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  <Tags></Tags>
  <Includes></Includes>
  <AIPersonalityDefinition
		id="3NODDefensive"
		PersonalityType="3NODDefensive"
    PersonalityUIName="Personality:Defensive"
    SkirmishPersonality="true" 
		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="0.01"
    StructureSaveChanceHard="1.0"
		>

    <Side>NOD</Side>

    <BuildDelayRange MinDelay="0s" MaxDelay="60s" MinTTKRatio="0.5" MaxTTKRatio="1.5" Difficulty="EASY" />
    <BuildDelayRange MinDelay="0s" MaxDelay="30s" 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="Counterattack" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="BombingAirstrike" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="BombingAirstrike" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="Commando" MaxTeamsPerTarget="1"/>

    <TacticalTarget TacticalAITarget="SpecialDefense" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="SpecialDefense" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="ExpansionDefense" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="Guard" MaxTeamsPerTarget="1"/>

    <TacticalTarget TacticalAITarget="Garrison" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="Garrison" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="Garrison" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="Garrison" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="AntiGarrison" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="CaptureTech" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="CaptureTech" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="Superweapon" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="Expansion" MaxTeamsPerTarget="1" UpdateTime="10s"/>
    <TacticalTarget TacticalAITarget="Bridge" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="Isolation" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="Isolation" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="Beacon" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="Crate" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="Husk" MaxTeamsPerTarget="1"/>
    <TacticalTarget TacticalAITarget="Husk" MaxTeamsPerTarget="1"/>

    <OpeningMove Name="NOD_EASY" Weight="100%" Difficulty="EASY"/>

    <OpeningMove Name="NODStandardCrane" Weight="90%" Difficulty="MEDIUM HARD BRUTAL"/>
    <OpeningMove Name="NODSuperweaponRush" Weight="10%" Difficulty="MEDIUM HARD BRUTAL"/>

    <States State="NODCounterattack" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <States State="NODFinalAttack" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <States State="NODDefensiveBombingRuns" Difficulty="MEDIUM HARD BRUTAL"/>
    
    <States State="NODReactiveDefense" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <States State="NODEngineerDefense" Difficulty="HARD BRUTAL"/>
    <States State="NODCommandoDefense" Difficulty="HARD BRUTAL"/>
    <States State="DefensiveExpansionDefense" Difficulty="EASY MEDIUM HARD BRUTAL"/>

    <States State="NODDefensiveExpansion" Difficulty="MEDIUM HARD BRUTAL"/>
    <States State="Garrison" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <States State="NODAntiGarrison" Difficulty="MEDIUM HARD BRUTAL"/>
    <States State="NODAntiGarrison_EASY" Difficulty="EASY"/>
    <States State="NODCaptureTech" Difficulty="MEDIUM HARD BRUTAL"/>
    <States State="NODSuperweapon" Difficulty="MEDIUM HARD BRUTAL"/>
    <States State="NODCommando" Difficulty="MEDIUM HARD BRUTAL"/>
    <States State="NODIsolation" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <States State="NODHuskCapture" Difficulty="MEDIUM HARD BRUTAL"/>
    <States State="BeaconHelp" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <States State="CratePickup" Difficulty="HARD BRUTAL"/>

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

    <BudgetStates State="OpeningMoveBudget" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <BudgetStates State="DefensiveEarlyGameBudget" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <BudgetStates State="DefensiveMidGameBudget" Difficulty="EASY MEDIUM HARD BRUTAL"/>
    <BudgetStates State="DefensiveLateGameBudget" Difficulty="EASY MEDIUM HARD BRUTAL"/>

    <BudgetStates State="FullInvestmentBudget" Difficulty="HARD BRUTAL"/>
    <BudgetStates State="FullInvestmentBudget_EASY_WINNING" Difficulty="EASY"/>
    <BudgetStates State="FullInvestmentBudget_MEDIUM_WINNING" Difficulty="MEDIUM"/>
    <BudgetStates State="FullInvestmentBudget_MEDIUM_LOSING" Difficulty="MEDIUM"/>
    <BudgetStates State="InvestmentFinishBudget" Difficulty="EASY MEDIUM HARD BRUTAL"/>

    <BudgetStates State="NODDefensiveTechByTimeBudget" Difficulty="HARD BRUTAL"/>
    <BudgetStates State="NODDefensiveTechByTimeBudget_EASY" Difficulty="EASY"/>
    <BudgetStates State="NODDefensiveTechByTimeBudget_MEDIUM" Difficulty="MEDIUM"/>
    <BudgetStates State="TechByMoneyBudget" Difficulty="MEDIUM HARD BRUTAL"/>
    <BudgetStates State="TechByNeedAntiGarrisonBudget" Difficulty="MEDIUM HARD BRUTAL"/>
    <BudgetStates State="TechByNeedSiegeBudget" Difficulty="MEDIUM HARD BRUTAL"/>
    <BudgetStates State="TechFinishBudget" Difficulty="EASY MEDIUM HARD BRUTAL"/>

  </AIPersonalityDefinition>
</AssetDeclaration>
