<?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>
  </Includes>
  
  <AIPersonalityDefinition
		id="CM_2_1_AIP_GDI_Main"
		PersonalityType="CM_2_1_AIP_GDI_Main"
		PersonalityUIName="Personality:Optimal"
		SkirmishPersonality="false" 
		SecondsTillTargetsCanExpire="15.0"
		ChanceForTargetToExpire="100"
		MaxBuildingsToBeDefensiveTarget_Small="0"
		MaxBuildingsToBeDefensiveTarget_Med="0"
		ChanceForUnitsToUpgrade="50"
		ChanceToUseAllUnitsForDefenseTarget_Small="0"
		ChanceToUseAllUnitsForDefenseTarget_Med="0"
		ChanceToUseAllUnitsForDefenseTarget_Large="0"
		DesiredExcessPowerBuffer="20"
		BaseCompactness="0.95"
		DefaultThreatFindRadius="0"
		UnitBuilderCostEffectivenessWeight="0.7"
		UnitBuilderMoneyVersusTimePreference="0.5"
		UnitBuilderOverallOffensivePreference="100%"
		UnitBuilderOverallDefensivePreference="25%"
		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>GDI</Side>

    <BuildDelayRange id="BuildDelayEasy" MinDelay="60s" MaxDelay="120s" MinTTKRatio="0.5" MaxTTKRatio="1.5" Difficulty="EASY" />
    <BuildDelayRange id="BuildDelayMedium" MinDelay="45s" MaxDelay="90s" MinTTKRatio="0.5" MaxTTKRatio="1.5" Difficulty="MEDIUM" />

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

    <UnitBuilderUnitChoiceStrategyAdaptive 
     MinEffectiveness="0.5" MaxEffectiveness="1.0"
     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="200%" Difficulty="BRUTAL"/>

    <TacticalTarget TacticalAITarget="FocusedTarget" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="FocusedTarget" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="FocusedTarget" MaxTeamsPerTarget="1"/>

    <TacticalTarget TacticalAITarget="AssaultAirstrike" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="Engineer" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="Commando" MaxTeamsPerTarget="1"/>
    
    <TacticalTarget TacticalAITarget="CaptureTech" MaxTeamsPerTarget="1"/>

	 <States State="CM_2_1_GDIUnitCap_Easy" Difficulty="EASY" />
	 <States State="CM_2_1_GDIUnitCap_Medium" Difficulty="MEDIUM" />
	 <States State="CM_2_1_GDIUnitCap_Hard" Difficulty="HARD BRUTAL" />
	 
    <States State="2_1_GDI_DirectAttack1" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <States State="2_1_GDI_Spotters" Difficulty="HARD BRUTAL"/>
    <States State="Optimal_EASY" Difficulty="EASY"/>

    <States State="2_1_GDI_AirHarassment" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <States State="2_1_GDI_Engineer" Difficulty="MEDIUM HARD BRUTAL"/>

    <States State="GDIAntiGarrison" Difficulty="MEDIUM HARD BRUTAL"/>
    <States State="GDIAntiGarrison_EASY" Difficulty="EASY"/>
    <States State="GDICaptureTech" Difficulty="MEDIUM HARD BRUTAL"/>
    <States State="GDICommando" Difficulty="MEDIUM HARD BRUTAL"/>
    
    <States State="CM_2_1_UnitPreferences" Difficulty="MEDIUM HARD BRUTAL"/>

    <BudgetStates State="CM_2_1_Budget_With_Production" Difficulty="EASY MEDIUM HARD BRUTAL"/>
 
  </AIPersonalityDefinition>
</AssetDeclaration>
