<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
  <Tags></Tags>
  <Includes>
    <Include type="instance" source="DATA:SkirmishAI/Personalities/DefaultPersonality.xml" />
  </Includes>
  
  <AIPersonalityDefinition
	id="CM_1_1_Rio_Insurrection_AIP_SplinterNod_Main"
	PersonalityType="CM_1_1_Rio_Insurrection_AIP_SplinterNod_Main"
	PersonalityUIName="CM_1_1_Rio_Insurrection_AIP_SplinterNod_Main"
	SkirmishPersonality="false" 
	SecondsTillTargetsCanExpire="15.0"
	ChanceForTargetToExpire="100"
	MaxBuildingsToBeDefensiveTarget_Small="0"
	MaxBuildingsToBeDefensiveTarget_Med="0"
	ChanceForUnitsToUpgrade="15"
	ChanceToUseAllUnitsForDefenseTarget_Small="0"
	ChanceToUseAllUnitsForDefenseTarget_Med="0"
	ChanceToUseAllUnitsForDefenseTarget_Large="0"
	DesiredExcessPowerBuffer="20"
	BaseCompactness="0.75"
	DefaultThreatFindRadius="0"
    UnitBuilderCostEffectivenessWeight="0.5"
    UnitBuilderMoneyVersusTimePreference="0.5"
    UnitBuilderOverallOffensivePreference="100%"
    UnitBuilderOverallDefensivePreference="50%"
    Expansion_TiberiumSearchRadius="1000"
    Expansion_MaxTiberiumRemaining="22000"
    ReactiveDefenseRadius="1000"
    RepairBuildingsAtDifficulty="MEDIUM HARD BRUTAL"
    EmergencyManagerHandleNoPowerAtDifficulty="MEDIUM HARD BRUTAL"
    EmergencyManagerHandleNoIncomeAtDifficulty="EASY MEDIUM HARD BRUTAL"
    EmergencyManagerHandleNoConyardAtDifficulty="EASY MEDIUM HARD BRUTAL"
    StructureSaveChanceEasy="0.0"
    StructureSaveChanceMedium="0.01"
    StructureSaveChanceHard="1.0"
		>

    <Side>SteelTalons</Side>

    <BuildDelayRange id="BuildDelayEasy" MinDelay="50s" MaxDelay="90s" MinTTKRatio="0.5" MaxTTKRatio="1.5" Difficulty="EASY" />
    <BuildDelayRange id="BuildDelayMedium" MinDelay="40s" MaxDelay="90s" MinTTKRatio="0.5" MaxTTKRatio="1.5" Difficulty="MEDIUM" />

    <UnitBuilderUnitChoiceStrategy Shape="BEST" StandardDeviation="0.25" Difficulty="HARD BRUTAL" />

    <UnitBuilderUnitChoiceStrategyAdaptive 
     MinEffectiveness="0.0" MaxEffectiveness="0.5"
     MinStandardDeviation="2.0" MaxStandardDeviation="0.5"
     MinEfficiency="1.0" MaxEfficiency="2.0"
     Difficulty="EASY" 
      />

    <UnitBuilderUnitChoiceStrategyAdaptive
      MinEffectiveness="0.0" MaxEffectiveness="0.5"
      MinStandardDeviation="0.25" MaxStandardDeviation="2.0"
      MinEfficiency="0.75" MaxEfficiency="1.0"
      Difficulty="MEDIUM" 
      />

    <UnitBuilderEvaluationDelayRange
      UseAllAvailableQueues="false"
      MinDelay="180s" MaxDelay="180s"
      MinEfficiency="1.0" MaxEfficiency="1.0"
      Difficulty="EASY"
      />

    <UnitBuilderEvaluationDelayRange
      UseAllAvailableQueues="true"
      MinDelay="10s" MaxDelay="60s"
      MinEfficiency="0.75" MaxEfficiency="1.0"
      Difficulty="MEDIUM"
      />


		<ResourceMultiplierCheat Percentage= "60%" Difficulty="EASY"/>
		<ResourceMultiplierCheat Percentage= "90%" Difficulty="MEDIUM"/>
		<ResourceMultiplierCheat Percentage="150%" Difficulty="HARD"/>
		<ResourceMultiplierCheat Percentage="200%" Difficulty="BRUTAL"/>
		
		<TacticalTarget TacticalAITarget="FocusedTarget" MaxTeamsPerTarget="1"/>
		<TacticalTarget TacticalAITarget="FocusedTarget" MaxTeamsPerTarget="1"/>
		<TacticalTarget TacticalAITarget="FocusedTarget" MaxTeamsPerTarget="1"/>  
		<TacticalTarget TacticalAITarget="FocusedTarget" MaxTeamsPerTarget="1"/> 
		
		<SpecificUnitCap Unit="NodRocketMilitantSquad" Cap="8"/>
		<SpecificUnitCap Unit="NodMilitantSquad" Cap="8"/>
		<SpecificUnitCap Unit="NodScorpionBuggy" Cap="8"/>
		<SpecificUnitCap Unit="NodAttackBike" Cap="8"/>
		<SpecificUnitCap Unit="NodBunkerTruck" Cap="2"/>
      		
		<States State="SplinterNod_Attack_1" Difficulty="EASY MEDIUM HARD BRUTAL"/>
		<States State="SplinterNod_Attack_2" Difficulty="EASY MEDIUM HARD BRUTAL"/>
		
		<States State="NODReactiveDefense" Difficulty="EASY MEDIUM HARD BRUTAL"/>
		<States State="CM_1_1_UnitCap_Easy" Difficulty="EASY"/>
		<States State="CM_1_1_UnitCap_Medium" Difficulty="MEDIUM"/>
		<States State="CM_1_1_UnitCap_Hard" Difficulty="HARD BRUTAL"/>

		<BudgetStates State="OpeningMoveRushBudget" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    
	</AIPersonalityDefinition>
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