<?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/ZOCOMDefensive.xml" />
  </Includes>
 
  <AIPersonalityDefinition
		id="CM_2_4_MARV_GDI_ZCM_B"
		PersonalityType="CM_2_4_MARV_GDI_ZCM_B"
		SkirmishPersonality="false" 
		SecondsTillTargetsCanExpire="15.0"
		ChanceForTargetToExpire="100"
		MaxBuildingsToBeDefensiveTarget_Small="0"
		MaxBuildingsToBeDefensiveTarget_Med="0"
		ChanceForUnitsToUpgrade="100"
		ChanceToUseAllUnitsForDefenseTarget_Small="0"
		ChanceToUseAllUnitsForDefenseTarget_Med="0"
		ChanceToUseAllUnitsForDefenseTarget_Large="0"
		DesiredExcessPowerBuffer="40"
		BaseCompactness="0.65"
    DefaultThreatFindRadius="0"
    UnitBuilderCostEffectivenessWeight="1.0"
    UnitBuilderMoneyVersusTimePreference="0.5"
    UnitBuilderOverallOffensivePreference="100%"
    UnitBuilderOverallDefensivePreference="110%"
    Expansion_TiberiumSearchRadius="1000"
    Expansion_MaxTiberiumRemaining="999999"
    ReactiveDefenseRadius="1000"
    RepairBuildingsAtDifficulty="MEDIUM HARD BRUTAL"
    EmergencyManagerHandleNoPowerAtDifficulty="MEDIUM HARD BRUTAL"
    EmergencyManagerHandleNoIncomeAtDifficulty="EASY MEDIUM HARD BRUTAL"
    EmergencyManagerHandleNoConyardAtDifficulty="EASY MEDIUM HARD BRUTAL"
    StructureSaveChanceEasy="0.0"
    StructureSaveChanceMedium="0.0"
    StructureSaveChanceHard="0.0"
		>
    
    <Side>ZOCOM</Side>

    <BuildDelayRange MinDelay="30s" MaxDelay="60s" MinTTKRatio="0.5" MaxTTKRatio="1.5" Difficulty="EASY" />
    <BuildDelayRange MinDelay="20s" MaxDelay="45s" 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="50%" Difficulty="EASY"/>
    <ResourceMultiplierCheat Percentage="70%" Difficulty="MEDIUM"/>
    <ResourceMultiplierCheat Percentage="90%" Difficulty="HARD"/>
    <ResourceMultiplierCheat Percentage="140%" Difficulty="BRUTAL"/>
    
    <TacticalTarget TacticalAITarget="FocusedTarget" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="FocusedTarget" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="FocusedTarget" MaxTeamsPerTarget="1"/>
    
    <SpecificUnitCap Unit="ZOCOMZoneRaiderSquad" Cap="2"/>
    
    <States State="CM_2_4_UnitCapB_Easy" Difficulty="EASY"/>

	<States State="CM_2_4_UnitCapB_Medium" Difficulty="MEDIUM"/>

	<States State="CM_2_4_UnitCapB_Hard" Difficulty="HARD BRUTAL"/>
    
    
    <States State="ZCM_2_4_DirectAttack1" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <States State="ZCM_2_4_DirectAttack2" Difficulty="EASY MEDIUM HARD BRUTAL"/>  
           
    <States State="ZOCOMEngineerDefense" Difficulty="HARD BRUTAL"/>
    <States State="ZOCOMCommandoDefense" Difficulty="HARD BRUTAL"/>

    <States State="ZCM_2_4_B_DefensiveExpansion" Difficulty="MEDIUM HARD BRUTAL"/>
    <States State="Garrison" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <States State="ZOCOMAntiGarrison" Difficulty="MEDIUM HARD BRUTAL"/>
    <States State="ZOCOMAntiGarrison_EASY" Difficulty="EASY"/>
    <States State="ZOCOMCaptureTech" Difficulty="MEDIUM HARD BRUTAL"/>

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

    <BudgetStates State="CM_2_4_Budget_With_Production" Difficulty="EASY MEDIUM HARD BRUTAL"/>

  </AIPersonalityDefinition>
</AssetDeclaration>
