.5"/>
      <FocusedThresholdHeuristic/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="SafestToGroundStructureHeuristic" TargetType="FocusedTarget"/>
    <Tactic Tactic="DefenseAvoidanceAttack" TargetType="FocusedTarget">
      <TeamTemplate MinUnits="4" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="ASSAULT_AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"/>
    </Tactic>
  </AIStrategicStateDefinition>

  <AIStrategicStateDefinition
		id="Reaper17OffensiveEconomyAttack"
		UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <PathToTargetHeuristic PathExists="true"/>
      <SiegeThresholdHeuristic SiegeMode="false" Threshold="1.0"/>
      <FocusedThresholdHeuristic/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="SafestToGroundHarvesterHeuristic" TargetType="SpreadTarget"/>
    <Tactic Tactic="DefenseAvoidanceAttack" TargetType="SpreadTarget">
      <TeamTemplate MinUnits="7" MaxUnits="7" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="ASSAULT_AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"/>
    </Tactic>
  </AIStrategicStateDefinition>

  <AIStrategicStateDefinition
		id="Reaper17OffensiveOverwhelmAttack"
		UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <PathToTargetHeuristic PathExists="true"/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="SafestToGroundStructureHeuristic" TargetType="ExtraTarget"/>
    <Tactic Tactic="DefenseAvoidanceAttack" TargetType="ExtraTarget">
      <TeamTemplate MinUnits="22" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="ASSAULT_AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"/>
    </Tactic>
  </AIStrategicStateDefinition>

  <AIStrategicStateDefinition
		id="Reaper17OffensiveSiege"
		UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <PathToTargetHeuristic PathExists="true"/>
      <LateGameHeuristic/>
      <SiegeThresholdHeuristic SiegeMode="true" Threshold="2.0"/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="ClosestStructureHeuristic" TargetType="SiegeTarget"/>
    <Tactic Tactic="SimpleSiege" TargetType="SiegeTarget">
      <TeamTemplate MinUnits="2" MaxUnits="2" IncludeKindOf="CAN_ATTACK AIRCRAFT" ExcludeKindOf="" AlwaysRelease="false" AlwaysRecruit="false">
        <CreateUnits UnitName="Reaper17AnnihilatorTripod"/>
        <CreateUnits UnitName="Reaper17AnnihilatorTripod"/>
      </TeamTemplate>
      <TeamTemplate MinUnits="6" MaxUnits="6" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="" AlwaysRelease="false" AlwaysRecruit="false"/>
    </Tactic>
  </AIStrategicStateDefinition>

  <AIStrategicStateDefinition
		id="Reaper17OffensiveAirHarassment"
		UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <ConstantHeuristic Weight="1.0"/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="SafestToAirUnitHeuristic" TargetType="AssaultAirstrike"/>
    <TargetHeuristic TargetHeuristic="SafestToAirPowerPlantHeuristic" TargetType="AssaultAirstrike"/>
    <Tactic Tactic="DefenseAvoidanceAttack" TargetType="AssaultAirstrike">
      <TeamTemplate MinUnits="4" IncludeKindOf="CAN_ATTACK AIRCRAFT ASSAULT_AIRCRAFT" ExcludeKindOf="" AlwaysRelease="false" AlwaysRecruit="false"/>
    </Tactic>
  </AIStrategicStateDefinition>

  <AIStrategicStateDefinition
    id="Reaper17OffensiveAirHarassmentAntiTurtle"
    UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <ConstantHeuristic Weight="1.0"/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="SafestToAirUnitHeuristic" TargetType="AssaultAirstrike"/>
    <TargetHeuristic TargetHeuristic="SafestToAirStructureHeuristic" TargetType="AssaultAirstrike"/>
    <Tactic Tactic="DefenseAvoidanceAttack" TargetType="AssaultAirstrike">
      <TeamTemplate MinUnits="8" IncludeKindOf="CAN_ATTACK AIRCRAFT ASSAULT_AIRCRAFT" ExcludeKindOf="" AlwaysRelease="false" AlwaysRecruit="false"/>
    </Tactic>
  </AIStrategicStateDefinition>

  <AIStrategicStateDefinition
		id="Reaper17OffensiveEngineer"
		UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <PathToTargetHeuristic PathExists="true"/>
      <SiegeThresholdHeuristic SiegeMode="false" Threshold="1.5"/>
      <IntervalHeuristic IntervalTime="175s" ActiveTime="30s"/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="EngineerHeuristic" TargetType="Engineer"/>
    <Tactic Tactic="DefenseAvoidanceAttack" TargetType="Engineer">
      <TeamTemplate MinUnits="6" MaxUnits="6" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false">
        <CreateUnits UnitName="AlienAssimilator"/>
      </TeamTemplate>
    </Tactic>
  </AIStrategicStateDefinition>

  <AIBudgetStateDefinition
    id="Reaper17OffensiveTechByTimeBudget">
    <Heuristic>
      <ConstantHeuristic Weight="0.8"/>
      <OpeningMoveHeuristic Complete="true"/>
      <TimerHeuristic StartTime="300s" EndTime="-1s"/>
      <IntervalHeuristic IntervalTime="130s" 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="Reaper17OffensiveTechByTimeBudget_EASY">
    <Heuristic>
      <ConstantHeuristic Weight="0.8"/>
      <OpeningMoveHeuristic Complete="true"/>
      <IntervalHeuristic IntervalTime="610s" 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="Reaper17OffensiveTechByTimeBudget_MEDIUM">
    <Heuristic>
      <ConstantHeuristic Weight="0.8"/>
      <OpeningMoveHeuristic Complete="true"/>
      <TimerHeuristic StartTime="300s" EndTime="-1s"/>
      <IntervalHeuristic IntervalTime="220s" 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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