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<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
	<Tags></Tags>
	<Includes>
	</Includes>
	
	<AIPersonalityDefinition
		id="CM_2_3_AIP_GDI_B"
		PersonalityType="CM_2_3_AIP_GDI_B"
		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="30s" MaxDelay="90s" MinTTKRatio="0.5" MaxTTKRatio="1.5" Difficulty="EASY" />
	<BuildDelayRange id="BuildDelayMedium" MinDelay="25s" MaxDelay="55s" 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="Garrison" MaxTeamsPerTarget="1"/>
	<TacticalTarget TacticalAITarget="Garrison" MaxTeamsPerTarget="1"/>
	<TacticalTarget TacticalAITarget="AntiGarrison" MaxTeamsPerTarget="1"/>

	<SpecificUnitCap Unit="GDIOrca" Cap="4"/>
	<SpecificUnitCap Unit="GDIMammoth" Cap="2"/>
	<SpecificUnitCap Unit="GDISonicTank" Cap="2"/>
	<SpecificUnitCap Unit="GDIHammerhead" Cap="4"/>
	<SpecificUnitCap Unit="GDIFirehawk" Cap="2"/>
	<SpecificUnitCap Unit="GDIJuggernaught" Cap="4"/>
		
	<States State="CM_2_3_GDIUnitCapDefensive_Easy" Difficulty="EASY" />
	<States State="CM_2_3_GDIUnitCapDefensive_Medium" Difficulty="MEDIUM" />
	<States State="CM_2_3_GDIUnitCapDefensive_Hard" Difficulty="HARD BRUTAL" />

	<States State="2_3_GDIOptimalAttack" Difficulty="MEDIUM HARD BRUTAL"/>
	<States State="2_3_Optimal_EASY" Difficulty="EASY"/>

	<States State="Garrison" Difficulty="MEDIUM HARD BRUTAL"/>
	<States State="Garrison_EASY" Difficulty="EASY"/>
	<States State="GDIAntiGarrison" Difficulty="MEDIUM HARD BRUTAL"/>
	<States State="GDIAntiGarrison_EASY" Difficulty="EASY"/>
	<States State="GDICaptureTech" Difficulty="MEDIUM HARD BRUTAL"/>
	<States State="GDISuperweapon" Difficulty="MEDIUM HARD BRUTAL"/>
	<States State="GDICommando" Difficulty="MEDIUM HARD BRUTAL"/>
	<States State="GDIHuskCapture" Difficulty="HARD BRUTAL"/>

	<States State="CM_2_3_UnitPreferences" Difficulty="MEDIUM HARD BRUTAL"/>

	<BudgetStates State="CM_2_3_Budget_With_Production" Difficulty="EASY MEDIUM HARD BRUTAL"/>

	</AIPersonalityDefinition>
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