<?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>

  <!--If opponent is low on funds cripple his economy-->
  <AIStrategicStateDefinition
		id="BlackHandResourceSqueeze"
		UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <PathToTargetHeuristic PathExists="true"/>
      <ResourceSqueezeHeuristic
        PenetrabilityWeight="0.25"
        OpponentFundsWeight="0.75">
        <PenetrabilityHeuristic/>
        <OpponentFundsHeuristic/>
      </ResourceSqueezeHeuristic>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="EconomyKillHeuristic" TargetType="PrimaryTarget"/>
    <Tactic Tactic="DefenseAvoidanceAttack" TargetType="PrimaryTarget">
      <TeamTemplate MinUnits="3" MaxUnits="5" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"/>
    </Tactic>
    <UnitModifierByName UnitName="BlackHandRaiderTank" UnitPreferenceOffensiveModifier="125%" UnitPreferenceDefensiveModifier="100%"/>
  </AIStrategicStateDefinition>

  <!--If opponent is nearly matched in forces, take out his production capacity-->
  <AIStrategicStateDefinition
		id="BlackHandProductionHalt"
		UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <PathToTargetHeuristic PathExists="true"/>
      <ProductionHaltHeuristic
        BalanceOfPowerWeight="0.75"
        PenetrabilityWeight="0.25">
        <PenetrabilityHeuristic/>
        <BalanceOfPowerHeuristic/>
      </ProductionHaltHeuristic>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="ProductionKillHeuristic" TargetType="PrimaryTarget"/>
    <Tactic Tactic="DefenseAvoidanceAttack" TargetType="PrimaryTarget">
      <TeamTemplate MinUnits="3" MaxUnits="5" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"/>
    </Tactic>
    <UnitModifierByName UnitName="BlackHandRaiderTank" UnitPreferenceOffensiveModifier="125" UnitPreferenceDefensiveModifier="100%"/>
  </AIStrategicStateDefinition>

  <!--If opponent is near power threshold, take his power offline-->
  <AIStrategicStateDefinition
		id="BlackHandPowerCut"
		UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <PathToTargetHeuristic PathExists="true"/>
      <OpponentPowerThresholdHeuristic/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="PowerKillHeuristic" TargetType="PrimaryTarget"/>
    <Tactic Tactic="DefenseAvoidanceAttack" TargetType="PrimaryTarget">
      <TeamTemplate MinUnits="3" MaxUnits="5" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"/>
    </Tactic>
    <!--No Unit Preferences-->
  </AIStrategicStateDefinition>

  <!--If opponent is turtling, siege his base with many "mini" siege groups-->
  <AIStrategicStateDefinition
		id="BlackHandMiniSiege"
		UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <PathToTargetHeuristic PathExists="true"/>
      <LateGameHeuristic/>
      <SiegeThresholdHeuristic SiegeMode="true" Threshold="1.5"/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="ClosestStructureHeuristic" TargetType="PrimaryTarget"/>
    <Tactic Tactic="SimpleSiege" TargetType="PrimaryTarget">
      <TeamTemplate MinUnits="1" MaxUnits="1" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false">
        <CreateUnits UnitName="BlackHandBeamCannon"/>
      </TeamTemplate>
      <TeamTemplate MinUnits="3" MaxUnits="3" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"/>
    </Tactic>
  </AIStrategicStateDefinition>

  <!--If opponent's base is undefended sneak an engineer in to capture key structures-->
  <AIStrategicStateDefinition
		id="BlackHandEngineer"
		UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <PathToTargetHeuristic PathExists="true"/>
      <ConstantHeuristic Weight="1.0"/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="EngineerHeuristic" TargetType="Engineer"/>
    <Tactic Tactic="DefenseAvoidanceAttack" TargetType="Engineer">
      <TeamTemplate MinUnits="2" MaxUnits="8" IncludeKindOf="" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false">
        <CreateUnits UnitName="BlackHandSaboteur"/>
      </TeamTemplate>
    </Tactic>
  </AIStrategicStateDefinition>

  <!--Airstrike targets undefended by AA-->
  <AIStrategicStateDefinition
		id="BlackHandGuerillaAirHarassment"
		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="1" IncludeKindOf="CAN_ATTACK AIRCRAFT ASSAULT_AIRCRAFT" ExcludeKindOf="" AlwaysRelease="false" AlwaysRecruit="false"/>
    </Tactic>
  </AIStrategicStateDefinition>

  <AIStrategicStateDefinition
		id="BlackHandGuerillaBombingRuns"
		UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <LateGameHeuristic/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="SafestToAirStructureHeuristic" TargetType="BombingAirstrike"/>
    <Tactic Tactic="SimpleAttack" TargetType="BombingAirstrike">
      <TeamTemplate MinUnits="1" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="" AlwaysRelease="false" AlwaysRecruit="false">
        <CreateUnits UnitName="BlackHandMobileArtillery"/>
      </TeamTemplate>
    </Tactic>
  </AIStrategicStateDefinition>

  <AIStrategicStateDefinition
		id="BlackHandGuerillaStealthTankAttack"
		UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <LateGameHeuristic/>
      <IntervalHeuristic IntervalTime="130s" ActiveTime="60s"/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="SafestToGroundStructureHeuristic" TargetType="Diversion"/>
    <Tactic Tactic="DefenseAvoidanceAttack" TargetType="Diversion">
      <TeamTemplate MinUnits="4" MaxUnits="4" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="" AlwaysRelease="false" AlwaysRecruit="false">
        <CreateUnits UnitName="BlackHandFlameTank"/>
        <CreateUnits UnitName="BlackHandFlameTank"/>
        <CreateUnits UnitName="BlackHandFlameTank"/>
        <CreateUnits UnitName="BlackHandFlameTank"/>
      </TeamTemplate>
    </Tactic>
  </AIStrategicStateDefinition>

  <AIStrategicStateDefinition
    id="BlackHandGuerillaFanaticAttack"
    UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <MiddleGameHeuristic/>
      <IntervalHeuristic IntervalTime="50s" ActiveTime="60s"/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="SafestToGroundVehicleHeuristic" TargetType="Diversion"/>
    <Tactic Tactic="DefenseAvoidanceAttack" TargetType="Diversion">
      <TeamTemplate MinUnits="3" MaxUnits="3" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="" AlwaysRelease="false" AlwaysRecruit="false">
        <CreateUnits UnitName="BlackHandFanaticSquad"/>
        <CreateUnits UnitName="BlackHandFanaticSquad"/>
        <CreateUnits UnitName="BlackHandFanaticSquad"/>
      </TeamTemplate>
    </Tactic>
  </AIStrategicStateDefinition>

  <!--Constantly pester opponent with small attacks on random targets -->  
  <AIStrategicStateDefinition
		id="BlackHandDiversion"
		UnitUpgradeMultiplier="0.0">
    <Heuristic>
      <PathToTargetHeuristic PathExists="true"/>
      <ConstantHeuristic Weight="0.5"/>
    </Heuristic>
    <TargetHeuristic TargetHeuristic="SafestToGroundStructureHeuristic" TargetType="Diversion"/>
    <Tactic Tactic="DefenseAvoidanceAttack" TargetType="Diversion">
      <TeamTemplate MinUnits="2" MaxUnits="2" IncludeKindOf="CAN_ATTACK" ExcludeKindOf="AIRCRAFT" AlwaysRelease="false" AlwaysRecruit="false"/>
    </Tactic>
  </AIStrategicStateDefinition>

  <AIBudgetStateDefinition
    id="BlackHandGuerillaTechByTimeBudget">
    <Heuristic>
      <ConstantHeuristic Weight="0.8"/>
      <OpeningMoveHeuristic Complete="true"/>
      <TimerHeuristic StartTime="300s" EndTime="-1s"/>
      <IntervalHeuristic IntervalTime="160s" 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="BlackHandGuerillaTechByTimeBudget_EASY">
    <Heuristic>
      <ConstantHeuristic Weight="0.8"/>
      <OpeningMoveHeuristic Complete="true"/>
      <IntervalHeuristic IntervalTime="640s" 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="BlackHandGuerillaTechByTimeBudget_MEDIUM">
    <Heuristic>
      <ConstantHeuristic Weight="0.8"/>
      <OpeningMoveHeuristic Complete="true"/>
      <TimerHeuristic StartTime="300s" EndTime="-1s"/>
      <IntervalHeuristic IntervalTime="250s" 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>

</AssetDeclaration>
