Initial commit

This commit is contained in:
2026-02-28 14:00:45 -06:00
commit 16d3170787
1134 changed files with 589134 additions and 0 deletions

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<?xml version="1.0"?>
<Galactic_Markup>
<Planets HintSet="Galactic_Hints">
<!-- Capital Ship Production -->
<MonCalimari>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>7.0</PriorityTarget>
</MonCalimari>
<Sullust>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>5.0</PriorityTarget>
</Sullust>
<Hypori>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>7.0</PriorityTarget>
</Hypori>
<Fondor>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>5.0</PriorityTarget>
</Fondor>
<Yaga_Minor>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>5.0</PriorityTarget>
</Yaga_Minor>
<!-- Faction Cluster Hyperspace Lanes -->
<Felucia>
<Chokepoint>5.0</Chokepoint>
<PriorityTarget>2.0</PriorityTarget>
</Felucia>
<Mygeeto>
<Chokepoint>5.0</Chokepoint>
<PriorityTarget>2.0</PriorityTarget>
</Mygeeto>
<AetenII>
<Chokepoint>5.0</Chokepoint>
<PriorityTarget>2.0</PriorityTarget>
</AetenII>
<Bespin>
<Chokepoint>5.0</Chokepoint>
<PriorityTarget>2.0</PriorityTarget>
</Bespin>
<Eriadu>
<Chokepoint>5.0</Chokepoint>
<PriorityTarget>2.0</PriorityTarget>
</Eriadu>
<Kamino>
<Chokepoint>5.0</Chokepoint>
<PriorityTarget>2.0</PriorityTarget>
</Kamino>
<Iego>
<Chokepoint>5.0</Chokepoint>
<PriorityTarget>2.0</PriorityTarget>
</Iego>
<Lok>
<Chokepoint>5.0</Chokepoint>
<PriorityTarget>2.0</PriorityTarget>
</Lok>
</Planets>
</Galactic_Markup>

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<?xml version="1.0"?>
<Galactic_Markup>
<Planets HintSet="Galactic_Hints">
</Planets>
</Galactic_Markup>

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<?xml version="1.0"?>
<Galactic_Markup>
<Planets HintSet="Galactic_Hints">
<!-- Capital Ship Production -->
<MonCalimari>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>7.0</PriorityTarget>
</MonCalimari>
<Fondor>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>5.0</PriorityTarget>
</Fondor>
<Kuat>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>7.0</PriorityTarget>
</Kuat>
<Sullust>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>5.0</PriorityTarget>
</Sullust>
<Hypori>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>7.0</PriorityTarget>
</Hypori>
<Mandalore>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>5.0</PriorityTarget>
</Mandalore>
<The_Maw>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>5.0</PriorityTarget>
</The_Maw>
<Yaga_Minor>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>5.0</PriorityTarget>
</Yaga_Minor>
<Kavadonia>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>3.0</PriorityTarget>
</Kavadonia>
</Planets>
</Galactic_Markup>

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<?xml version="1.0"?>
<Galactic_Markup>
<Planets HintSet="Galactic_Hints">
<!-- Capital Ship Production -->
<MonCalimari>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>7.0</PriorityTarget>
</MonCalimari>
<Sullust>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>5.0</PriorityTarget>
</Sullust>
<Hypori>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>7.0</PriorityTarget>
</Hypori>
<Yaga_Minor>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>5.0</PriorityTarget>
</Yaga_Minor>
</Planets>
</Galactic_Markup>

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<?xml version="1.0"?>
<Galactic_Markup>
<Planets HintSet="Galactic_Hints">
<!-- Capital Ship Production -->
<MonCalimari>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>7.0</PriorityTarget>
</MonCalimari>
<Sullust>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>5.0</PriorityTarget>
</Sullust>
<Hypori>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>7.0</PriorityTarget>
</Hypori>
<Mandalore>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>5.0</PriorityTarget>
</Mandalore>
<The_Maw>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>5.0</PriorityTarget>
</The_Maw>
<Yaga_Minor>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>5.0</PriorityTarget>
</Yaga_Minor>
<Kavadonia>
<Chokepoint>2.0</Chokepoint>
<PriorityTarget>3.0</PriorityTarget>
</Kavadonia>
</Planets>
</Galactic_Markup>

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<?xml version="1.0"?>
<FunctionSet>
<Build_EM_Field_Generator>
<Goal>Build_EM_Field_Generator</Goal>
<Function>Should_Build_EM_Field_Generator</Function>
</Build_EM_Field_Generator>
<Build_Grenade_Mortar>
<Goal>Build_Grenade_Mortar</Goal>
<Function>Should_Build_Grenade_Mortar</Function>
</Build_Grenade_Mortar>
<Build_Offensive_Sensor_Node>
<Goal>Build_Offensive_Sensor_Node</Goal>
<Function>Should_Build_Offensive_Sensor_Node</Function>
</Build_Offensive_Sensor_Node>
<!-- FCU Landmode Items -->
<!-- <Build_FCU_E_Barracks>
<Goal>Build_FCU_E_Barracks</Goal>
<Function>Should_Build_FCU_E_Barracks</Function>
</Build_FCU_E_Barracks>
<Build_FCU_E_Cantina>
<Goal>Build_FCU_E_Cantina</Goal>
<Function>Should_Build_FCU_E_Cantina</Function>
</Build_FCU_E_Cantina>
<Build_FCU_E_Comm_Array>
<Goal>Build_FCU_E_Comm_Array</Goal>
<Function>Should_Build_FCU_E_Comm_Array</Function>
</Build_FCU_E_Comm_Array>
<Build_FCU_E_Utility_Pad>
<Goal>Build_FCU_E_Utility_Pad</Goal>
<Function>Should_Build_FCU_E_Utility_Pad</Function>
</Build_FCU_E_Utility_Pad>
<Build_FCU_E_Lt_Factory>
<Goal>Build_FCU_E_Lt_Factory</Goal>
<Function>Should_Build_FCU_E_Lt_Factory</Function>
</Build_FCU_E_Lt_Factory>
<Build_FCU_E_Power_Gen>
<Goal>Build_FCU_E_Power_Gen</Goal>
<Function>Should_Build_FCU_E_Power_Gen</Function>
</Build_FCU_E_Power_Gen>
<Build_FCU_E_Shield_Gen_370>
<Goal>Build_FCU_E_Shield_Gen_370</Goal>
<Function>Should_Build_FCU_E_Shield_Gen_370</Function>
</Build_FCU_E_Shield_Gen_370>
<Build_FCU_E_Research_Facility>
<Goal>Build_FCU_E_Research_Facility</Goal>
<Function>Should_Build_FCU_E_Research_Facility</Function>
</Build_FCU_E_Research_Facility>
<Build_FCU_E_Hv_Factory>
<Goal>Build_FCU_E_Hv_Factory</Goal>
<Function>Should_Build_FCU_E_Hv_Factory</Function>
</Build_FCU_E_Hv_Factory>
<Build_FCU_E_Relay_Station>
<Goal>Build_FCU_E_Relay_Station</Goal>
<Function>Should_Build_FCU_E_Relay_Station</Function>
</Build_FCU_E_Relay_Station>
<Build_FCU_E_Magnepulse_Cannon>
<Goal>Build_FCU_E_Magnepulse_Cannon</Goal>
<Function>Should_Build_FCU_E_Magnepulse_Cannon</Function>
</Build_FCU_E_Magnepulse_Cannon>
<Build_FCU_E_Refinery>
<Goal>Build_FCU_E_Refinery</Goal>
<Function>Should_Build_FCU_E_Refinery</Function>
</Build_FCU_E_Refinery>
<Build_FCU_E_Ad_Factory>
<Goal>Build_FCU_E_Ad_Factory</Goal>
<Function>Should_Build_FCU_E_Ad_Factory</Function>
</Build_FCU_E_Ad_Factory>
<Build_FCU_E_Shield_Gen_740>
<Goal>Build_FCU_E_Shield_Gen_740</Goal>
<Function>Should_Build_FCU_E_Shield_Gen_740</Function>
</Build_FCU_E_Shield_Gen_740>
<Build_FCU_E_Turbo_Tower>
<Goal>Build_FCU_E_Turbo_Tower</Goal>
<Function>Should_Build_FCU_E_Turbo_Tower</Function>
</Build_FCU_E_Turbo_Tower>-->
</FunctionSet>

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<?xml version="1.0"?>
<FunctionSet>
<Remove_Corruption>
<Goal>Remove_Corruption</Goal>
<Function>Should_Remove_Corruption</Function>
</Remove_Corruption>
</FunctionSet>

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<?xml version="1.0"?>
<FunctionSet>
<Garrison_Bunker>
<Goal>Garrison_Bunker</Goal>
<Function>Should_Garrison_Bunker</Function>
</Garrison_Bunker>
<Orbital_Bombardment>
<Goal>Orbital_Bombardment</Goal>
<Function>Should_Fire_Orbital_Bombardment</Function>
</Orbital_Bombardment>
<Deploy_Troop_Transports>
<Goal>Deploy_Troop_Transports</Goal>
<Function>Should_Deploy_Troop_Transports</Function>
</Deploy_Troop_Transports>
<Garrison_Transport>
<Goal>Garrison_Transport</Goal>
<Function>Should_Garrison_Transport</Function>
</Garrison_Transport>
<Build_Bunker>
<Goal>Build_Bunker</Goal>
<Function>Should_Build_Bunker</Function>
</Build_Bunker>
<Skirmish_Generate_Magic_Cash_Drop_Land>
<Goal>Skirmish_Generate_Magic_Cash_Drop_Land</Goal>
<Function>Skirmish_Needs_Magic_Cash_Drop_Land</Function>
</Skirmish_Generate_Magic_Cash_Drop_Land>
</FunctionSet>

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<?xml version="1.0"?>
<FunctionSet>
<Build_Obelisk_Tower>
<Goal>Build_Obelisk_Tower</Goal>
<Function>Should_Build_Obelisk_Tower</Function>
</Build_Obelisk_Tower>
<Build_Guard_Tower>
<Goal>Build_Guard_Tower</Goal>
<Function>Should_Build_Guard_Tower</Function>
</Build_Guard_Tower>
<Build_Landing_Pad>
<Goal>Build_Landing_Pad</Goal>
<Function>Should_Build_Landing_Pad</Function>
</Build_Landing_Pad>
<!-- FCU Landmode Items -->
<!-- <Build_FCU_H_Barracks>
<Goal>Build_FCU_H_Barracks</Goal>
<Function>Should_Build_FCU_H_Barracks</Function>
</Build_FCU_H_Barracks>
<Build_FCU_H_Cantina>
<Goal>Build_FCU_H_Cantina</Goal>
<Function>Should_Build_FCU_H_Cantina</Function>
</Build_FCU_H_Cantina>
<Build_FCU_H_Comm_Array>
<Goal>Build_FCU_H_Comm_Array</Goal>
<Function>Should_Build_FCU_H_Comm_Array</Function>
</Build_FCU_H_Comm_Array>
<Build_FCU_H_Utility_Pad>
<Goal>Build_FCU_H_Utility_Pad</Goal>
<Function>Should_Build_FCU_H_Utility_Pad</Function>
</Build_FCU_H_Utility_Pad>
<Build_FCU_H_Factory>
<Goal>Build_FCU_H_Factory</Goal>
<Function>Should_Build_FCU_H_Factory</Function>
</Build_FCU_H_Factory>
<Build_FCU_H_Power_Gen>
<Goal>Build_FCU_H_Power_Gen</Goal>
<Function>Should_Build_FCU_H_Power_Gen</Function>
</Build_FCU_H_Power_Gen>
<Build_FCU_H_Shield_Gen_370>
<Goal>Build_FCU_H_Shield_Gen_370</Goal>
<Function>Should_Build_FCU_H_Shield_Gen_370</Function>
</Build_FCU_H_Shield_Gen_370>
<Build_FCU_H_Tech_Facility>
<Goal>Build_FCU_H_Tech_Facility</Goal>
<Function>Should_Build_FCU_H_Tech_Facility</Function>
</Build_FCU_H_Tech_Facility>
<Build_FCU_H_Relay_Station>
<Goal>Build_FCU_H_Relay_Station</Goal>
<Function>Should_Build_FCU_H_Relay_Station</Function>
</Build_FCU_H_Relay_Station>
<Build_FCU_H_Obelisk_Tower>
<Goal>Build_FCU_H_Obelisk_Tower</Goal>
<Function>Should_Build_FCU_H_Obelisk_Tower</Function>
</Build_FCU_H_Obelisk_Tower>
<Build_FCU_H_Shield_Gen_740>
<Goal>Build_FCU_H_Shield_Gen_740</Goal>
<Function>Should_Build_FCU_H_Shield_Gen_740</Function>
</Build_FCU_H_Shield_Gen_740>
<Build_FCU_H_Beam_Tower>
<Goal>Build_FCU_H_Beam_Tower</Goal>
<Function>Should_Build_FCU_H_Beam_Tower</Function>
</Build_FCU_H_Beam_Tower>-->
</FunctionSet>

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<?xml version="1.0"?>
<FunctionSet>
<Build_MDU_Repair_Facility>
<Goal>Build_MDU_Repair_Facility</Goal>
<Function>Should_Build_MDU_Repair_Facility</Function>
</Build_MDU_Repair_Facility>
<Build_Mobile_Shield_Generator>
<Goal>Build_Mobile_Shield_Generator</Goal>
<Function>Should_Build_Mobile_Shield_Generator</Function>
</Build_Mobile_Shield_Generator>
<Build_Rapid_Fire_Laser>
<Goal>Build_Rapid_Fire_Laser</Goal>
<Function>Should_Build_Rapid_Fire_Laser</Function>
</Build_Rapid_Fire_Laser>
<!-- FCU Landmode Items -->
<!-- <Build_FCU_R_Barracks>
<Goal>Build_FCU_R_Barracks</Goal>
<Function>Should_Build_FCU_R_Barracks</Function>
</Build_FCU_R_Barracks>
<Build_FCU_R_Cantina>
<Goal>Build_FCU_R_Cantina</Goal>
<Function>Should_Build_FCU_R_Cantina</Function>
</Build_FCU_R_Cantina>
<Build_FCU_R_Comm_Array>
<Goal>Build_FCU_R_Comm_Array</Goal>
<Function>Should_Build_FCU_R_Comm_Array</Function>
</Build_FCU_R_Comm_Array>
<Build_FCU_R_Utility_Pad>
<Goal>Build_FCU_R_Utility_Pad</Goal>
<Function>Should_Build_FCU_R_Utility_Pad</Function>
</Build_FCU_R_Utility_Pad>
<Build_FCU_R_Lt_Factory>
<Goal>Build_FCU_R_Lt_Factory</Goal>
<Function>Should_Build_FCU_R_Lt_Factory</Function>
</Build_FCU_R_Lt_Factory>
<Build_FCU_R_Power_Gen>
<Goal>Build_FCU_R_Power_Gen</Goal>
<Function>Should_Build_FCU_R_Power_Gen</Function>
</Build_FCU_R_Power_Gen>
<Build_FCU_R_Shield_Gen_370>
<Goal>Build_FCU_R_Shield_Gen_370</Goal>
<Function>Should_Build_FCU_R_Shield_Gen_370</Function>
</Build_FCU_R_Shield_Gen_370>
<Build_FCU_R_Research_Facility>
<Goal>Build_FCU_R_Research_Facility</Goal>
<Function>Should_Build_FCU_R_Research_Facility</Function>
</Build_FCU_R_Research_Facility>
<Build_FCU_R_Hv_Factory>
<Goal>Build_FCU_R_Hv_Factory</Goal>
<Function>Should_Build_FCU_R_Hv_Factory</Function>
</Build_FCU_R_Hv_Factory>
<Build_FCU_R_Relay_Station>
<Goal>Build_FCU_R_Relay_Station</Goal>
<Function>Should_Build_FCU_R_Relay_Station</Function>
</Build_FCU_R_Relay_Station>
<Build_FCU_R_Training_Facility>
<Goal>Build_FCU_R_Training_Facility</Goal>
<Function>Should_Build_FCU_R_Training_Facility</Function>
</Build_FCU_R_Training_Facility>
<Build_FCU_R_Refinery>
<Goal>Build_FCU_R_Refinery</Goal>
<Function>Should_Build_FCU_R_Refinery</Function>
</Build_FCU_R_Refinery>
<Build_FCU_R_Hangar>
<Goal>Build_FCU_R_Hangar</Goal>
<Function>Should_Build_FCU_R_Hangar</Function>
</Build_FCU_R_Hangar>
<Build_FCU_R_Shield_Gen_740>
<Goal>Build_FCU_R_Shield_Gen_740</Goal>
<Function>Should_Build_FCU_R_Shield_Gen_740</Function>
</Build_FCU_R_Shield_Gen_740>
<Build_FCU_R_Turbo_Tower>
<Goal>Build_FCU_R_Turbo_Tower</Goal>
<Function>Should_Build_FCU_R_Turbo_Tower</Function>
</Build_FCU_R_Turbo_Tower>-->
</FunctionSet>

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<?xml version="1.0"?>
<FunctionSet>
<Corrupt_Planet>
<Goal>Corrupt_Planet</Goal>
<Function>Should_Corrupt_Planet</Function>
</Corrupt_Planet>
<Black_Market_Purchase>
<Goal>Black_Market_Purchase</Goal>
<Function>Should_Make_Black_Market_Purchase</Function>
</Black_Market_Purchase>
<Hack_Super_Weapon>
<Goal>Hack_Super_Weapon</Goal>
<Function>Should_Hack_Super_Weapon</Function>
</Hack_Super_Weapon>
<Sabotage_Planet>
<Goal>Sabotage_Planet</Goal>
<Function>Should_Sabotage_Planet</Function>
</Sabotage_Planet>
<Build_Underworld_Palace>
<Goal>Build_Underworld_Palace</Goal>
<Function>Should_Build_Underworld_Palace</Function>
</Build_Underworld_Palace>
<Build_Underworld_Barracks>
<Goal>Build_Underworld_Barracks</Goal>
<Function>Should_Build_Underworld_Barracks</Function>
</Build_Underworld_Barracks>
<Build_Underworld_Vehicle_Factory>
<Goal>Build_Underworld_Vehicle_Factory</Goal>
<Function>Should_Build_Underworld_Vehicle_Factory</Function>
</Build_Underworld_Vehicle_Factory>
<Build_Underworld_Droid_Works>
<Goal>Build_Underworld_Droid_Works</Goal>
<Function>Should_Build_Underworld_Droid_Works</Function>
</Build_Underworld_Droid_Works>
<Build_Initial_Starbase_Only>
<Goal>Build_Initial_Starbase_Only</Goal>
<Function>Needs_Initial_Starbase</Function>
</Build_Initial_Starbase_Only>
<Build_Initial_Groundbase_Only>
<Goal>Build_Initial_Groundbase_Only</Goal>
<Function>Needs_Initial_Groundbase</Function>
</Build_Initial_Groundbase_Only>
<Build_Underworld_Starbase>
<Goal>Upgrade_Starbase</Goal>
<Function>Should_Underworld_Build_Starbase</Function>
</Build_Underworld_Starbase>
</FunctionSet>

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<?xml version="1.0"?>
<FunctionSet>
<Mine_Structure>
<Goal>Mine_Structure</Goal>
<Function>Should_Mine_Structure</Function>
</Mine_Structure>
<Remote_Bomb_Friendly_Unit>
<Goal>Remote_Bomb_Friendly_Unit</Goal>
<Function>Should_Remote_Bomb_Friendly_Unit</Function>
</Remote_Bomb_Friendly_Unit>
<Tyber_Manager_Land>
<Goal>Tyber_Manager_Land</Goal>
<Function>ReallyBig</Function>
</Tyber_Manager_Land>
<Build_Ysalamiri_Cage>
<Goal>Build_Ysalamiri_Cage</Goal>
<Function>Should_Build_Ysalamiri_Cage</Function>
</Build_Ysalamiri_Cage>
<Build_Rocket_Pod>
<Goal>Build_Rocket_Pod</Goal>
<Function>Should_Build_Rocket_Pod</Function>
</Build_Rocket_Pod>
<Build_Sensor_Scrambler>
<Goal>Build_Sensor_Scrambler</Goal>
<Function>Should_Build_Sensor_Scrambler</Function>
</Build_Sensor_Scrambler>
<!-- FCU Landmode Items -->
<!-- <Build_FCU_U_Barracks>
<Goal>Build_FCU_U_Barracks</Goal>
<Function>Should_Build_FCU_U_Barracks</Function>
</Build_FCU_U_Barracks>
<Build_FCU_U_Cantina>
<Goal>Build_FCU_U_Cantina</Goal>
<Function>Should_Build_FCU_U_Cantina</Function>
</Build_FCU_U_Cantina>
<Build_FCU_U_Utility_Pad>
<Goal>Build_FCU_U_Utility_Pad</Goal>
<Function>Should_Build_FCU_U_Utility_Pad</Function>
</Build_FCU_U_Utility_Pad>
<Build_FCU_U_Droid_Works>
<Goal>Build_FCU_U_Droid_Works</Goal>
<Function>Should_Build_FCU_U_Droid_Works</Function>
</Build_FCU_U_Droid_Works>
<Build_FCU_U_Power_Gen>
<Goal>Build_FCU_U_Power_Gen</Goal>
<Function>Should_Build_FCU_U_Power_Gen</Function>
</Build_FCU_U_Power_Gen>
<Build_FCU_U_Shield_Gen_370>
<Goal>Build_FCU_U_Shield_Gen_370</Goal>
<Function>Should_Build_FCU_U_Shield_Gen_370</Function>
</Build_FCU_U_Shield_Gen_370>
<Build_FCU_U_Factory>
<Goal>Build_FCU_U_Factory</Goal>
<Function>Should_Build_FCU_U_Factory</Function>
</Build_FCU_U_Factory>
<Build_FCU_U_Gravity_Gen>
<Goal>Build_FCU_U_Gravity_Gen</Goal>
<Function>Should_Build_FCU_U_Gravity_Gen</Function>
</Build_FCU_U_Gravity_Gen>
<Build_FCU_U_Shield_Gen_740>
<Goal>Build_FCU_U_Shield_Gen_740</Goal>
<Function>Should_Build_FCU_U_Shield_Gen_740</Function>
</Build_FCU_U_Shield_Gen_740>
<Build_FCU_U_Turbo_Tower>
<Goal>Build_FCU_U_Turbo_Tower</Goal>
<Function>Should_Build_FCU_U_Turbo_Tower</Function>
</Build_FCU_U_Turbo_Tower>-->
</FunctionSet>

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<?xml version="1.0"?>
<FunctionSet>
<Tyber_Manager_Space>
<Goal>Tyber_Manager_Space</Goal>
<Function>ReallyBig</Function>
</Tyber_Manager_Space>
</FunctionSet>

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<?xml version="1.0"?>
<FunctionSet>
<LiftBlockade>
<Goal>Lift_Blockade</Goal>
<Function>Needs_Blockade_Lifted</Function>
</LiftBlockade>
<Build_Weapon>
<Goal>Build_Weapon</Goal>
<Function>Needs_Weapon</Function>
</Build_Weapon>
<Build_Base_Shield>
<Goal>Build_Base_Shield</Goal>
<Function>Needs_Base_Shield</Function>
</Build_Base_Shield>
<Build_Jamming_Station>
<Goal>Build_Jamming_Station</Goal>
<Function>Needs_Jamming_Station</Function>
</Build_Jamming_Station>
<Remove_Smuggler>
<Goal>Remove_Smuggler</Goal>
<Function>Needs_Smuggler_Removed</Function>
</Remove_Smuggler>
<Build_Turbolasers>
<Goal>Build_Turbolasers</Goal>
<Function>Needs_Turbolasers</Function>
</Build_Turbolasers>
<Generate_Magic_Ground_Defense>
<Goal>Generate_Magic_Ground_Defense</Goal>
<Function>Zero</Function><!--Needs_Magic_Ground_Defense-->
</Generate_Magic_Ground_Defense>
<Generate_Magic_Space_Defense>
<Goal>Generate_Magic_Space_Defense</Goal>
<Function>Zero</Function><!--Needs_Magic_Space_Defense-->
<Function>Needs_Magic_Space_Defense</Function>
</Generate_Magic_Space_Defense>
<Generate_Magic_Ground_Defense_Easy>
<Goal>Generate_Magic_Ground_Defense_Easy</Goal>
<Function>Zero</Function><!--Needs_Magic_Ground_Defense_Easy-->
</Generate_Magic_Ground_Defense_Easy>
<Generate_Magic_Space_Defense_Easy>
<Goal>Generate_Magic_Space_Defense_Easy</Goal>
<Function>Zero</Function><!--Needs_Magic_Space_Defense_Easy-->
</Generate_Magic_Space_Defense_Easy>
<Generate_Magic_Ground_Defense_Hard>
<Goal>Generate_Magic_Ground_Defense_Hard</Goal>
<Function>Zero</Function><!--Needs_Magic_Ground_Defense_Hard-->
</Generate_Magic_Ground_Defense_Hard>
<Generate_Magic_Space_Defense_Hard>
<Goal>Generate_Magic_Space_Defense_Hard</Goal>
<Function>Zero</Function><!--Needs_Magic_Space_Defense_Hard-->
</Generate_Magic_Space_Defense_Hard>
<Generate_Magic_Ground_Structure>
<Goal>Generate_Magic_Ground_Structure</Goal>
<Function>Zero</Function><!--Needs_Magic_Ground_Structure-->
</Generate_Magic_Ground_Structure>
<Generate_Magic_Cash_Drop>
<Goal>Generate_Magic_Cash_Drop</Goal>
<Function>Zero</Function><!--Needs_Magic_Cash_Drop-->
</Generate_Magic_Cash_Drop>
</FunctionSet>

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<?xml version="1.0"?>
<FunctionSet>
<ScoutPlanet>
<Goal>Scout_Planet</Goal>
<Function>Needs_Scouting</Function>
</ScoutPlanet>
</FunctionSet>

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<?xml version="1.0"?>
<FunctionSet>
<DevelopStarbase>
<Goal>Upgrade_Starbase</Goal>
<Function>Needs_Starbase_Upgrade</Function>
</DevelopStarbase>
<Advance_Tech_Empire>
<Goal>Advance_Tech_Empire</Goal>
<Function>One</Function>
</Advance_Tech_Empire>
<Advance_Tech_Rebel>
<Goal>Advance_Tech_Rebel</Goal>
<Function>Can_Afford_Steal_Tech</Function>
</Advance_Tech_Rebel>
<Advance_Tech_Hutts>
<Goal>Advance_Tech_Hutts</Goal>
<Function>One</Function>
</Advance_Tech_Hutts>
<BuildEconomicStructure>
<Goal>Build_Economic_Structure</Goal>
<Function>Needs_Mining_Facility</Function>
</BuildEconomicStructure>
<Build_Cantina>
<Goal>Build_Cantina</Goal>
<Function>Needs_Cantina</Function>
</Build_Cantina>
<Build_Scanner>
<Goal>Build_Scanner</Goal>
<Function>Needs_Scanner</Function>
</Build_Scanner>
<Build_Hutt_Palace>
<Goal>Build_Hutt_Palace</Goal>
<Function>Needs_Hutt_Palace</Function>
</Build_Hutt_Palace>
<Build_Infiltrator_Facility>
<Goal>Build_Infiltrator_Facility</Goal>
<Function>Needs_Ground_Infiltrator_Facility</Function>
</Build_Infiltrator_Facility>
<Build_Initial_Starbase_Only>
<Goal>Build_Initial_Starbase_Only</Goal>
<Function>Needs_Initial_Starbase</Function>
</Build_Initial_Starbase_Only>
<Build_Initial_Groundbase_Only>
<Goal>Build_Initial_Groundbase_Only</Goal>
<Function>Needs_Initial_Groundbase</Function>
</Build_Initial_Groundbase_Only>
<Build_Base_Component_Light_Vehicle_Factory>
<Goal>Build_Base_Component_Light_Vehicle_Factory</Goal>
<Function>Need_Light_Vehicle_Factory</Function>
</Build_Base_Component_Light_Vehicle_Factory>
<Build_Base_Component_Heavy_Vehicle_Factory>
<Goal>Build_Base_Component_Heavy_Vehicle_Factory</Goal>
<Function>Need_Heavy_Vehicle_Factory</Function>
</Build_Base_Component_Heavy_Vehicle_Factory>
<Build_Base_Component_Advanced_Vehicle_Factory>
<Goal>Build_Base_Component_Advanced_Vehicle_Factory</Goal>
<Function>Need_Advanced_Vehicle_Factory</Function>
</Build_Base_Component_Advanced_Vehicle_Factory>
<Build_Base_Component_Officer_Academy>
<Goal>Build_Base_Component_Officer_Academy</Goal>
<Function>Need_Officer_Academy</Function>
</Build_Base_Component_Officer_Academy>
<Build_Base_Component_Research_Facility>
<Goal>Build_Base_Component_Research_Facility</Goal>
<Function>Need_First_Research_Facility</Function>
</Build_Base_Component_Research_Facility>
<Build_Base_Component_Research_Facility_2>
<Goal>Build_Base_Component_Research_Facility_2</Goal>
<Function>Need_Research_Facility</Function>
</Build_Base_Component_Research_Facility_2>
<Build_Base_Component_Comm_Array>
<Goal>Build_Base_Component_Comm_Array</Goal>
<Function>Need_Comm_Array</Function>
</Build_Base_Component_Comm_Array>
<Build_Base_Component_Barracks>
<Goal>Build_Base_Component_Barracks</Goal>
<Function>Need_Barracks</Function>
</Build_Base_Component_Barracks>
</FunctionSet>

View File

@@ -0,0 +1,241 @@
<?xml version="1.0"?>
<FunctionSet>
<Clear_Infantry>
<Goal>Clear_Infantry</Goal>
<Function>Should_Clear_Infantry</Function>
</Clear_Infantry>
<Clear_Vehicles>
<Goal>Clear_Vehicles</Goal>
<Function>Should_Clear_Vehicles</Function>
</Clear_Vehicles>
<Destroy_Land_Unit>
<Goal>Destroy_Land_Unit</Goal>
<Function>Should_Destroy_Land_Unit</Function>
</Destroy_Land_Unit>
<Land_Scout_Area>
<Goal>Land_Scout_Area</Goal>
<Function>Land_Area_Needs_Scouting</Function>
</Land_Scout_Area>
<Hold_Position>
<Goal>Hold_Position</Goal>
<Function>Should_Hold_Position</Function>
</Hold_Position>
<Destroy_Structure>
<Goal>Destroy_Structure</Goal>
<Function>Should_Destroy_Structure</Function>
</Destroy_Structure>
<Destroy_Turbolaser>
<Goal>Destroy_Turbolaser</Goal>
<Function>Should_Destroy_Turbolaser</Function>
</Destroy_Turbolaser>
<Land_Retreat>
<Goal>Land_Retreat</Goal>
<Function>Should_Retreat_From_Land</Function>
</Land_Retreat>
<Land_Escort>
<Goal>Land_Escort</Goal>
<Function>Zero</Function>
</Land_Escort>
<Airstrike>
<Goal>Airstrike</Goal>
<Function>One</Function>
</Airstrike>
<!--the freestore anti-idle is handling this behavior-->
<Clean_Up>
<Goal>Clean_Up</Goal>
<Function>Zero</Function>
</Clean_Up>
<Land_Bombing_Run>
<Goal>Land_Bombing_Run</Goal>
<Function>Should_Bomb</Function>
</Land_Bombing_Run>
<Build_AntiVehicle_Turret>
<Goal>Build_AntiVehicle_Turret</Goal>
<Function>Need_AntiVehicle_Turret</Function>
</Build_AntiVehicle_Turret>
<Build_AntiAir_Turret>
<Goal>Build_AntiAir_Turret</Goal>
<Function>Need_AntiAir_Turret</Function>
</Build_AntiAir_Turret>
<Build_AntiInfantry_Turret>
<Goal>Build_AntiInfantry_Turret</Goal>
<Function>Need_AntiInfantry_Turret</Function>
</Build_AntiInfantry_Turret>
<Build_Bacta_Tank>
<Goal>Build_Bacta_Tank</Goal>
<Function>Need_Bacta_Tank</Function>
</Build_Bacta_Tank>
<Build_Repair_Bay>
<Goal>Build_Repair_Bay</Goal>
<Function>Need_Repair_Bay</Function>
</Build_Repair_Bay>
<Fund_Tactical_Structures>
<Goal>Fund_Tactical_Structures</Goal>
<Function>Need_For_Tactical_Funding</Function>
</Fund_Tactical_Structures>
<Sell_Tactical_Structure>
<Goal>Sell_Tactical_Structure</Goal>
<Function>Need_To_Sell_Tactical_Structure</Function>
</Sell_Tactical_Structure>
<Steal_Vehicle>
<Goal>Steal_Vehicle</Goal>
<Function>Need_To_Steal_Vehicle</Function>
</Steal_Vehicle>
<Flame_Infantry>
<Goal>Flame_Infantry</Goal>
<Function>ReallyBig</Function>
</Flame_Infantry>
<Droids>
<Goal>Droids</Goal>
<Function>ReallyBig</Function>
</Droids>
<ObiWanAssists>
<Goal>ObiWanAssists</Goal>
<Function>ReallyBig</Function>
</ObiWanAssists>
<HanSoloAssists>
<Goal>HanSoloAssists</Goal>
<Function>ReallyBig</Function>
</HanSoloAssists>
<PalpatineManager>
<Goal>PalpatineManager</Goal>
<Function>ReallyBig</Function>
</PalpatineManager>
<VaderAssists>
<Goal>VaderAssists</Goal>
<Function>ReallyBig</Function>
</VaderAssists>
<Land_Heroes>
<Goal>Land_Heroes</Goal>
<Function>Need_Heroes_Landed</Function>
</Land_Heroes>
<Patrol>
<Goal>Patrol</Goal>
<Function>Need_To_Patrol_Land</Function>
</Patrol>
<Defend_Structure>
<Goal>Defend_Structure</Goal>
<Function>Need_To_Defend_Structure</Function>
</Defend_Structure>
<PreDefend_Structure>
<Goal>PreDefend_Structure</Goal>
<Function>Need_To_PreDefend_Structure</Function>
</PreDefend_Structure>
<Fire_Magnepulse>
<Goal>Fire_Magnepulse</Goal>
<Function>ReallyBig</Function>
</Fire_Magnepulse>
<Tactical_Multiplayer_Build_Land_Units_Generic>
<Goal>Tactical_Multiplayer_Build_Land_Units_Generic</Goal>
<Function>Tactical_Multiplayer_Should_Build_Units_Generic_Land</Function>
</Tactical_Multiplayer_Build_Land_Units_Generic>
<Tactical_Multiplayer_Build_Basic_Structure>
<Goal>Tactical_Multiplayer_Build_Basic_Structure</Goal>
<Function>Tactical_Multiplayer_Should_Build_Basic_Structure</Function>
</Tactical_Multiplayer_Build_Basic_Structure>
<Tactical_Multiplayer_Build_Barracks>
<Goal>Tactical_Multiplayer_Build_Barracks</Goal>
<Function>Tactical_Multiplayer_Should_Build_Barracks</Function>
</Tactical_Multiplayer_Build_Barracks>
<Tactical_Multiplayer_Build_Command_Center>
<Goal>Tactical_Multiplayer_Build_Command_Center</Goal>
<Function>Tactical_Multiplayer_Should_Build_Command_Center</Function>
</Tactical_Multiplayer_Build_Command_Center>
<Purchase_Land_Upgrades_Generic>
<Goal>Purchase_Land_Upgrades_Generic</Goal>
<Function>Should_Purchase_Ability_Generic_Land</Function>
</Purchase_Land_Upgrades_Generic>
<Purchase_Early_Land_Upgrades>
<Goal>Purchase_Early_Land_Upgrades</Goal>
<Function>Should_Purchase_Early_Land_Upgrades</Function>
</Purchase_Early_Land_Upgrades>
<Secure_Contestable>
<Goal>Secure_Contestable</Goal>
<Function>Need_To_Secure_Contestable_Land</Function>
</Secure_Contestable>
<Secure_Contestable_Escorted>
<Goal>Secure_Contestable</Goal>
<Function>Need_To_Secure_Contestable_Escorted_Land</Function>
</Secure_Contestable_Escorted>
<Build_Econ_Structure>
<Goal>Build_Econ_Structure</Goal>
<Function>Need_To_Build_Refinery_Land</Function>
</Build_Econ_Structure>
<Burn_Units_Land>
<Goal>Burn_Units_Land</Goal>
<Function>Should_Burn_Units_Land</Function>
</Burn_Units_Land>
<Tech_Upgrade_Emergency>
<Goal>Tech_Upgrade_Emergency</Goal>
<Function>Skirmish_Upgrade_Tech_With_Multiplier</Function>
</Tech_Upgrade_Emergency>
<Defensive_Rush>
<Goal>Defensive_Rush</Goal>
<Function>Should_Defensive_Rush</Function>
</Defensive_Rush>
<Tactical_Multiplayer_Build_Infantry_Emergency>
<Goal>Tactical_Multiplayer_Build_Infantry_Emergency</Goal>
<Function>Should_Build_Infantry_Emergency</Function>
</Tactical_Multiplayer_Build_Infantry_Emergency>
<Secure_Victory_Control_Point>
<Goal>Secure_Victory_Control_Point</Goal>
<Function>Should_Secure_Victory_Control_Point</Function>
</Secure_Victory_Control_Point>
<Debug_Goal_Land_1>
<Goal>Debug_Goal_Land_1</Goal>
<Function>Is_Initial_Skirmish_State_Established</Function>
</Debug_Goal_Land_1>
<Debug_Goal_Land_2>
<Goal>Debug_Goal_Land_2</Goal>
<Function>Space_Area_Is_Hidden</Function>
</Debug_Goal_Land_2>
</FunctionSet>

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<?xml version="1.0"?>
<FunctionSet>
<Flush_MajorItem_Budget>
<Goal>Flush_MajorItem_Budget</Goal>
<Function>Need_To_Flush_MajorItem_Budget</Function>
</Flush_MajorItem_Budget>
<Build_Space_Forces>
<Goal>Build_Space_Forces</Goal>
<Function>Allow_Blind_Space_Production</Function>
</Build_Space_Forces>
<Build_Ground_Forces>
<Goal>Build_Ground_Forces</Goal>
<Function>Allow_Blind_Ground_Production</Function>
</Build_Ground_Forces>
<Reclaim_Excess_MajorItem_Budget>
<Goal>Reclaim_Excess_MajorItem_Budget</Goal>
<Function>Can_Reclaim_Excess_MajorItem_Budget</Function>
</Reclaim_Excess_MajorItem_Budget>
<Conquer_Pirate>
<Goal>Conquer_Pirate</Goal>
<Function>Should_Conquer_Pirate_Planet</Function>
</Conquer_Pirate>
<Conquer_To_Reconnect>
<Goal>Conquer_To_Reconnect</Goal>
<Function>Need_To_Reconnect_Islands</Function>
</Conquer_To_Reconnect>
<GrowTowardDistantSystem>
<Goal>Distant_System_Path_Bonus</Goal>
<Function>One</Function>
</GrowTowardDistantSystem>
<WeakenPlanet>
<Goal>Weaken_Planet</Goal>
<Function>Is_Good_Weaken_Target</Function>
</WeakenPlanet>
<Conquer_Opponent>
<Goal>Conquer_Opponent</Goal>
<Function>Should_Conquer_Opponent_Planet</Function>
</Conquer_Opponent>
<Death_Star_Use>
<Goal>Death_Star_Use</Goal>
<Function>Want_To_Fire_DS</Function>
</Death_Star_Use>
<Raid>
<Goal>Raid</Goal>
<Function>Is_Good_Raid_Target</Function>
</Raid>
<Unrestricted_Grab_Space>
<Goal>Unrestricted_Grab_Space</Goal>
<Function>Should_Perform_Unrestricted_Grab_Space</Function>
</Unrestricted_Grab_Space>
<Unrestricted_Grab_Land>
<Goal>Unrestricted_Grab_Land</Goal>
<Function>Should_Perform_Unrestricted_Grab_Land</Function>
</Unrestricted_Grab_Land>
</FunctionSet>

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<?xml version="1.0"?>
<FunctionSet>
<Destroy_Unit>
<Goal>Destroy_Unit</Goal>
<Function>Unit_Needs_To_Be_Destroyed</Function>
</Destroy_Unit>
<Destroy_Unit_Minimal>
<Goal>Destroy_Unit_Minimal</Goal>
<Function>Unit_Needs_To_Be_Destroyed_Low_Desire</Function>
</Destroy_Unit_Minimal>
<Disable_Unit>
<Goal>Disable_Unit</Goal>
<Function>Unit_Needs_To_Be_Disabled</Function>
</Disable_Unit>
<Bomb_Unit>
<Goal>Bomb_Unit</Goal>
<Function>Unit_Needs_To_Be_Bombed</Function>
</Bomb_Unit>
<Sweep_Area>
<Goal>Sweep_Area</Goal>
<Function>Area_Needs_Sweeping</Function>
</Sweep_Area>
<Space_Escort_Goal>
<Goal>Space_Escort_Goal</Goal>
<Function>Unit_Needs_Escort</Function>
</Space_Escort_Goal>
<Space_Scout>
<Goal>Space_Scout</Goal>
<Function>Space_Area_Needs_Scouting</Function>
</Space_Scout>
<Hide_Transports>
<Goal>Hide_Transports</Goal>
<Function>Need_To_Hide_Units</Function>
</Hide_Transports>
<Hide_Surprise_Units>
<Goal>Hide_Surprise_Units</Goal>
<Function>Desire_To_Hide_At_Location</Function>
</Hide_Surprise_Units>
<Return_To_Base>
<Goal>Return_To_Base</Goal>
<Function>Should_Return_To_Base</Function>
</Return_To_Base>
<Patrol_Structure_Space>
<Goal>Patrol_Structure_Space</Goal>
<Function>Need_To_Patrol_Space</Function>
</Patrol_Structure_Space>
<Debug_Goal_Space>
<Goal>Debug_Goal_Space</Goal>
<Function>Want_To_Retreat_From_Space</Function>
</Debug_Goal_Space>
<Space_Retreat>
<Goal>Space_Retreat</Goal>
<Function>Should_Retreat_From_Space</Function>
</Space_Retreat>
<Ground_To_Space_Damage>
<Goal>Ground_To_Space_Damage</Goal>
<Function>Needs_Hypervelocity_Shot</Function> <!--Needs_Ion_Shot-->
</Ground_To_Space_Damage>
<!--The Ion Cannon has a self-attachment script. Currently this custom goal is the best tactic-->
<Ground_To_Space_Disable>
<Goal>Ground_To_Space_Disable</Goal>
<Function>Needs_Ion_Shot</Function> <!--Needs_Hypervelocity_Shot-->
</Ground_To_Space_Disable>
<Fire_Death_Star>
<Goal>Fire_Death_Star</Goal>
<Function>ReallyBig</Function>
</Fire_Death_Star>
<Turbo_Attack_Location>
<Goal>Turbo_Attack_Location</Goal>
<Function>Good_Turbo_Attack_Location_Opportunity</Function>
</Turbo_Attack_Location>
<Turbo_Attack_Unit>
<Goal>Turbo_Attack_Unit</Goal>
<Function>Good_Turbo_Attack_Unit_Opportunity</Function>
</Turbo_Attack_Unit>
<Space_Artillery>
<Goal>Space_Artillery</Goal>
<Function>Good_Space_Artillery_Area</Function>
</Space_Artillery>
<Tactical_Multiplayer_Build_Space_Units_Generic>
<Goal>Tactical_Multiplayer_Build_Space_Units_Generic</Goal>
<Function>Tactical_Multiplayer_Should_Build_Generic_Space</Function>
</Tactical_Multiplayer_Build_Space_Units_Generic>
<Purchase_Space_Upgrades_Generic>
<Goal>Purchase_Space_Upgrades_Generic</Goal>
<Function>Should_Purchase_Ability_Generic_Space</Function>
</Purchase_Space_Upgrades_Generic>
<Secure_Build_Pad_Space>
<Goal>Secure_Build_Pad_Space</Goal>
<Function>Need_To_Secure_Contestable_Space</Function>
</Secure_Build_Pad_Space>
<Build_Structure_Space>
<Goal>Build_Structure_Space</Goal>
<Function>Need_To_Build_Structure_Space</Function>
</Build_Structure_Space>
<Build_Refinery_Space>
<Goal>Build_Refinery_Space</Goal>
<Function>Need_To_Build_Refinery_Space</Function>
</Build_Refinery_Space>
<Burn_Units_Space>
<Goal>Burn_Units_Space</Goal>
<Function>Should_Burn_Units_Space</Function>
</Burn_Units_Space>
<Skirmish_Upgrade_Space_Station>
<Goal>Skirmish_Upgrade_Space_Station</Goal>
<Function>Skirmish_Needs_New_Space_Station_With_Multiplier</Function>
</Skirmish_Upgrade_Space_Station>
<Skirmish_Generate_Magic_Cash_Drop_Space>
<Goal>Skirmish_Generate_Magic_Cash_Drop_Space</Goal>
<Function>Skirmish_Needs_Magic_Cash_Drop_Space</Function>
</Skirmish_Generate_Magic_Cash_Drop_Space>
<Defend_Space_Station>
<Goal>Defend_Space_Station</Goal>
<Function>Need_To_Defend_Space_Station</Function>
</Defend_Space_Station>
</FunctionSet>

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<?xml version="1.0"?>
<FunctionSet>
<Ewok_Hunt>
<Goal>Ewok_Hunt</Goal>
<Function>Need_To_Ewok_Hunt</Function>
</Ewok_Hunt>
</FunctionSet>

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<?xml version="1.0"?>
<FunctionSet>
<Intervention_Upgrade_Space_Station>
<Goal>Intervention_Upgrade_Space_Station</Goal>
<Function>Intervention_Trigger_Upgrade_Space_Station</Function>
</Intervention_Upgrade_Space_Station>
<Intervention_Build_Ion_Cannons>
<Goal>Intervention_Build_Ion_Cannons</Goal>
<Function>Intervention_Trigger_Build_Ion_Cannons</Function>
</Intervention_Build_Ion_Cannons>
<Intervention_Build_Light_Vehicle_Factories>
<Goal>Intervention_Build_Light_Vehicle_Factories</Goal>
<Function>Intervention_Trigger_Build_Light_Vehicle_Factories</Function>
</Intervention_Build_Light_Vehicle_Factories>
<Intervention_Build_Heavy_Vehicle_Factories>
<Goal>Intervention_Build_Heavy_Vehicle_Factories</Goal>
<Function>Intervention_Trigger_Build_Heavy_Vehicle_Factories</Function>
</Intervention_Build_Heavy_Vehicle_Factories>
<Intervention_Accumulate_Credits>
<Goal>Intervention_Accumulate_Credits</Goal>
<Function>Intervention_Trigger_Accumulate_Credits</Function>
</Intervention_Accumulate_Credits>
<Intervention_Build_Space_Units>
<Goal>Intervention_Build_Space_Units</Goal>
<Function>Intervention_Trigger_Build_Space_Units</Function>
</Intervention_Build_Space_Units>
<Intervention_Build_Land_Units>
<Goal>Intervention_Build_Land_Units</Goal>
<Function>Intervention_Trigger_Build_Land_Units</Function>
</Intervention_Build_Land_Units>
<Intervention_Conquer_Pirate_Planet>
<Goal>Intervention_Conquer_Pirate_Planet</Goal>
<Function>Intervention_Trigger_Conquer_Pirate_Planet</Function>
</Intervention_Conquer_Pirate_Planet>
<Intervention_Scout>
<Goal>Intervention_Scout</Goal>
<Function>Intervention_Trigger_Scout</Function>
</Intervention_Scout>
<Intervention_Conquer_Enemy_Planet>
<Goal>Intervention_Conquer_Enemy_Planet</Goal>
<Function>Intervention_Trigger_Conquer_Enemy_Planet</Function>
</Intervention_Conquer_Enemy_Planet>
<Intervention_Credit_Windfall>
<Goal>Intervention_Credit_Windfall</Goal>
<Function>Intervention_Trigger_Credit_Windfall</Function>
</Intervention_Credit_Windfall>
<Intervention_Land_Unit_Windfall>
<Goal>Intervention_Land_Unit_Windfall</Goal>
<Function>Intervention_Trigger_Land_Unit_Windfall</Function>
</Intervention_Land_Unit_Windfall>
<Intervention_Space_Unit_Windfall>
<Goal>Intervention_Space_Unit_Windfall</Goal>
<Function>Intervention_Trigger_Space_Unit_Windfall</Function>
</Intervention_Space_Unit_Windfall>
<Intervention_Planet_Windfall>
<Goal>Intervention_Planet_Windfall</Goal>
<Function>Intervention_Trigger_Planet_Windfall</Function>
</Intervention_Planet_Windfall>
<Intervention_Tech_Windfall>
<Goal>Intervention_Tech_Windfall</Goal>
<Function>Intervention_Trigger_Tech_Windfall</Function>
</Intervention_Tech_Windfall>
<Intervention_Indigenous_Revolt>
<Goal>Intervention_Indigenous_Revolt</Goal>
<Function>Intervention_Trigger_Indigenous_Revolt</Function>
</Intervention_Indigenous_Revolt>
<Intervention_Hunt_Capital_Ships>
<Goal>Intervention_Hunt_Capital_Ships</Goal>
<Function>Intervention_Trigger_Hunt_Capital_Ships</Function>
</Intervention_Hunt_Capital_Ships>
<Intervention_Rebel_Smuggler>
<Goal>Intervention_Rebel_Smuggler</Goal>
<Function>Intervention_Trigger_Rebel_Smuggler</Function>
</Intervention_Rebel_Smuggler>
<Intervention_Pirate_Ambush>
<Goal>Intervention_Pirate_Ambush</Goal>
<Function>Intervention_Trigger_Pirate_Ambush</Function>
</Intervention_Pirate_Ambush>
<Intervention_Vader_Favor>
<Goal>Intervention_Vader_Favor</Goal>
<Function>Intervention_Trigger_Vader_Favor</Function>
</Intervention_Vader_Favor>
<Intervention_Imperial_Traitor>
<Goal>Intervention_Imperial_Traitor</Goal>
<Function>Intervention_Trigger_Imperial_Traitor</Function>
</Intervention_Imperial_Traitor>
<Intervention_Rebel_Sabotage>
<Goal>Intervention_Rebel_Sabotage</Goal>
<Function>Intervention_Trigger_Rebel_Sabotage</Function>
</Intervention_Rebel_Sabotage>
<Intervention_Rebel_Revolt>
<Goal>Intervention_Rebel_Revolt</Goal>
<Function>Intervention_Trigger_Rebel_Revolt</Function>
</Intervention_Rebel_Revolt>
<Intervention_Pirate_Defection>
<Goal>Intervention_Pirate_Defection</Goal>
<Function>Intervention_Trigger_Pirate_Defection</Function>
</Intervention_Pirate_Defection>
<Intervention_Refugee_Escort>
<Goal>Intervention_Refugee_Escort</Goal>
<Function>Intervention_Trigger_Refugee_Escort</Function>
</Intervention_Refugee_Escort>
<Intervention_Confront_Boba>
<Goal>Intervention_Confront_Boba</Goal>
<Function>Intervention_Trigger_Confront_Boba</Function>
</Intervention_Confront_Boba>
<Intervention_Pirate_Rescue>
<Goal>Intervention_Pirate_Rescue</Goal>
<Function>Intervention_Trigger_Pirate_Rescue</Function>
</Intervention_Pirate_Rescue>
<Intervention_Pirate_Enlightenment>
<Goal>Intervention_Pirate_Enlightenment</Goal>
<Function>Intervention_Trigger_Pirate_Enlightenment</Function>
</Intervention_Pirate_Enlightenment>
<Intervention_Pirate_Enlightenment_b>
<Goal>Intervention_Pirate_Enlightenment_b</Goal>
<Function>Intervention_Trigger_Pirate_Enlightenment_b</Function>
</Intervention_Pirate_Enlightenment_b>
<Intervention_Show_of_Strength>
<Goal>Intervention_Show_of_Strength</Goal>
<Function>Intervention_Trigger_Show_of_Strength</Function>
</Intervention_Show_of_Strength>
<Intervention_Fleet_Rescue>
<Goal>Intervention_Fleet_Rescue</Goal>
<Function>Intervention_Trigger_Fleet_Rescue</Function>
</Intervention_Fleet_Rescue>
<Intervention_Empire_Oppression>
<Goal>Intervention_Empire_Oppression</Goal>
<Function>Intervention_Trigger_Empire_Oppression</Function>
</Intervention_Empire_Oppression>
</FunctionSet>

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<?xml version="1.0"?>
<FunctionSet>
<Sandbox_Event_Contrived_Attack>
<Goal>Sandbox_Event_Contrived_Attack</Goal>
<Function>Trigger_Contrived_Attack</Function>
</Sandbox_Event_Contrived_Attack>
<Sandbox_Event_Trap_Galactic>
<Goal>Sandbox_Event_Trap_Galactic</Goal>
<Function>Trigger_Trap_Galactic</Function>
</Sandbox_Event_Trap_Galactic>
<Sandbox_Event_Trap_Land>
<Goal>Sandbox_Event_Trap_Land</Goal>
<Function>Trigger_Trap_Land</Function>
</Sandbox_Event_Trap_Land>
<Sandbox_Event_Planet_Ownership_Flip>
<Goal>Sandbox_Event_Planet_Ownership_Flip</Goal>
<Function>Trigger_Planet_Ownership_Flip</Function>
</Sandbox_Event_Planet_Ownership_Flip>
<Sandbox_Event_Fleet_Rampage>
<Goal>Sandbox_Event_Fleet_Rampage</Goal>
<Function>Trigger_Fleet_Rampage</Function>
</Sandbox_Event_Fleet_Rampage>
<Sandbox_Event_Hero_Gathering>
<Goal>Sandbox_Event_Hero_Gathering</Goal>
<Function>Trigger_Hero_Gathering</Function>
</Sandbox_Event_Hero_Gathering>
</FunctionSet>

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<?xml version="1.0"?>
<FunctionSet>
<Debug_Goal_Galactic>
<Goal>Debug_Goal_Galactic</Goal>
<Function>Empire_Should_Upgrade_Tech</Function>
</Debug_Goal_Galactic>
<Debug_Goal_Galactic_2>
<Goal>Debug_Goal_Galactic_2</Goal>
<Function>Land_Tactical_Budget_Clamped</Function>
</Debug_Goal_Galactic_2>
<Debug_Goal_Galactic_3>
<Goal>Debug_Goal_Galactic_3</Goal>
<Function>Empire_Tech_Untrigger</Function>
</Debug_Goal_Galactic_3>
<AlwaysOff>
<Goal>AlwaysOff</Goal>
<Function>Zero</Function>
</AlwaysOff>
</FunctionSet>

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<?xml version="1.0"?>
<Goals>
<Build_EM_Field_Generator>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_EM_Field_Generator>
<Build_Grenade_Mortar>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_Grenade_Mortar>
<Build_Offensive_Sensor_Node>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_Offensive_Sensor_Node>
<!-- FCU Landmode Items -->
<!-- <Build_FCU_E_Barracks>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_E_Barracks>
<Build_FCU_E_Cantina>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_E_Cantina>
<Build_FCU_E_Comm_Array>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_E_Comm_Array>
<Build_FCU_E_Utility_Pad>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_E_Utility_Pad>
<Build_FCU_E_Lt_Factory>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_E_Lt_Factory>
<Build_FCU_E_Power_Gen>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_E_Power_Gen>
<Build_FCU_E_Shield_Gen_370>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_E_Shield_Gen_370>
<Build_FCU_E_Research_Facility>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_E_Research_Facility>
<Build_FCU_E_Hv_Factory>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_E_Hv_Factory>
<Build_FCU_E_Relay_Station>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_E_Relay_Station>
<Build_FCU_E_Magnepulse_Cannon>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_E_Magnepulse_Cannon>
<Build_FCU_E_Refinery>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_E_Refinery>
<Build_FCU_E_Ad_Factory>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_E_Ad_Factory>
<Build_FCU_E_Shield_Gen_740>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_E_Shield_Gen_740>
<Build_FCU_E_Turbo_Tower>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_E_Turbo_Tower>-->
</Goals>

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<?xml version="1.0"?>
<Goals>
<Remove_Corruption>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Hero</Category>
<Reachability>Friendly_Only</Reachability>
<Time_Limit>60.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.25</Build_Time_Delay_Tolerance>
<Global_Exclusions>Remove_Corruption</Global_Exclusions>
</Remove_Corruption>
</Goals>

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<?xml version="1.0"?>
<Goals>
<Garrison_Bunker>
<AIGoalApplicationFlags>Enemy_Structure | Friendly_Structure</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Map_Control</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>60</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Garrison_Bunker>
<Orbital_Bombardment>
<AIGoalApplicationFlags>Enemy_Unit | Enemy_Structure</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Global_Exclusions>Land_Bombing_Run, Orbital_Bombardment</Global_Exclusions>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
<Tracking_Duration>60.0</Tracking_Duration>
</Orbital_Bombardment>
<Deploy_Troop_Transports>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
</Deploy_Troop_Transports>
<Garrison_Transport>
<AIGoalApplicationFlags>Friendly_Unit</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>60</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Garrison_Transport>
<Build_Bunker>
<AIGoalApplicationFlags>Friendly_Build_Pad</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
<Tracking_Duration>120.0</Tracking_Duration>
<Per_Failure_Desire_Adjust>-15.0</Per_Failure_Desire_Adjust>
</Build_Bunker>
<Skirmish_Generate_Magic_Cash_Drop_Land>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Skirmish_Generate_Magic_Cash_Drop_Land>
</Goals>

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<?xml version="1.0"?>
<Goals>
<Build_Obelisk_Tower>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_Obelisk_Tower>
<Build_Guard_Tower>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_Guard_Tower>
<Build_Landing_Pad>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_Landing_Pad>
<!-- FCU Landmode Items -->
<!-- <Build_FCU_H_Barracks>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_H_Barracks>
<Build_FCU_H_Cantina>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_H_Cantina>
<Build_FCU_H_Comm_Array>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_H_Comm_Array>
<Build_FCU_H_Utility_Pad>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_H_Utility_Pad>
<Build_FCU_H_Factory>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_H_Factory>
<Build_FCU_H_Power_Gen>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_H_Power_Gen>
<Build_FCU_H_Shield_Gen_370>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_H_Shield_Gen_370>
<Build_FCU_H_Tech_Facility>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_H_Tech_Facility>
<Build_FCU_H_Relay_Station>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_H_Relay_Station>
<Build_FCU_H_Obelisk_Tower>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_H_Obelisk_Tower>
<Build_FCU_H_Shield_Gen_740>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_H_Shield_Gen_740>
<Build_FCU_H_Beam_Tower>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_H_Beam_Tower>-->
</Goals>

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<?xml version="1.0"?>
<Goals>
<Build_MDU_Repair_Facility>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_MDU_Repair_Facility>
<Build_Mobile_Shield_Generator>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_Mobile_Shield_Generator>
<Build_Rapid_Fire_Laser>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_Rapid_Fire_Laser>
<!-- FCU Landmode Items -->
<!-- <Build_FCU_R_Barracks>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_R_Barracks>
<Build_FCU_R_Cantina>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_R_Cantina>
<Build_FCU_R_Comm_Array>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_R_Comm_Array>
<Build_FCU_R_Utility_Pad>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_R_Utility_Pad>
<Build_FCU_R_Lt_Factory>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_R_Lt_Factory>
<Build_FCU_R_Power_Gen>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_R_Power_Gen>
<Build_FCU_R_Shield_Gen_370>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_R_Shield_Gen_370>
<Build_FCU_R_Research_Facility>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_R_Research_Facility>
<Build_FCU_R_Hv_Factory>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_R_Hv_Factory>
<Build_FCU_R_Relay_Station>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_R_Relay_Station>
<Build_FCU_R_Training_Facility>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_R_Training_Facility>
<Build_FCU_R_Refinery>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_R_Refinery>
<Build_FCU_R_Hangar>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_R_Hangar>
<Build_FCU_R_Shield_Gen_740>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_R_Shield_Gen_740>
<Build_FCU_R_Turbo_Tower>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_R_Turbo_Tower>-->
</Goals>

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<?xml version="1.0"?>
<Goals>
<Corrupt_Planet>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>60.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.25</Build_Time_Delay_Tolerance>
<Tracking_Duration>300.0</Tracking_Duration>
<Per_Failure_Desire_Adjust>-20.0</Per_Failure_Desire_Adjust>
</Corrupt_Planet>
<Black_Market_Purchase>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Hero</Category>
<Reachability>Any</Reachability>
<Time_Limit>0.0</Time_Limit>
</Black_Market_Purchase>
<Hack_Super_Weapon>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Hero</Category>
<Reachability>Any</Reachability>
<Time_Limit>0.0</Time_Limit>
</Hack_Super_Weapon>
<Sabotage_Planet>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Offensive</Category>
<Reachability>Any</Reachability>
<Time_Limit>90.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.5</Build_Time_Delay_Tolerance>
<Tracking_Duration>300.0</Tracking_Duration>
<Per_Failure_Desire_Adjust>-20.0</Per_Failure_Desire_Adjust>
</Sabotage_Planet>
<Build_Underworld_Palace>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.2</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Underworld_Barracks,
Build_Underworld_Vehicle_Factory,
Build_Underworld_Droid_Works
</Is_Like>
</Build_Underworld_Palace>
<Build_Underworld_Barracks>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.2</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Underworld_Palace,
Build_Underworld_Vehicle_Factory,
Build_Underworld_Droid_Works
</Is_Like>
</Build_Underworld_Barracks>
<Build_Underworld_Vehicle_Factory>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.2</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Underworld_Palace,
Build_Underworld_Barracks,
Build_Underworld_Droid_Works
</Is_Like>
</Build_Underworld_Vehicle_Factory>
<Build_Underworld_Droid_Works>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.2</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Underworld_Palace,
Build_Underworld_Barracks,
Build_Underworld_Vehicle_Factory
</Is_Like>
</Build_Underworld_Droid_Works>
</Goals>

View File

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<?xml version="1.0"?>
<Goals>
<Mine_Structure>
<AIGoalApplicationFlags>Friendly_Structure | Friendly_Build_Pad | Friendly_Reinforcement_Point</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Map_Control</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Tracking_Duration>120.0</Tracking_Duration>
<Per_Failure_Desire_Adjust>-20.0</Per_Failure_Desire_Adjust>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Mine_Structure>
<Remote_Bomb_Friendly_Unit>
<AIGoalApplicationFlags>Friendly_Unit</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Hero</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Tracking_Duration>60.0</Tracking_Duration>
<Per_Failure_Desire_Adjust>-10.0</Per_Failure_Desire_Adjust>
</Remote_Bomb_Friendly_Unit>
<Tyber_Manager_Land>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Hero</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Tyber_Manager_Land>
<Build_Ysalamiri_Cage>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_Ysalamiri_Cage>
<Build_Rocket_Pod>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_Rocket_Pod>
<Build_Sensor_Scrambler>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_Sensor_Scrambler>
<!-- FCU Landmode Items -->
<!-- <Build_FCU_U_Barracks>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_U_Barracks>
<Build_FCU_U_Cantina>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_U_Cantina>
<Build_FCU_U_Utility_Pad>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_U_Utility_Pad>
<Build_FCU_U_Droid_Works>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_U_Droid_Works>
<Build_FCU_U_Power_Gen>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_U_Power_Gen>
<Build_FCU_U_Shield_Gen_370>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_U_Shield_Gen_370>
<Build_FCU_U_Factory>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_U_Factory>
<Build_FCU_U_Gravity_Gen>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_U_Gravity_Gen>
<Build_FCU_U_Shield_Gen_740>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_U_Shield_Gen_740>
<Build_FCU_U_Turbo_Tower>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Build_FCU_U_Turbo_Tower>-->
</Goals>

View File

@@ -0,0 +1,10 @@
<?xml version="1.0"?>
<Goals>
<Tyber_Manager_Space>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Hero</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Tyber_Manager_Space>
</Goals>

View File

@@ -0,0 +1,193 @@
<?xml version="1.0"?>
<Goals>
<!--Clear space force from a friendly planet-->
<Lift_Blockade>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Offensive</Category>
<Reachability>Single_Hop_Disconnected</Reachability>
<Time_Limit>500.0</Time_Limit>
<Build_Time_Delay_Tolerance>5.0</Build_Time_Delay_Tolerance>
</Lift_Blockade>
<Build_Weapon>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.2</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Initial_Groundbase_Only,
Build_Economic_Structure,
Build_Cantina,
Build_Hutt_Palace,
Build_Base_Shield,
Build_Base_Component_Comm_Array,
Build_Base_Component_Research_Facility,
Build_Base_Component_Officer_Academy,
Build_Base_Component_Light_Vehicle_Factory,
Build_Base_Component_Heavy_Vehicle_Factory,
Build_Base_Component_Advanced_Vehicle_Factory,
Build_Infiltrator_Facility,
Build_Turbolasers
</Is_Like>
</Build_Weapon>
<Build_Base_Shield>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.2</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Initial_Groundbase_Only,
Build_Economic_Structure,
Build_Cantina,
Build_Hutt_Palace,
Build_Weapon,
Build_Base_Component_Comm_Array,
Build_Base_Component_Research_Facility,
Build_Base_Component_Officer_Academy,
Build_Base_Component_Light_Vehicle_Factory,
Build_Base_Component_Heavy_Vehicle_Factory,
Build_Base_Component_Advanced_Vehicle_Factory,
Build_Infiltrator_Facility,
Build_Turbolasers
</Is_Like>
</Build_Base_Shield>
<Build_Jamming_Station>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.2</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Scanner,
Build_Initial_Starbase_Only,
Upgrade_Starbase
</Is_Like>
</Build_Jamming_Station>
<Remove_Smuggler>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Hero</Category>
<Reachability>Enemy_Undefended</Reachability>
</Remove_Smuggler>
<Build_Turbolasers>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.2</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Initial_Groundbase_Only,
Build_Economic_Structure,
Build_Cantina,
Build_Hutt_Palace,
Build_Base_Shield,
Build_Weapon,
Build_Base_Component_Comm_Array,
Build_Base_Component_Research_Facility,
Build_Base_Component_Officer_Academy,
Build_Base_Component_Light_Vehicle_Factory,
Build_Base_Component_Heavy_Vehicle_Factory,
Build_Base_Component_Advanced_Vehicle_Factory,
Build_Infiltrator_Facility
</Is_Like>
</Build_Turbolasers>
<Generate_Magic_Ground_Defense>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Defensive</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Is_Like>
Generate_Magic_Ground_Defense_Hard,
Generate_Magic_Ground_Defense_Easy
</Is_Like>
</Generate_Magic_Ground_Defense>
<Generate_Magic_Space_Defense>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Defensive</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Is_Like>
Generate_Magic_Space_Defense_Hard,
Generate_Magic_Space_Defense_Easy
</Is_Like>
</Generate_Magic_Space_Defense>
<Generate_Magic_Space_Defense_Easy>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Defensive</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Is_Like>
Generate_Magic_Space_Defense,
Generate_Magic_Space_Defense_Hard
</Is_Like>
</Generate_Magic_Space_Defense_Easy>
<Generate_Magic_Ground_Defense_Easy>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Defensive</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Is_Like>
Generate_Magic_Ground_Defense_Hard,
Generate_Magic_Ground_Defense
</Is_Like>
</Generate_Magic_Ground_Defense_Easy>
<Generate_Magic_Ground_Defense_Hard>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Defensive</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Is_Like>
Generate_Magic_Space_Defense,
Generate_Magic_Space_Defense_Easy
</Is_Like>
</Generate_Magic_Ground_Defense_Hard>
<Generate_Magic_Space_Defense_Hard>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Defensive</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Is_Like>
Generate_Magic_Ground_Defense,
Generate_Magic_Ground_Defense_Easy
</Is_Like>
</Generate_Magic_Space_Defense_Hard>
<Generate_Magic_Ground_Structure>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Defensive</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
</Generate_Magic_Ground_Structure>
<Generate_Magic_Cash_Drop>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Defensive</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1.0</Time_Limit>
</Generate_Magic_Cash_Drop>
</Goals>

View File

@@ -0,0 +1,12 @@
<?xml version="1.0"?>
<Goals>
<!--Deploy a scout force on a specific planet-->
<Scout_Planet>
<AIGoalApplicationFlags>Enemy | Neutral</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Information</Category>
<Reachability>Any</Reachability>
<Time_Limit>200.0</Time_Limit>
<Build_Time_Delay_Tolerance>2.0</Build_Time_Delay_Tolerance>
</Scout_Planet>
</Goals>

View File

@@ -0,0 +1,486 @@
<?xml version="1.0"?>
<Goals>
<Upgrade_Starbase>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.2</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Scanner,
Build_Initial_Starbase_Only,
Build_Jamming_Station
</Is_Like>
</Upgrade_Starbase>
<Advance_Tech_Empire>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>MajorItem</Category>
<Reachability>Any</Reachability>
<Time_Limit>120.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.3</Build_Time_Delay_Tolerance>
</Advance_Tech_Empire>
<Advance_Tech_Rebel>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Offensive</Category>
<Reachability>Any</Reachability>
<Time_Limit>0.0</Time_Limit>
<Build_Time_Delay_Tolerance>2.0</Build_Time_Delay_Tolerance>
</Advance_Tech_Rebel>
<Advance_Tech_Hutts>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>MajorItem</Category>
<Reachability>Any</Reachability>
<Time_Limit>120.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.4</Build_Time_Delay_Tolerance>
</Advance_Tech_Hutts>
<Flush_MajorItem_Budget>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Offensive</Category>
<Reachability>Any</Reachability>
<Time_Limit>0.0</Time_Limit>
<Build_Time_Delay_Tolerance>2.0</Build_Time_Delay_Tolerance>
</Flush_MajorItem_Budget>
<Reclaim_Excess_MajorItem_Budget>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Offensive</Category>
<Reachability>Any</Reachability>
<Time_Limit>0.0</Time_Limit>
<Build_Time_Delay_Tolerance>2.0</Build_Time_Delay_Tolerance>
</Reclaim_Excess_MajorItem_Budget>
<!--Build a structure that will increase a planet's income-->
<Build_Economic_Structure>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.2</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Initial_Groundbase_Only,
Build_Cantina,
Build_Arena,
Build_Hutt_Palace,
Build_Infiltrator_Facility,
Build_Base_Shield,
Build_Weapon,
Build_Base_Component_Comm_Array,
Build_Base_Component_Research_Facility,
Build_Base_Component_Officer_Academy,
Build_Base_Component_Light_Vehicle_Factory,
Build_Base_Component_Heavy_Vehicle_Factory,
Build_Base_Component_Advanced_Vehicle_Factory,
Build_Base_Component_Barracks,
Build_Turbolasers
</Is_Like>
</Build_Economic_Structure>
<!--Build a starbase on a planet that currently has none-->
<Build_Initial_Starbase_Only>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.2</Build_Time_Delay_Tolerance>
<Is_Like>
Upgrade_Starbase,
Build_Scanner,
Build_Jamming_Station
</Is_Like>
</Build_Initial_Starbase_Only>
<!--Build a groundbase on a planet that currently has none-->
<Build_Initial_Groundbase_Only>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.2</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Economic_Structure,
Build_Cantina,
Build_Hutt_Palace,
Build_Infiltrator_Facility,
Build_Base_Shield,
Build_Weapon,
Build_Base_Component_Comm_Array,
Build_Base_Component_Research_Facility,
Build_Base_Component_Officer_Academy,
Build_Base_Component_Light_Vehicle_Factory,
Build_Base_Component_Heavy_Vehicle_Factory,
Build_Base_Component_Advanced_Vehicle_Factory,
Build_Base_Component_Barracks,
Build_Turbolasers
</Is_Like>
</Build_Initial_Groundbase_Only>
<Build_Cantina>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.2</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Initial_Groundbase_Only,
Build_Economic_Structure,
Build_Hutt_Palace,
Build_Infiltrator_Facility,
Build_Base_Shield,
Build_Weapon,
Build_Base_Component_Comm_Array,
Build_Base_Component_Research_Facility,
Build_Base_Component_Officer_Academy,
Build_Base_Component_Light_Vehicle_Factory,
Build_Base_Component_Heavy_Vehicle_Factory,
Build_Base_Component_Advanced_Vehicle_Factory,
Build_Base_Component_Barracks
Build_Turbolasers
</Is_Like>
</Build_Cantina>
<Build_Arena>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.2</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Initial_Groundbase_Only,
Build_Economic_Structure,
Build_Cantina,
Build_Hutt_Palace,
Build_Infiltrator_Facility,
Build_Base_Shield,
Build_Weapon,
Build_Base_Component_Comm_Array,
Build_Base_Component_Research_Facility,
Build_Base_Component_Officer_Academy,
Build_Base_Component_Light_Vehicle_Factory,
Build_Base_Component_Heavy_Vehicle_Factory,
Build_Base_Component_Advanced_Vehicle_Factory,
Build_Base_Component_Barracks
Build_Turbolasers
</Is_Like>
</Build_Arena>
<Build_Scanner>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.2</Build_Time_Delay_Tolerance>
<Is_Like>
Upgrade_Starbase,
Build_Initial_Starbase_Only,
Build_Jamming_Station
</Is_Like>
</Build_Scanner>
<Build_Hutt_Palace>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.2</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Initial_Groundbase_Only,
Build_Economic_Structure,
Build_Cantina,
Build_Arena,
Build_Infiltrator_Facility,
Build_Base_Shield,
Build_Weapon,
Build_Base_Component_Comm_Array,
Build_Base_Component_Research_Facility,
Build_Base_Component_Officer_Academy,
Build_Base_Component_Light_Vehicle_Factory,
Build_Base_Component_Heavy_Vehicle_Factory,
Build_Base_Component_Advanced_Vehicle_Factory,
Build_Base_Component_Barracks
Build_Turbolasers
</Is_Like>
</Build_Hutt_Palace>
<Build_Infiltrator_Facility>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.2</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Initial_Groundbase_Only,
Build_Economic_Structure,
Build_Cantina,
Build_Arena,
Build_Hutt_Palace,
Build_Base_Shield,
Build_Weapon,
Build_Base_Component_Comm_Array,
Build_Base_Component_Research_Facility,
Build_Base_Component_Officer_Academy,
Build_Base_Component_Light_Vehicle_Factory,
Build_Base_Component_Heavy_Vehicle_Factory,
Build_Base_Component_Advanced_Vehicle_Factory,
Build_Base_Component_Barracks,
Build_Turbolasers
</Is_Like>
</Build_Infiltrator_Facility>
<Build_Base_Component_Light_Vehicle_Factory>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>2.0</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Initial_Groundbase_Only,
Build_Economic_Structure,
Build_Cantina,
Build_Arena,
Build_Hutt_Palace,
Build_Base_Shield,
Build_Weapon,
Build_Base_Component_Comm_Array,
Build_Base_Component_Research_Facility,
Build_Base_Component_Officer_Academy,
Build_Base_Component_Heavy_Vehicle_Factory,
Build_Base_Component_Advanced_Vehicle_Factory,
Build_Infiltrator_Facility,
Build_Base_Component_Barracks,
Build_Turbolasers
</Is_Like>
</Build_Base_Component_Light_Vehicle_Factory>
<Build_Base_Component_Heavy_Vehicle_Factory>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.5</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Initial_Groundbase_Only,
Build_Economic_Structure,
Build_Cantina,
Build_Arena,
Build_Hutt_Palace,
Build_Base_Shield,
Build_Weapon,
Build_Base_Component_Comm_Array,
Build_Base_Component_Research_Facility,
Build_Base_Component_Officer_Academy,
Build_Base_Component_Light_Vehicle_Factory,
Build_Base_Component_Advanced_Vehicle_Factory,
Build_Infiltrator_Facility,
Build_Base_Component_Barracks,
Build_Turbolasers
</Is_Like>
</Build_Base_Component_Heavy_Vehicle_Factory>
<Build_Base_Component_Advanced_Vehicle_Factory>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.5</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Initial_Groundbase_Only,
Build_Economic_Structure,
Build_Cantina,
Build_Arena,
Build_Hutt_Palace,
Build_Base_Shield,
Build_Weapon,
Build_Base_Component_Comm_Array,
Build_Base_Component_Research_Facility,
Build_Base_Component_Officer_Academy,
Build_Base_Component_Light_Vehicle_Factory,
Build_Base_Component_Heavy_Vehicle_Factory,
Build_Infiltrator_Facility,
Build_Base_Component_Barracks,
Build_Turbolasers
</Is_Like>
</Build_Base_Component_Advanced_Vehicle_Factory>
<Build_Base_Component_Power>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.2</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Initial_Groundbase_Only,
Build_Economic_Structure,
Build_Cantina,
Build_Hutt_Palace,
Build_Base_Shield,
Build_Weapon,
Build_Base_Component_Comm_Array,
Build_Base_Component_Research_Facility,
Build_Base_Component_Officer_Academy,
Build_Base_Component_Light_Vehicle_Factory,
Build_Base_Component_Heavy_Vehicle_Factory,
Build_Base_Component_Advanced_Vehicle_Factory,
Build_Infiltrator_Facility,
Build_Base_Component_Barracks,
Build_Turbolasers
</Is_Like>
</Build_Base_Component_Power>
<Build_Base_Component_Officer_Academy>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.2</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Initial_Groundbase_Only,
Build_Economic_Structure,
Build_Cantina,
Build_Hutt_Palace,
Build_Base_Shield,
Build_Weapon,
Build_Base_Component_Comm_Array,
Build_Base_Component_Research_Facility,
Build_Base_Component_Light_Vehicle_Factory,
Build_Base_Component_Heavy_Vehicle_Factory,
Build_Base_Component_Advanced_Vehicle_Factory,
Build_Infiltrator_Facility,
Build_Base_Component_Barracks,
Build_Turbolasers
</Is_Like>
</Build_Base_Component_Officer_Academy>
<Build_Base_Component_Research_Facility>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>MajorItem</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>2.0</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Initial_Groundbase_Only,
Build_Economic_Structure,
Build_Cantina,
Build_Hutt_Palace,
Build_Base_Shield,
Build_Weapon,
Build_Base_Component_Comm_Array,
Build_Base_Component_Officer_Academy,
Build_Base_Component_Light_Vehicle_Factory,
Build_Base_Component_Heavy_Vehicle_Factory,
Build_Base_Component_Advanced_Vehicle_Factory,
Build_Infiltrator_Facility,
Build_Base_Component_Research_Facility_2,
Build_Base_Component_Barracks,
Build_Turbolasers
</Is_Like>
<Global_Exclusions>
Build_Base_Component_Research_Facility,
Build_Base_Component_Research_Facility_2
</Global_Exclusions>
</Build_Base_Component_Research_Facility>
<Build_Base_Component_Research_Facility_2>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>2.0</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Initial_Groundbase_Only,
Build_Economic_Structure,
Build_Cantina,
Build_Hutt_Palace,
Build_Base_Shield,
Build_Weapon,
Build_Base_Component_Comm_Array,
Build_Base_Component_Officer_Academy,
Build_Base_Component_Light_Vehicle_Factory,
Build_Base_Component_Heavy_Vehicle_Factory,
Build_Base_Component_Advanced_Vehicle_Factory,
Build_Infiltrator_Facility,
Build_Base_Component_Research_Facility,
Build_Base_Component_Barracks,
Build_Turbolasers
</Is_Like>
<Global_Exclusions>
Build_Base_Component_Research_Facility,
Build_Base_Component_Research_Facility_2
</Global_Exclusions>
</Build_Base_Component_Research_Facility_2>
<Build_Base_Component_Comm_Array>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.2</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Initial_Groundbase_Only,
Build_Economic_Structure,
Build_Cantina,
Build_Hutt_Palace,
Build_Base_Shield,
Build_Weapon,
Build_Base_Component_Research_Facility,
Build_Base_Component_Officer_Academy,
Build_Base_Component_Light_Vehicle_Factory,
Build_Base_Component_Heavy_Vehicle_Factory,
Build_Base_Component_Advanced_Vehicle_Factory,
Build_Infiltrator_Facility,
Build_Base_Component_Barracks,
Build_Turbolasers
</Is_Like>
</Build_Base_Component_Comm_Array>
<Build_Base_Component_Barracks>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Infrastructure</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Build_Time_Delay_Tolerance>2.0</Build_Time_Delay_Tolerance>
<Is_Like>
Build_Initial_Groundbase_Only,
Build_Economic_Structure,
Build_Cantina,
Build_Hutt_Palace,
Build_Base_Shield,
Build_Weapon,
Build_Base_Component_Comm_Array,
Build_Base_Component_Research_Facility,
Build_Base_Component_Officer_Academy,
Build_Base_Component_Light_Vehicle_Factory,
Build_Base_Component_Heavy_Vehicle_Factory,
Build_Base_Component_Advanced_Vehicle_Factory,
Build_Infiltrator_Facility,
Build_Turbolasers
</Is_Like>
</Build_Base_Component_Barracks>
</Goals>

View File

@@ -0,0 +1,370 @@
<?xml version="1.0"?>
<Goals>
<Intervention_Upgrade_Space_Station>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>
Intervention_Upgrade_Space_Station
</Global_Exclusions>
</Intervention_Upgrade_Space_Station>
<Intervention_Build_Space_Units>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>
Intervention_Build_Space_Units,
Intervention_Build_Land_Units
</Global_Exclusions>
</Intervention_Build_Space_Units>
<Intervention_Build_Land_Units>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>
Intervention_Build_Space_Units,
Intervention_Build_Land_Units
</Global_Exclusions>
</Intervention_Build_Land_Units>
<Intervention_Build_Light_Vehicle_Factories>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>
Intervention_Build_Light_Vehicle_Factories,
Intervention_Build_Heavy_Vehicle_Factories,
Intervention_Build_Ion_Cannons
</Global_Exclusions>
</Intervention_Build_Light_Vehicle_Factories>
<Intervention_Build_Heavy_Vehicle_Factories>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>
Intervention_Build_Light_Vehicle_Factories,
Intervention_Build_Heavy_Vehicle_Factories,
Intervention_Build_Ion_Cannons
</Global_Exclusions>
</Intervention_Build_Heavy_Vehicle_Factories>
<Intervention_Conquer_Pirate_Planet>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Enemy_Destination</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>
Intervention_Conquer_Pirate_Planet,
Intervention_Conquer_Enemy_Planet,
Intervention_Planet_Windfall,
Intervention_Indigenous_Revolt
</Global_Exclusions>
<Is_Like>
Intervention_Scout
</Is_Like>
</Intervention_Conquer_Pirate_Planet>
<Intervention_Build_Ion_Cannons>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>
Intervention_Build_Light_Vehicle_Factories,
Intervention_Build_Heavy_Vehicle_Factories,
Intervention_Build_Ion_Cannons
</Global_Exclusions>
</Intervention_Build_Ion_Cannons>
<Intervention_Accumulate_Credits>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>
Intervention_Accumulate_Credits
</Global_Exclusions>
</Intervention_Accumulate_Credits>
<Intervention_Scout>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>
Intervention_Scout
</Global_Exclusions>
<Is_Like>
Intervention_Conquer_Enemy_Planet,
Intervention_Conquer_Pirate_Planet
</Is_Like>
<Tracking_Duration>-1</Tracking_Duration>
<Per_Failure_Desire_Adjust>-1.0</Per_Failure_Desire_Adjust>
</Intervention_Scout>
<Intervention_Conquer_Enemy_Planet>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Enemy_Destination</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>
Intervention_Conquer_Pirate_Planet,
Intervention_Conquer_Enemy_Planet,
Intervention_Planet_Windfall,
Intervention_Indigenous_Revolt
</Global_Exclusions>
<Is_Like>
Intervention_Scout
</Is_Like>
</Intervention_Conquer_Enemy_Planet>
<Intervention_Credit_Windfall>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>
Intervention_Credit_Windfall,
Intervention_Land_Unit_Windfall,
Intervention_Space_Unit_Windfall,
Intervention_Planet_Windfall,
Intervention_Tech_Windfall
</Global_Exclusions>
</Intervention_Credit_Windfall>
<Intervention_Land_Unit_Windfall>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>
Intervention_Credit_Windfall,
Intervention_Land_Unit_Windfall,
Intervention_Space_Unit_Windfall,
Intervention_Planet_Windfall,
Intervention_Tech_Windfall
</Global_Exclusions>
</Intervention_Land_Unit_Windfall>
<Intervention_Space_Unit_Windfall>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>
Intervention_Credit_Windfall,
Intervention_Land_Unit_Windfall,
Intervention_Space_Unit_Windfall,
Intervention_Planet_Windfall,
Intervention_Tech_Windfall
</Global_Exclusions>
</Intervention_Space_Unit_Windfall>
<Intervention_Planet_Windfall>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Enemy_Destination</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>
Intervention_Credit_Windfall,
Intervention_Land_Unit_Windfall,
Intervention_Space_Unit_Windfall,
Intervention_Planet_Windfall,
Intervention_Conquer_Enemy_Planet,
Intervention_Tech_Windfall
</Global_Exclusions>
</Intervention_Planet_Windfall>
<Intervention_Tech_Windfall>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>
Intervention_Credit_Windfall,
Intervention_Land_Unit_Windfall,
Intervention_Space_Unit_Windfall,
Intervention_Planet_Windfall,
Intervention_Tech_Windfall
</Global_Exclusions>
</Intervention_Tech_Windfall>
<Intervention_Indigenous_Revolt>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Enemy_Destination</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>
Intervention_Conquer_Pirate_Planet,
Intervention_Conquer_Enemy_Planet,
Intervention_Planet_Windfall,
Intervention_Indigenous_Revolt
</Global_Exclusions>
</Intervention_Indigenous_Revolt>
<Intervention_Hunt_Capital_Ships>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
</Intervention_Hunt_Capital_Ships>
<Intervention_Rebel_Smuggler>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Enemy_Destination</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>Intervention_Rebel_Smuggler</Global_Exclusions>
</Intervention_Rebel_Smuggler>
<Intervention_Pirate_Ambush>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
</Intervention_Pirate_Ambush>
<Intervention_Vader_Favor>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Enemy_Destination</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>Intervention_Vader_Favor</Global_Exclusions>
</Intervention_Vader_Favor>
<Intervention_Imperial_Traitor>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>Intervention_Imperial_Traitor</Global_Exclusions>
</Intervention_Imperial_Traitor>
<Intervention_Rebel_Sabotage>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>Intervention_Rebel_Sabotage</Global_Exclusions>
</Intervention_Rebel_Sabotage>
<Intervention_Rebel_Revolt>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>Intervention_Rebel_Revolt</Global_Exclusions>
</Intervention_Rebel_Revolt>
<Intervention_Pirate_Defection>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>Intervention_Pirate_Defection</Global_Exclusions>
</Intervention_Pirate_Defection>
<Intervention_Refugee_Escort>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>Intervention_Refugee_Escort</Global_Exclusions>
</Intervention_Refugee_Escort>
<Intervention_Confront_Boba>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Enemy_Destination</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>Intervention_Confront_Boba</Global_Exclusions>
</Intervention_Confront_Boba>
<Intervention_Pirate_Rescue>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Enemy_Destination</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>Intervention_Pirate_Rescue</Global_Exclusions>
</Intervention_Pirate_Rescue>
<Intervention_Pirate_Enlightenment>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Enemy_Destination</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>Intervention_Pirate_Enlightenment</Global_Exclusions>
</Intervention_Pirate_Enlightenment>
<Intervention_Pirate_Enlightenment_b>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Enemy_Destination</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>Intervention_Pirate_Enlightenment_b</Global_Exclusions>
</Intervention_Pirate_Enlightenment_b>
<Intervention_Show_of_Strength>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>Intervention_Show_of_Strength</Global_Exclusions>
</Intervention_Show_of_Strength>
<Intervention_Fleet_Rescue>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Enemy_Destination</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>Intervention_Fleet_Rescue</Global_Exclusions>
</Intervention_Fleet_Rescue>
<Intervention_Empire_Oppression>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Interventions</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>Intervention_Empire_Oppression</Global_Exclusions>
</Intervention_Empire_Oppression>
</Goals>

View File

@@ -0,0 +1,468 @@
<?xml version="1.0"?>
<Goals>
<Clear_Infantry>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>High_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Clear_Infantry>
<Clear_Vehicles>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Medium_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Clear_Vehicles>
<Destroy_Land_Unit>
<AIGoalApplicationFlags>Enemy_Unit</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Destroy_Land_Unit>
<Land_Scout_Area>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Land_Scout_Area>
<Hold_Position>
<AIGoalApplicationFlags>Friendly_Reinforcement_Point</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Hold_Position>
<Destroy_Structure>
<AIGoalApplicationFlags>Enemy_Structure</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Destroy_Structure>
<Destroy_Turbolaser>
<AIGoalApplicationFlags>Enemy_Structure</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Destroy_Turbolaser>
<Land_Retreat>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>240.0</Time_Limit>
</Land_Retreat>
<Land_Escort>
<AIGoalApplicationFlags>Friendly_Unit</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Land_Escort>
<Airstrike>
<AIGoalApplicationFlags>Enemy_Structure | Enemy_Unit</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Global_Exclusions>Airstrike</Global_Exclusions>
</Airstrike>
<Clean_Up>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Clean_Up>
<Fund_Tactical_Structures>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Tactical_Untargeted</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Fund_Tactical_Structures>
<Land_Bombing_Run>
<AIGoalApplicationFlags>Enemy_Structure | Enemy_Unit</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Global_Exclusions>Land_Bombing_Run</Global_Exclusions>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
<Tracking_Duration>60.0</Tracking_Duration>
<Per_Failure_Desire_Adjust>-5.0</Per_Failure_Desire_Adjust>
</Land_Bombing_Run>
<Build_AntiVehicle_Turret>
<AIGoalApplicationFlags>Friendly_Build_Pad</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Global_Exclusions>Build_AntiVehicle_Turret</Global_Exclusions>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
<Tracking_Duration>120.0</Tracking_Duration>
<Per_Failure_Desire_Adjust>-15.0</Per_Failure_Desire_Adjust>
</Build_AntiVehicle_Turret>
<Build_AntiAir_Turret>
<AIGoalApplicationFlags>Friendly_Build_Pad</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Global_Exclusions>Build_AntiAir_Turret</Global_Exclusions>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Build_AntiAir_Turret>
<Build_AntiInfantry_Turret>
<AIGoalApplicationFlags>Friendly_Build_Pad</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Global_Exclusions>Build_AntiInfantry_Turret</Global_Exclusions>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
<Tracking_Duration>120.0</Tracking_Duration>
<Per_Failure_Desire_Adjust>-15.0</Per_Failure_Desire_Adjust>
</Build_AntiInfantry_Turret>
<Build_Bacta_Tank>
<AIGoalApplicationFlags>Friendly_Build_Pad</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Global_Exclusions>Build_Bacta_Tank</Global_Exclusions>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Build_Bacta_Tank>
<Build_Repair_Bay>
<AIGoalApplicationFlags>Friendly_Build_Pad</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Med_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Global_Exclusions>Build_Repair_Bay</Global_Exclusions>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Build_Repair_Bay>
<Sell_Tactical_Structure>
<AIGoalApplicationFlags>Friendly_Build_Pad</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Global_Exclusions>Sell_Tactical_Structure</Global_Exclusions>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Sell_Tactical_Structure>
<Steal_Vehicle>
<AIGoalApplicationFlags>Enemy_Unit</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Hero</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Steal_Vehicle>
<Flame_Infantry>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Hero</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Flame_Infantry>
<Patrol>
<AIGoalApplicationFlags>Friendly_Structure</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Defensive</Category>
<Reachability>Any_Threat</Reachability>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Patrol>
<Defend_Structure>
<AIGoalApplicationFlags>Friendly_Structure</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Defend_Structure>
<PreDefend_Structure>
<AIGoalApplicationFlags>Enemy_Unit</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any_Threat</Reachability>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
<Global_Exclusions>PreDefend_Structure</Global_Exclusions>
</PreDefend_Structure>
<Ewok_Hunt>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
<Activation_Tracking_Duration>120</Activation_Tracking_Duration>
</Ewok_Hunt>
<Fire_Magnepulse>
<AIGoalApplicationFlags>Enemy_Unit</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Fire_Magnepulse>
<Tactical_Multiplayer_Build_Land_Units_Generic>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Tactical_Multiplayer_Build_Land_Units_Generic>
<Purchase_Land_Upgrades_Generic>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Purchase_Land_Upgrades_Generic>
<Purchase_Early_Land_Upgrades>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Purchase_Early_Land_Upgrades>
<Tactical_Multiplayer_Build_Basic_Structure>
<AIGoalApplicationFlags>Friendly_Build_Pad</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Tactical_Multiplayer_Build_Basic_Structure>
<Tactical_Multiplayer_Build_Barracks>
<AIGoalApplicationFlags>Friendly_Build_Pad</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Tactical_Multiplayer_Build_Barracks>
<Tactical_Multiplayer_Build_Command_Center>
<AIGoalApplicationFlags>Friendly_Build_Pad</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Tactical_Multiplayer_Build_Command_Center>
<Tactical_Multiplayer_Build_Infantry_Emergency>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Tactical_Multiplayer_Build_Infantry_Emergency>
<Build_Econ_Structure>
<AIGoalApplicationFlags>Friendly_Build_Pad</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Build_Econ_Structure>
<!--This plan is for claiming contestable build pads (enemy includes neutral pads).-->
<Secure_Contestable>
<AIGoalApplicationFlags>Enemy_Build_Pad | Enemy_Reinforcement_Point | Enemy_Structure</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Map_Control</Category>
<Reachability>Low_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>60</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-5.0</Per_Activation_Failure_Desire_Adjust>
</Secure_Contestable>
<Secure_Contestable_Escorted>
<AIGoalApplicationFlags>Enemy_Build_Pad | Enemy_Reinforcement_Point | Enemy_Structure</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Map_Control</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-50.0</Per_Activation_Failure_Desire_Adjust>
</Secure_Contestable_Escorted>
<Burn_Units_Land>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Burn_Units_Land>
<Tech_Upgrade_Emergency>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Tech_Upgrade_Emergency>
<Droids>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Hero</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Droids>
<ObiWanAssists>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Hero</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</ObiWanAssists>
<HanSoloAssists>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Hero</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</HanSoloAssists>
<VaderAssists>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Hero</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</VaderAssists>
<PalpatineManager>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Hero</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</PalpatineManager>
<Land_Heroes>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Hero</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Land_Heroes>
<Defensive_Rush>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Defensive_Rush>
<Secure_Victory_Control_Point>
<AIGoalApplicationFlags>Enemy_Reinforcement_Point</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Secure_Victory_Control_Point>
<Debug_Goal_Land_1>
<AIGoalApplicationFlags>Friendly_Unit | Friendly_Structure</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>240.0</Time_Limit>
</Debug_Goal_Land_1>
<Debug_Goal_Land_2>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>240.0</Time_Limit>
</Debug_Goal_Land_2>
</Goals>

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<?xml version="1.0"?>
<Goals>
<!--Take control of a planet
Learning: if the goal failed on a given target within duration, increase contrast (in the plan)
but don't decrease desirability.-->
<Conquer_Pirate>
<AIGoalApplicationFlags>Enemy | Neutral</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Offensive</Category>
<Reachability>Enemy_destination</Reachability>
<Time_Limit>90.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.3</Build_Time_Delay_Tolerance>
<Is_Like>Conquer_To_Reconnect, Raid</Is_Like>
<Tracking_Duration>600</Tracking_Duration>
<Per_Failure_Desire_Adjust>1.0</Per_Failure_Desire_Adjust>
<Activation_Tracking_Duration>60</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-5.0</Per_Activation_Failure_Desire_Adjust>
</Conquer_Pirate>
<!--Take control of a planet that is dividing our connectivity
Learning: if the goal failed on a given target within duration, increase contrast (in the plan)
and slightly decrease desirability.
<Reachability>Enemy_destination</Reachability>-->
<Conquer_To_Reconnect>
<AIGoalApplicationFlags>Enemy | Neutral</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Offensive</Category>
<Reachability>Single_Hop_Disconnected</Reachability>
<Time_Limit>90.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.5</Build_Time_Delay_Tolerance>
<Is_Like>Conquer_Pirate</Is_Like>
<Tracking_Duration>300</Tracking_Duration>
<Per_Failure_Desire_Adjust>-5.0</Per_Failure_Desire_Adjust>
<Activation_Tracking_Duration>120</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-8.0</Per_Activation_Failure_Desire_Adjust>
<Global_Exclusions>Conquer_Opponent, Raid, Conquer_To_Reconnect, Death_Star_Use</Global_Exclusions>
<Tracking_Duration>300</Tracking_Duration>
</Conquer_To_Reconnect>
<!--Markup with a bonus systems which on the way toward a juicy target-->
<Distant_System_Path_Bonus>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Always</Category>
<Reachability>Any</Reachability>
<Time_Limit>0.0</Time_Limit>
<Build_Time_Delay_Tolerance>0.0</Build_Time_Delay_Tolerance>
</Distant_System_Path_Bonus>
<!--Use stealth units to harass a planet
Learning: if the stealth unit failed in their plan (was killed) within the last 10 minutes,
the AI won't try that target again.-->
<Weaken_Planet>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Offensive</Category>
<Reachability>Any</Reachability>
<Build_Time_Delay_Tolerance>1.1</Build_Time_Delay_Tolerance>
<Time_Limit>60.0</Time_Limit>
<Tracking_Duration>600</Tracking_Duration>
<Per_Failure_Desire_Adjust>-10.0</Per_Failure_Desire_Adjust>
</Weaken_Planet>
<!--Take control of a planet that is NOT pirate or neutral-->
<Conquer_Opponent>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Offensive</Category>
<Reachability>Enemy_destination</Reachability>
<Time_Limit>240.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.3</Build_Time_Delay_Tolerance>
<Is_Like>Conquer_To_Reconnect</Is_Like>
<Activation_Tracking_Duration>120</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-8.0</Per_Activation_Failure_Desire_Adjust>
<Global_Exclusions>Conquer_Opponent, Raid, Conquer_To_Reconnect, Death_Star_Use</Global_Exclusions>
<Tracking_Duration>300</Tracking_Duration>
</Conquer_Opponent>
<!--Grow one's force when there's nothing else to do-->
<!--It's a safe bet because the units we produce will go-->
<!--into the free-store for future offensive goals, so we're-->
<!--not throwing money away on things we might not need.-->
<Build_Ground_Forces>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Offensive</Category>
<Reachability>Any</Reachability>
<Time_Limit>200.0</Time_Limit>
<Build_Time_Delay_Tolerance>2.0</Build_Time_Delay_Tolerance>
</Build_Ground_Forces>
<Build_Space_Forces>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Offensive</Category>
<Reachability>Any</Reachability>
<Time_Limit>200.0</Time_Limit>
<Build_Time_Delay_Tolerance>2.0</Build_Time_Delay_Tolerance>
</Build_Space_Forces>
<!--Because it's in the Hero category, the Death Star never receives any budget.
It must be built by other means than chance affordability. Currently this is done via MajorItem purchasing.
<Tracking_Duration>900</Tracking_Duration>
<Per_Failure_Desire_Adjust>-50.0</Per_Failure_Desire_Adjust>-->
<Death_Star_Use>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Offensive</Category>
<Reachability>Enemy_destination</Reachability>
<Time_Limit>240.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.3</Build_Time_Delay_Tolerance>
<Is_Like>Conquer_To_Reconnect, Conquer_Opponent</Is_Like>
<Global_Exclusions>Conquer_Opponent, Raid, Conquer_To_Reconnect, Death_Star_Use</Global_Exclusions>
</Death_Star_Use>
<Raid>
<AIGoalApplicationFlags>Enemy | Neutral</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Offensive</Category>
<Reachability>Enemy_Undefended</Reachability>
<Time_Limit>180.0</Time_Limit>
<Build_Time_Delay_Tolerance>2.0</Build_Time_Delay_Tolerance>
<Is_Like>Conquer_Pirate</Is_Like>
<Global_Exclusions>Conquer_Opponent, Raid, Conquer_To_Reconnect</Global_Exclusions>
<Activation_Tracking_Duration>120</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-8.0</Per_Activation_Failure_Desire_Adjust>
<Global_Exclusions>Conquer_Opponent, Raid, Conquer_To_Reconnect</Global_Exclusions>
<Tracking_Duration>300</Tracking_Duration>
</Raid>
<Unrestricted_Grab_Space>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Offensive</Category>
<Reachability>Enemy_destination</Reachability>
<Time_Limit>240.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.3</Build_Time_Delay_Tolerance>
<Activation_Tracking_Duration>120</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-8.0</Per_Activation_Failure_Desire_Adjust>
<Is_Like>Conquer_Opponent, Raid, Conquer_To_Reconnect, Death_Star_Use</Is_Like>
<Tracking_Duration>300</Tracking_Duration>
</Unrestricted_Grab_Space>
<Unrestricted_Grab_Land>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Offensive</Category>
<Reachability>Enemy_destination</Reachability>
<Time_Limit>240.0</Time_Limit>
<Build_Time_Delay_Tolerance>1.3</Build_Time_Delay_Tolerance>
<Activation_Tracking_Duration>120</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-8.0</Per_Activation_Failure_Desire_Adjust>
<Is_Like>Conquer_Opponent, Raid, Conquer_To_Reconnect, Death_Star_Use</Is_Like>
<Tracking_Duration>300</Tracking_Duration>
</Unrestricted_Grab_Land>
</Goals>

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<?xml version="1.0"?>
<Goals>
<Destroy_Unit>
<AIGoalApplicationFlags>Enemy_Unit | Enemy_Structure</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Destroy_Unit>
<Destroy_Unit_Minimal>
<AIGoalApplicationFlags>Enemy_Unit | Enemy_Structure</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Destroy_Unit_Minimal>
<Disable_Unit>
<AIGoalApplicationFlags>Enemy_Unit | Enemy_Structure</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Disable_Unit>
<Bomb_Unit>
<AIGoalApplicationFlags>Enemy_Unit | Enemy_Structure</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Bomb_Unit>
<Sweep_Area>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Sweep_Area>
<Space_Scout>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Space_Scout>
<Space_Escort_Goal>
<AIGoalApplicationFlags>Friendly_Unit</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Defensive</Category>
<Reachability>Any</Reachability>
<Time_Limit>240.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Space_Escort_Goal>
<Hide_Transports>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Defensive</Category>
<Reachability>Any</Reachability>
<Time_Limit>240.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Hide_Transports>
<Hide_Surprise_Units>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any</Reachability>
<Time_Limit>240.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Hide_Surprise_Units>
<Return_To_Base>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Defensive</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Return_To_Base>
<Patrol_Structure_Space>
<AIGoalApplicationFlags>Friendly_Structure</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Defensive</Category>
<Reachability>Medium_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Patrol_Structure_Space>
<Debug_Goal_Space>
<AIGoalApplicationFlags>Enemy_Unit | Enemy_Structure</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>NoBudget</Category>
<Reachability>Any</Reachability>
<Time_Limit>0.0</Time_Limit>
</Debug_Goal_Space>
<Space_Retreat>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Defensive</Category>
<Reachability>Any</Reachability>
<Time_Limit>240.0</Time_Limit>
</Space_Retreat>
<Ground_To_Space_Damage>
<AIGoalApplicationFlags>Enemy_Unit | Enemy_Structure</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any</Reachability>
<Time_Limit>0.0</Time_Limit>
</Ground_To_Space_Damage>
<Ground_To_Space_Disable>
<AIGoalApplicationFlags>Enemy_Unit | Enemy_Structure</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Tactical_Targeted</Category>
<Reachability>Any</Reachability>
<Time_Limit>0.0</Time_Limit>
</Ground_To_Space_Disable>
<Fire_Death_Star>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Tactical_Untargeted</Category>
<Reachability>Any</Reachability>
<Time_Limit>0.0</Time_Limit>
</Fire_Death_Star>
<Turbo_Attack_Location>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Med_Priority</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Turbo_Attack_Location>
<Turbo_Attack_Unit>
<AIGoalApplicationFlags>Enemy_Unit</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Med_Priority</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Turbo_Attack_Unit>
<Space_Artillery>
<AIGoalApplicationFlags>Tactical_Location</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Med_Priority</Category>
<Reachability>Any</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Space_Artillery>
<Tactical_Multiplayer_Build_Space_Units_Generic>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Tactical_Multiplayer_Build_Space_Units_Generic>
<Purchase_Space_Upgrades_Generic>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Purchase_Space_Upgrades_Generic>
<!--This plan is for claiming contestable build pads (enemy includes neutral pads).
Separate plans handle the destruction of enemy structures that may be on a build pad.-->
<Secure_Build_Pad_Space>
<AIGoalApplicationFlags>Enemy_Build_Pad</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Map_Control</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>30.0</Time_Limit>
<Activation_Tracking_Duration>20</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Secure_Build_Pad_Space>
<Build_Structure_Space>
<AIGoalApplicationFlags>Friendly_Build_Pad</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>Med_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
<Activation_Tracking_Duration>60</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Build_Structure_Space>
<Build_Refinery_Space>
<AIGoalApplicationFlags>Friendly_Build_Pad</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
<Activation_Tracking_Duration>60</Activation_Tracking_Duration>
<Per_Activation_Failure_Desire_Adjust>-15.0</Per_Activation_Failure_Desire_Adjust>
</Build_Refinery_Space>
<Burn_Units_Space>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Burn_Units_Space>
<Skirmish_Upgrade_Space_Station>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Skirmish_Upgrade_Space_Station>
<Skirmish_Generate_Magic_Cash_Drop_Space>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Skirmish_Generate_Magic_Cash_Drop_Space>
<Defend_Space_Station>
<AIGoalApplicationFlags>Friendly_Structure</AIGoalApplicationFlags>
<GameMode>Space</GameMode>
<Category>High_Priority</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>0.0</Time_Limit>
</Defend_Space_Station>
</Goals>

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<?xml version="1.0"?>
<Goals>
<Sandbox_Event_Contrived_Attack>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Sandbox_Events</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Is_Like>
Conquer_Opponent,Raid,Conquer_To_Reconnect
</Is_Like>
<Global_Exclusions>
Sandbox_Event_Planet_Ownership_Flip,
Sandbox_Event_Contrived_Attack
</Global_Exclusions>
</Sandbox_Event_Contrived_Attack>
<Sandbox_Event_Trap_Galactic>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Sandbox_Events</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>
Sandbox_Event_Trap_Galactic,
Sandbox_Event_Hero_Gathering
</Global_Exclusions>
<Is_Like>
Generate_Magic_Space_Defense,
Generate_Magic_Ground_Defense,
Generate_Magic_Space_Defense_Easy,
Generate_Magic_Ground_Defense_Easy,
Generate_Magic_Space_Defense_Hard,
Generate_Magic_Ground_Defense_Hard,
Build_Turbolasers,
Build_Base_Shield
</Is_Like>
</Sandbox_Event_Trap_Galactic>
<Sandbox_Event_Trap_Land>
<AIGoalApplicationFlags>Global</AIGoalApplicationFlags>
<GameMode>Land</GameMode>
<Category>Sandbox_Events</Category>
<Reachability>Any_Threat</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>Sandbox_Event_Trap_Land</Global_Exclusions>
</Sandbox_Event_Trap_Land>
<Sandbox_Event_Planet_Ownership_Flip>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Sandbox_Events</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Is_Like>
Conquer_Opponent,Raid,Conquer_To_Reconnect
</Is_Like>
<Global_Exclusions>
Sandbox_Event_Planet_Ownership_Flip,
Sandbox_Event_Contrived_Attack
</Global_Exclusions>
</Sandbox_Event_Planet_Ownership_Flip>
<Sandbox_Event_Fleet_Rampage>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<AIGoalApplicationFlags>Enemy</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Sandbox_Events</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Is_Like>
Conquer_Opponent,Raid,Conquer_To_Reconnect
</Is_Like>
<Global_Exclusions>
Sandbox_Event_Fleet_Rampage
</Global_Exclusions>
</Sandbox_Event_Fleet_Rampage>
<Sandbox_Event_Hero_Gathering>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>Sandbox_Events</Category>
<Reachability>Any</Reachability>
<Time_Limit>-1</Time_Limit>
<Global_Exclusions>
Sandbox_Event_Trap_Galactic,
Sandbox_Event_Hero_Gathering
</Global_Exclusions>
</Sandbox_Event_Hero_Gathering>
</Goals>

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<?xml version="1.0"?>
<Goals>
<Debug_Goal_Galactic>
<AIGoalApplicationFlags>Friendly | Enemy | Neutral</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>NoBudget</Category>
<Reachability>Enemy_Undefended</Reachability>
<Time_Limit>10.0</Time_Limit>
<Build_Time_Delay_Tolerance>2.0</Build_Time_Delay_Tolerance>
</Debug_Goal_Galactic>
<Debug_Goal_Galactic_2>
<AIGoalApplicationFlags>Friendly | Enemy | Neutral</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>NoBudget</Category>
<Reachability>Enemy_Undefended</Reachability>
<Time_Limit>10.0</Time_Limit>
<Build_Time_Delay_Tolerance>2.0</Build_Time_Delay_Tolerance>
</Debug_Goal_Galactic_2>
<Debug_Goal_Galactic_3>
<AIGoalApplicationFlags>Friendly | Enemy | Neutral</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>NoBudget</Category>
<Reachability>Any</Reachability>
<Time_Limit>10.0</Time_Limit>
<Build_Time_Delay_Tolerance>2.0</Build_Time_Delay_Tolerance>
</Debug_Goal_Galactic_3>
<AlwaysOff>
<AIGoalApplicationFlags>Friendly</AIGoalApplicationFlags>
<GameMode>Galactic</GameMode>
<Category>NoBudget</Category>
<Reachability>Any</Reachability>
<Time_Limit>0</Time_Limit>
<Build_Time_Delay_Tolerance>0</Build_Time_Delay_Tolerance>
</AlwaysOff>
</Goals>

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<?xml version="1.0"?>
<HintSets>
<Test_Hint_Set>
<Chokepoint>0.0</Chokepoint>
<High_Ground>0.0</High_Ground>
<Base_Entry>0.0</Base_Entry>
<Base_Perch_Point>0.0</Base_Perch_Point>
<Base>0.0</Base>
<Retreat>0.0</Retreat>
</Test_Hint_Set>
<Galactic_Hints>
<Chokepoint>0.0</Chokepoint>
<OffenseDelayGround>0.0</OffenseDelayGround>
<OffenseDelaySpace>0.0</OffenseDelaySpace>
<PriorityTarget>0.0</PriorityTarget>
</Galactic_Hints>
</HintSets>

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<?xml version="1.0" ?>
<Equations>
<Should_Build_EM_Field_Generator>
50.0
*
((Variable_Target.FriendlyForce {Parameter_Category = GameObjectCategoryType[Structure]}
+
Variable_Target.FriendlyForce {Parameter_Category = GameObjectCategoryType[Vehicle]})
+
(100.0 > Variable_Target.DistanceToNearestFriendly {Parameter_Type = "Empire_Mineral_Processor",
Parameter_Type = "Empire_Ground_Mining_Facility"}))
</Should_Build_EM_Field_Generator>
<Should_Build_Grenade_Mortar>
50.0
*
Variable_Target.EnemyForce {Parameter_Category = GameObjectCategoryType[Vehicle]}
*
Variable_Target.FriendlyForce
</Should_Build_Grenade_Mortar>
<Should_Build_Offensive_Sensor_Node>
40.0
*
((Variable_Target.DistanceToNearestFriendly > 300.0) * (Variable_Target.DistanceToNearestEnemy > 300.0)
+
Variable_Target.EnemyForce {Parameter_Category = GameObjectCategoryType[Infantry]}
*
Variable_Target.FriendlyForce)
</Should_Build_Offensive_Sensor_Node>
</Equations>

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<?xml version="1.0" ?>
<Equations>
<Should_Remove_Corruption>
50.0
*
Variable_Target.IsCorrupted
*
(Variable_Target.TimeSinceCorruptionChange > 180.0)
</Should_Remove_Corruption>
<Roaming_Empire_Fleet_Target>
Variable_Target.IsHumanControlled
*
Variable_Target.EnemyForce.SpaceTotal
</Roaming_Empire_Fleet_Target>
</Equations>

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<?xml version="1.0"?>
<Equations>
<Should_Garrison_Bunker>
20.0
*
(Variable_Target.GarrisonSlotsAvailable > 0)
*
(Variable_Self.IsDefender +
((Game.IsCampaignGame == 0)
*
Function_Is_Initial_Skirmish_State_Established.Evaluate
*
(Function_May_Lose_Land_Control_Game.Evaluate == 0.0)))
*
(Variable_Target.Type.IsType {Parameter_Type = "Garrison_Bunker_Capturable"}
+
Variable_Target.Type.IsType {Parameter_Type = "Garrison_Bunker_Rebel_Pad"<!--, Parameter_Type = "FCU_Garrison_Bunker_Rebel", Parameter_Type = "FCU_Garrison_Bunker_Rebel_Pad"-->} *
Variable_Self.IsFaction {Parameter_Faction = "REBEL"}
+
Variable_Target.Type.IsType {Parameter_Type = "Garrison_Bunker_Empire_Pad"<!--, Parameter_Type = "FCU_Garrison_Bunker_Empire", Parameter_Type = "FCU_Garrison_Bunker_Empire_Pad"-->} *
Variable_Self.IsFaction {Parameter_Faction = "EMPIRE"}
+
Variable_Target.Type.IsType {Parameter_Type = "Garrison_Bunker_Pirates_Pad"} *
Variable_Self.IsFaction {Parameter_Faction = "PIRATES"}
+
Variable_Target.Type.IsType {Parameter_Type = "Garrison_Bunker_Underworld_Pad"<!--, Parameter_Type = "FCU_Garrison_Bunker_Underworld", Parameter_Type = "FCU_Garrison_Bunker_Underworld_Pad"-->} *
Variable_Self.IsFaction {Parameter_Faction = "UNDERWORLD"}
+
Variable_Target.Type.IsType {Parameter_Type = "Garrison_Bunker_Hutts_Pad"<!--, Parameter_Type = "FCU_Garrison_Bunker_Hutts", Parameter_Type = "FCU_Garrison_Bunker_Hutts_Pad"-->} *
Variable_Self.IsFaction {Parameter_Faction = "HUTTS"})
</Should_Garrison_Bunker>
<Should_Fire_Orbital_Bombardment>
100.0
*
Variable_Self.IsOrbitalBombardmentAvailable
*
Variable_Target.Location.EnemyForce
</Should_Fire_Orbital_Bombardment>
<Should_Deploy_Troop_Transports>
50.0
*
((1.0 - Game.Age / 180.0) + (Game.IsCampaignGame == 0.0))
*
(3 > Variable_Self.UnitSpaceAvailable)
*
(Variable_Target.FriendlyForceUnnormalized {Parameter_Category = GameObjectCategoryType[Infantry]} / 300)
</Should_Deploy_Troop_Transports>
<Should_Garrison_Transport>
50.0
*
((1.0 - Game.Age / 250.0) + (Game.IsCampaignGame == 0.0))
*
((Variable_Self.IsDefender == 0.0) + (Game.IsCampaignGame == 0))
*
Variable_Target.Type.IsType {Parameter_Type = "HAV_Juggernaut",
Parameter_Type = "F9TZ_Cloaking_Transport",
Parameter_Type = "Hutt_SailBarge",
Parameter_Type = "Gallofree_HTT_Transport"}
</Should_Garrison_Transport>
</Equations>

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<?xml version="1.0"?>
<Equations>
<!-- Desire to build generic units in tactical-only games
Is it not a campaign game
AND SCALE UP
Small base desire
We don't have enough of a force advantage
Randomly, half of the time we get extra desire to build units
UNUSED The Pop cap affecting reinforcement limits should take care of this
AND
Do we not have too many reinforcements
OR
Do we have fewer reinforcements than we have fielded units
*
(
((2000 > Variable_Self.ReinforcementsUnnormalized)
+
((Variable_Self.FriendlyForceUnnormalized - Variable_Self.ReinforcementsUnnormalized) > Variable_Self.ReinforcementsUnnormalized))
> 0
)
-->
<Tactical_Multiplayer_Should_Build_Generic>
(Game.IsCampaignGame == 0)
*
(
1.0
+
15.0 * (Variable_Enemy.Force >= (0.8 * Variable_Self.Force))
+
5.0 * (0#1>0.5)
)
</Tactical_Multiplayer_Should_Build_Generic>
<Is_Outpost_Pad>
Variable_Target.Type.IsType {Parameter_Type = "Skirmish_Outpost_Pad"}
</Is_Outpost_Pad>
<!-- Build units if
We're not saving for refineries
We don't need to upgrade tech level
We want units
-->
<Tactical_Multiplayer_Should_Build_Units_Generic_Land>
(1 - Function_Is_Saving_For_Refineries_Land.Evaluate)
*
(1 - Function_Skirmish_Upgrade_Tech.Evaluate)
*
Function_Is_Initial_Skirmish_State_Established.Evaluate
*
Function_Tactical_Multiplayer_Should_Build_Generic.Evaluate
*
(1.0 - Function_May_Lose_Land_Control_Game.Evaluate)
</Tactical_Multiplayer_Should_Build_Units_Generic_Land>
<!--
Generally want to build a base structure as long as there are no enemies around.
-->
<Tactical_Multiplayer_Should_Build_Structure_Generic_Land>
(1 - Function_Want_To_Retreat_From_Land.Evaluate)
*
(1 - Function_Is_Refinery_Pad.Evaluate)
*
(1 - Function_Is_Outpost_Pad.Evaluate)
*
(1 - Variable_Target.Type.IsType {Parameter_Type = "Skirmish_Build_Pad"
,Parameter_Type = "Rebel_Build_Pad"
,Parameter_Type = "Empire_Build_Pad"
,Parameter_Type = "Underworld_Build_Pad"
,Parameter_Type = "Hutt_Build_Pad"
,Parameter_Type = "Pirate_Build_Pad"})
*
(1 - Variable_Target.HasBuiltObject)
*
(
1
+
20
*
(Function_Num_Refineries.Evaluate > 0)
*
(Variable_Target.Type.IsType {Parameter_Type = "R_Ground_Power_Generator_Build_Pad"
,Parameter_Type = "E_Ground_Power_Generator_Build_Pad"
,Parameter_Type = "U_Ground_Power_Generator_Build_Pad"
,Parameter_Type = "P_Ground_Power_Generator_Build_Pad"
,Parameter_Type = "H_Ground_Power_Generator_Build_Pad"})
+
(1.0 - Function_Skirmish_Upgrade_Tech.Evaluate)
*
(30 * (Variable_Target.Location.EnemyForce == 0.0))
-
10 * (Variable_Target.Type.IsType {Parameter_Type = "R_Ground_Communications_Array_Build_Pad"
,Parameter_Type = "E_Ground_Communications_Array_Build_Pad"
,Parameter_Type = "H_Ground_Communications_Array_Build_Pad"
,Parameter_Type = "E_Ground_Research_Facility_Build_Pad"
,Parameter_Type = "H_Ground_Advanced_Technologies_Facility_Build_Pad"
,Parameter_Type = "R_Ground_Research_Facility_Build_Pad"})
)
*
(1.0 - Function_May_Lose_Land_Control_Game.Evaluate)
</Tactical_Multiplayer_Should_Build_Structure_Generic_Land>
<Tactical_Multiplayer_Should_Build_Basic_Structure>
Function_Tactical_Multiplayer_Should_Build_Structure_Generic_Land.Evaluate
*
(1 - Function_Is_Saving_For_Refineries_Land.Evaluate)
*
(1 - Variable_Target.Type.IsType {Parameter_Type = "E_Ground_Barracks_Build_Pad",
Parameter_Type = "R_Ground_Barracks_Build_Pad",
Parameter_Type = "U_Ground_Barracks_Build_Pad",
Parameter_Type = "H_Ground_Barracks_Build_Pad",
Parameter_Type = "Pirate_Outpost_Build_Pad",
Parameter_Type = "Imperial_Command_Center_Build_Pad",
Parameter_Type = "Rebel_Command_Center_Build_Pad",
Parameter_Type = "Underworld_Palace_Build_Pad",
Parameter_Type = "Hutts_Command_Center_Build_Pad",
Parameter_Type = "Pirate_Command_Center_Build_Pad"})
*
Function_Is_Initial_Skirmish_State_Established.Evaluate
</Tactical_Multiplayer_Should_Build_Basic_Structure>
<Tactical_Multiplayer_Should_Build_Barracks>
Function_Tactical_Multiplayer_Should_Build_Structure_Generic_Land.Evaluate
*
Variable_Target.Type.IsType {Parameter_Type = "E_Ground_Barracks_Build_Pad",
Parameter_Type = "R_Ground_Barracks_Build_Pad",
Parameter_Type = "Pirate_Outpost_Build_Pad",
Parameter_Type = "U_Ground_Barracks_Build_Pad",
Parameter_Type = "H_Ground_Barracks_Build_Pad"}
*
25.0
*
(1 + (Variable_Self.FriendlyForceUnnormalized {Parameter_Category = GameObjectCategoryType[Infantry | Hero]} == 0.0))
</Tactical_Multiplayer_Should_Build_Barracks>
<Tactical_Multiplayer_Should_Build_Command_Center>
50.0
*
Function_Tactical_Multiplayer_Should_Build_Structure_Generic_Land.Evaluate
*
Variable_Target.Type.IsType {Parameter_Type = "Imperial_Command_Center_Build_Pad",
Parameter_Type = "Rebel_Command_Center_Build_Pad",
Parameter_Type = "Pirate_Command_Center_Build_Pad",
Parameter_Type = "Hutts_Command_Center_Build_Pad",
Parameter_Type = "Underworld_Palace_Build_Pad"}
</Tactical_Multiplayer_Should_Build_Command_Center>
<!-- Build upgraded abilities if
We're not saving for refineries
We don't need to upgrade tech level
We want upgraded abilities
-->
<!-- SoaFE Removed
*
(15 > Variable_Self.UnitSpaceAvailable) -->
<Should_Purchase_Ability_Generic_Land>
25
*
(1 - Function_Is_Saving_For_Refineries_Land.Evaluate)
*
(1 - Function_Skirmish_Upgrade_Tech.Evaluate)
*
Function_Should_Purchase_Ability_Generic.Evaluate
*
(Function_Num_Refineries.Evaluate > 0)
</Should_Purchase_Ability_Generic_Land>
<!--
Do we have open build pads waiting to be built upon
AND
Do we have less than N refineries
OR
-Does the enemy have more refineries than we do
AND
Do we not have a surplus of cash-->
<Is_Saving_For_Refineries_Land>
(Function_Num_Open_Land_Econ_Structure_Build_Locations.Evaluate > 0)
*
(4 > Variable_Self.TacticalBuiltStructureCount{Parameter_Type = "Empire_Mineral_Processor"
,Parameter_Type = "Rebel_Mineral_Processor"
,Parameter_Type = "Underworld_Mineral_Processor"
,Parameter_Type = "Hutts_Mineral_Processor"
,Parameter_Type = "Pirate_Mineral_Processor"
,Parameter_Type = "Empire_Ground_Mining_Facility"
,Parameter_Type = "Rebel_Ground_Mining_Facility"
,Parameter_Type = "Underworld_Ground_Mining_Facility"
,Parameter_Type = "Hutts_Ground_Mining_Facility"
,Parameter_Type = "Pirate_Ground_Mining_Facility"})
*
(1500 > Variable_Self.CreditsUnnormalized)
*
Function_Want_More_Resource_Structures_Land.Evaluate
</Is_Saving_For_Refineries_Land>
<Num_Refineries>
Variable_Self.TacticalBuiltStructureCount{Parameter_Type = "Empire_Mineral_Processor"
,Parameter_Type = "Rebel_Mineral_Processor"
,Parameter_Type = "Underworld_Mineral_Processor"
,Parameter_Type = "Hutts_Mineral_Processor"
,Parameter_Type = "Pirate_Mineral_Processor"
,Parameter_Type = "Empire_Ground_Mining_Facility"
,Parameter_Type = "Rebel_Ground_Mining_Facility"
,Parameter_Type = "Underworld_Ground_Mining_Facility"
,Parameter_Type = "Hutts_Ground_Mining_Facility"
,Parameter_Type = "Pirate_Ground_Mining_Facility"}
</Num_Refineries>
<Is_Refinery_Pad>
(Variable_Target.Type.IsType {Parameter_Type = "Skirmish_Mineral_Processor_Pad"}
+
Variable_Target.Type.IsType {Parameter_Type = "N_Ground_Mining_Facility_Build_Pad"}) > 0
</Is_Refinery_Pad>
<Need_To_Build_Refinery_Land>
50.0
*
(Function_Is_Refinery_Pad.Evaluate + Function_Is_Outpost_Pad.Evaluate)
*
(
0.2 >
(
Variable_Target.Location.EnemyForce /
(Variable_Target.Location.EnemyForce + Variable_Target.Location.FriendlyForce )
)
)
*
(Variable_Target.DistanceToNearestEnemy{Parameter_Category = GameObjectCategoryType[Structure]} > 500)
</Need_To_Build_Refinery_Land>
<!-- Upgrade tech in skirmish if
We're not already maxed out
AND
Our base isn't under attack (because we'd prefer spending on turrets or units, plus we might lose the tech we just bought)
AND
We're finding the need to burn units
OR
We have enough units on the field
AND
We have more force than the enemy
OR
Are we past due for a tech two upgrade VERIFY THAT THIS WORKS
OR
Are we past due for a tech three upgrade
*
(1 - Script_AnyBaseStructuresThreatened.Evaluate)
-->
<Skirmish_Upgrade_Tech>
(1 - Function_Is_Skirmish_Tech_Maxed.Evaluate)
*
(
Function_Should_Burn_Units_Land.Evaluate
+
(Variable_Self.TacticalBuiltStructureCount {Parameter_Type = "Empire_Ground_Mining_Facility",
Parameter_Type = "Rebel_Ground_Mining_Facility",
Parameter_Type = "Underworld_Ground_Mining_Facility",
Parameter_Type = "Hutts_Ground_Mining_Facility",
Parameter_Type = "Pirate_Ground_Mining_Facility",
Parameter_Type = "Empire_Mineral_Processor",
Parameter_Type = "Rebel_Mineral_Processor",
Parameter_Type = "Underworld_Mineral_Processor",
Parameter_Type = "Hutts_Mineral_Processor",
Parameter_Type = "Pirate_Mineral_Processor"} >= 1)
*
(Variable_Self.FriendlyForceUnnormalized > 400)
*
(
(Variable_Self.FriendlyForce > (0.65 * Variable_Self.EnemyForce))
*
(1 - Variable_Self.HasUnit{Parameter_Type = "RC_Level_Two_Tech_Upgrade",
Parameter_Type = "EC_Level_Two_Tech_Upgrade",
Parameter_Type = "HC_Level_Two_Tech_Upgrade",
Parameter_Type = "PC_Level_Two_Tech_Upgrade",
Parameter_Type = "UC_Level_Two_Tech_Upgrade"})
+
(Variable_Self.FriendlyForce > 0.75 * Variable_Self.EnemyForce)
*
(Variable_Self.FriendlyForceUnnormalized > 3000)
*
(1 - Variable_Self.HasUnit{Parameter_Type = "RC_Level_Three_Tech_Upgrade",
Parameter_Type = "EC_Level_Three_Tech_Upgrade",
Parameter_Type = "HC_Level_Three_Tech_Upgrade",
Parameter_Type = "PC_Level_Three_Tech_Upgrade",
Parameter_Type = "UC_Level_Three_Tech_Upgrade"})
+
(Variable_Self.FriendlyForce > 0.75 * Variable_Self.EnemyForce)
*
(Variable_Self.FriendlyForceUnnormalized > 4000)
*
(1 - Variable_Self.HasUnit{Parameter_Type = "RC_Level_Four_Tech_Upgrade",
Parameter_Type = "EC_Level_Four_Tech_Upgrade",
Parameter_Type = "HC_Level_Four_Tech_Upgrade",
Parameter_Type = "PC_Level_Four_Tech_Upgrade",
Parameter_Type = "UC_Level_Four_Tech_Upgrade"})
)
)
*
(1.0 - Function_May_Lose_Land_Control_Game.Evaluate)
> 0
</Skirmish_Upgrade_Tech>
<Skirmish_Upgrade_Tech_With_Multiplier>
50.0 * Function_Skirmish_Upgrade_Tech.Evaluate
</Skirmish_Upgrade_Tech_With_Multiplier>
<Is_Skirmish_Tech_Maxed>
Variable_Self.HasUnit{Parameter_Type = "RC_Level_Four_Tech_Upgrade",
Parameter_Type = "EC_Level_Four_Tech_Upgrade",
Parameter_Type = "HC_Level_Four_Tech_Upgrade",
Parameter_Type = "PC_Level_Four_Tech_Upgrade",
Parameter_Type = "UC_Level_Four_Tech_Upgrade"}
</Is_Skirmish_Tech_Maxed>
<Need_Heroes_Landed>
50
*
(Game.IsCampaignGame == 0)
*
(Variable_Self.ReinforcementsUnnormalized {Parameter_Category = GameObjectCategoryType[LandHero]} > 0)
</Need_Heroes_Landed>
<May_Lose_Land_Control_Game>
(Variable_Self.HasUnit {Parameter_Type = "Reinforcement_Point"} == 0)
*
Game.IsLandControlGame
</May_Lose_Land_Control_Game>
<Should_Purchase_Early_Land_Upgrades>
Function_ReallyBig.Evaluate
*
Function_Is_Initial_Skirmish_State_Established.Evaluate
*
(1.0 - Function_May_Lose_Land_Control_Game.Evaluate)
</Should_Purchase_Early_Land_Upgrades>
<!-- Our initial comfort zone in skirmish requires...
We have a barracks (otherwise we can't build infantry to capture stuff)
AND
We have a source of income (either a command center or FCU command center)
AND
We have some units
OR
We've ever reached a point where we managed to upgrade tech (don't want to regress and build low level infantry late game when we have other options)
-->
<Is_Initial_Skirmish_State_Established>
Variable_Self.HasUnit {Parameter_Type = "E_Ground_Barracks",
Parameter_Type = "R_Ground_Barracks",
Parameter_Type = "H_Ground_Barracks",
Parameter_Type = "P_Ground_Outpost",
Parameter_Type = "U_Ground_Barracks"}
*
Variable_Self.HasUnit {Parameter_Type = "E_Ground_Command_Center",
Parameter_Type = "R_Ground_Command_Center",
Parameter_Type = "H_Ground_Command_Center",
Parameter_Type = "P_Ground_Command_Center",
Parameter_Type = "U_Ground_Palace"}
*
(Function_Num_Refineries.Evaluate > 0)
*
(Function_Non_Structure_Force_Unnormalized.Evaluate > 0.0)
+
Variable_Self.HasUnit{Parameter_Type = "RC_Level_Two_Tech_Upgrade",
Parameter_Type = "EC_Level_Two_Tech_Upgrade",
Parameter_Type = "UC_Level_Two_Tech_Upgrade",
Parameter_Type = "HC_Level_Two_Tech_Upgrade",
Parameter_Type = "PC_Level_Two_Tech_Upgrade",
Parameter_Type = "RC_Level_Three_Tech_Upgrade",
Parameter_Type = "EC_Level_Three_Tech_Upgrade",
Parameter_Type = "UC_Level_Three_Tech_Upgrade",
Parameter_Type = "HC_Level_Three_Tech_Upgrade",
Parameter_Type = "PC_Level_Three_Tech_Upgrade",
Parameter_Type = "RC_Level_Four_Tech_Upgrade",
Parameter_Type = "EC_Level_Four_Tech_Upgrade",
Parameter_Type = "UC_Level_Four_Tech_Upgrade",
Parameter_Type = "HC_Level_Four_Tech_Upgrade",
Parameter_Type = "PC_Level_Four_Tech_Upgrade"}
</Is_Initial_Skirmish_State_Established>
<Should_Build_Infantry_Emergency>
100.0
*
((200 > Function_Non_Structure_Force_Unnormalized.Evaluate)
*
(Function_Is_Initial_Skirmish_State_Established.Evaluate == 0)
+
Function_May_Lose_Land_Control_Game.Evaluate)
</Should_Build_Infantry_Emergency>
<Should_Secure_Victory_Control_Point>
Game.IsLandControlGame
*
Variable_Target.Type.IsType {Parameter_Type = "Reinforcement_Point"}
*
(30.0 + 30.0 * Function_May_Lose_Land_Control_Game.Evaluate)
</Should_Secure_Victory_Control_Point>
<Num_Open_Land_Econ_Structure_Build_Locations>
(Variable_Self.OpenBuildPadCount{Parameter_Type = "N_Ground_Mining_Facility_Build_Pad"
,Parameter_Type = "Skirmish_Mineral_Processor_Pad"
,Parameter_Type = "Skirmish_Outpost_Pad"})
</Num_Open_Land_Econ_Structure_Build_Locations>
<Should_Build_Bunker>
Variable_Target.Type.IsType {Parameter_Type = "Bunker_Pad"}
*
(1 - Variable_Target.HasBuiltObject)
*
Function_Is_Allowed_To_Build.Evaluate
*
15
*
(Game.Age > 60)
*
(1.0 + Variable_Self.Force {Parameter_Category = GameObjectCategoryType[Infantry]})
*
(Variable_Self.FriendlyForceUnnormalized {Parameter_Category = GameObjectCategoryType[Infantry]} > 800.0)
</Should_Build_Bunker>
<Skirmish_Needs_Magic_Cash_Drop_Land>
50.0
*
Variable_Self.HasUnit {Parameter_Type = "E_Ground_Command_Center",
Parameter_Type = "R_Ground_Command_Center",
Parameter_Type = "H_Ground_Command_Center",
Parameter_Type = "P_Ground_Command_Center",
Parameter_Type = "U_Ground_Palace"}
*
(3000.0 > Variable_Self.CreditsUnnormalized)
*
(Variable_Self.EnemyForceUnnormalized > Variable_Self.FriendlyForceUnnormalized)
*
(Game.Age > 180.0)
*
(Game.IsCampaignGame == 0.0)
</Skirmish_Needs_Magic_Cash_Drop_Land>
</Equations>

View File

@@ -0,0 +1,76 @@
<?xml version="1.0"?>
<Equations>
<Should_Build_Obelisk_Tower>
50.0
*
((Variable_Target.FriendlyForce {Parameter_Category = GameObjectCategoryType[Structure]}
+
Variable_Target.FriendlyForce {Parameter_Category = GameObjectCategoryType[Vehicle]})
+
(100.0 > Variable_Target.DistanceToNearestFriendly {Parameter_Type = "Hutts_Mineral_Processor",
Parameter_Type = "Hutts_Ground_Mining_Facility"}))
</Should_Build_Obelisk_Tower>
<Should_Build_Guard_Tower>
50.0
*
Variable_Target.EnemyForce {Parameter_Category = GameObjectCategoryType[Vehicle]}
*
Variable_Target.FriendlyForce
</Should_Build_Guard_Tower>
<Should_Build_Landing_Pad>
50.0
*
Variable_Target.FriendlyForce {Parameter_Category = GameObjectCategoryType[Air]}
</Should_Build_Landing_Pad>
<!-- FCU Landmode Items (Tried and failed. Kept basic stuff here in the event somebody figures this out...) -->
<!-- <Should_Build_FCU_H_Barracks>
100.0
</Should_Build_FCU_H_Barracks>
<Should_Build_FCU_H_Cantina>
100.0
</Should_Build_FCU_H_Cantina>
<Should_Build_FCU_H_Comm_Array>
100.0
</Should_Build_FCU_H_Comm_Array>
<Should_Build_FCU_H_Utility_Pad>
100.0
</Should_Build_FCU_H_Utility_Pad>
<Should_Build_FCU_H_Factory>
100.0
</Should_Build_FCU_H_Factory>
<Should_Build_FCU_H_Power_Gen>
100.0
</Should_Build_FCU_H_Power_Gen>
<Should_Build_FCU_H_Shield_Gen_370>
100.0
</Should_Build_FCU_H_Shield_Gen_370>
<Should_Build_FCU_H_Tech_Facility>
100.0
</Should_Build_FCU_H_Tech_Facility>
<Should_Build_FCU_H_Relay_Station>
100.0
</Should_Build_FCU_H_Relay_Station>
<Should_Build_FCU_H_Obelisk_Tower>
100.0
</Should_Build_FCU_H_Obelisk_Tower>
<Should_Build_FCU_H_Shield_Gen_740>
100.0
</Should_Build_FCU_H_Shield_Gen_740>
<Should_Build_FCU_H_Beam_Tower>
100.0
</Should_Build_FCU_H_Beam_Tower>-->
</Equations>

View File

@@ -0,0 +1,86 @@
<?xml version="1.0" ?>
<Equations>
<Should_Build_MDU_Repair_Facility>
50.0
*
Variable_Target.FriendlyForce {Parameter_Category = GameObjectCategoryType[Vehicle]}
</Should_Build_MDU_Repair_Facility>
<Should_Build_Mobile_Shield_Generator>
50.0
*
(Variable_Target.FriendlyForce
+
(200.0 > Variable_Target.DistanceToNearestFriendly {Parameter_Type = "Rebel_Mineral_Processor",
Parameter_Type = "Rebel_Ground_Mining_Facility"}))
</Should_Build_Mobile_Shield_Generator>
<Should_Build_Rapid_Fire_Laser>
50.0
*
Variable_Target.EnemyForce
*
Variable_Target.FriendlyForce
</Should_Build_Rapid_Fire_Laser>
<!-- FCU Landmode Items (Tried and failed. Kept basic stuff here in the event somebody figures this out...) -->
<!-- <Should_Build_FCU_R_Barracks>
100.0
</Should_Build_FCU_R_Barracks>
<Should_Build_FCU_R_Cantina>
100.0
</Should_Build_FCU_R_Cantina>
<Should_Build_FCU_R_Comm_Array>
100.0
</Should_Build_FCU_R_Comm_Array>
<Should_Build_FCU_R_Utility_Pad>
100.0
</Should_Build_FCU_R_Utility_Pad>
<Should_Build_FCU_R_Lt_Factory>
100.0
</Should_Build_FCU_R_Lt_Factory>
<Should_Build_FCU_R_Power_Gen>
100.0
</Should_Build_FCU_R_Power_Gen>
<Should_Build_FCU_R_Shield_Gen_370>
100.0
</Should_Build_FCU_R_Shield_Gen_370>
<Should_Build_FCU_R_Research_Facility>
100.0
</Should_Build_FCU_R_Research_Facility>
<Should_Build_FCU_R_Hv_Factory>
100.0
</Should_Build_FCU_R_Hv_Factory>
<Should_Build_FCU_R_Relay_Station>
100.0
</Should_Build_FCU_R_Relay_Station>
<Should_Build_FCU_R_Training_Facility>
100.0
</Should_Build_FCU_R_Training_Facility>
<Should_Build_FCU_R_Refinery>
100.0
</Should_Build_FCU_R_Refinery>
<Should_Build_FCU_R_Hangar>
100.0
</Should_Build_FCU_R_Hangar>
<Should_Build_FCU_R_Shield_Gen_740>
100.0
</Should_Build_FCU_R_Shield_Gen_740>
<Should_Build_FCU_R_Turbo_Tower>
100.0
</Should_Build_FCU_R_Turbo_Tower>-->
</Equations>

View File

@@ -0,0 +1,29 @@
<?xml version="1.0" ?>
<Equations>
<Underworld_Offensive_Budget_Allocation>
5.0
+
(10.0 * clamp(Variable_Self.PlanetsControlled - Variable_Human.PlanetsControlled, 0.0, 1.0))
+
(6.0 * (1.0 - Function_Has_Enough_Space_Force_Globally.Evaluate))
+
(3.0 * Game.PlanetsCorrupted)
</Underworld_Offensive_Budget_Allocation>
<Underworld_Infrastructure_Budget_Allocation>
(4.0 - 3.0 * Game.PlanetsCorrupted)
*
(2.5 - Variable_Self.MaxedStarbases - Variable_Self.MaxedGroundbases)
*
(1.0 + Variable_Self.Maintenance)
+
10 * ((Variable_Self.HasStructure {Parameter_Type = "U_Ground_Droid_Works"} == 0) +
(Variable_Self.HasStructure {Parameter_Type = "U_Ground_Barracks"} == 0) +
(Variable_Self.HasStructure {Parameter_Type = "U_Ground_Vehicle_Factory"} == 0) +
(Variable_Self.HasStructure {Parameter_Type = "U_Ground_Palace"} == 0))
+
5.0 * (2 > Variable_Self.StructureCount {Parameter_Type = "U_Ground_Palace"})
+
3.0 * Function_Should_Save_For_Corruption.Evaluate
</Underworld_Infrastructure_Budget_Allocation>
</Equations>

View File

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<?xml version="1.0" ?>
<Equations>
<Can_Corrupt_Planet>
Variable_Target.RetainsResidualInfluence
*
(Variable_Target.IsCorrupted == 0.0)
*
(Variable_Target.IsCorruptionTransitionActive == 0.0)
*
((Variable_Target.IsConnectedToCorruption + (Game.Age > Variable_Target.TimeSinceCorruptionChange)) > 0)
</Can_Corrupt_Planet>
<Should_Corrupt_Planet>
Function_Can_Corrupt_Planet.Evaluate
*
(3.0
+
2.0 * Variable_Target.IsConnectedToCorruption
+
1.0 * Variable_Target.IncomeUnnormalized / 100)
</Should_Corrupt_Planet>
<Can_Make_Black_Market_Purchase>
Variable_Target.IsCorrupted
*
Variable_Target.BlackMarketAbilitiesAvailable {Parameter_Faction = "Underworld"}
</Can_Make_Black_Market_Purchase>
<Should_Make_Black_Market_Purchase>
Function_Can_Make_Black_Market_Purchase.Evaluate
*
(Variable_Self.CreditsUnnormalized > Variable_Target.BlackMarketMinimumAbilityPrice {Parameter_Faction = "Underworld"})
*
(10.0 - Variable_Target.BlackMarketPriceModifier / 300.0)
</Should_Make_Black_Market_Purchase>
<Should_Hack_Super_Weapon>
Variable_Target.IsCorrupted
*
(Variable_Target.EnemyForce.HasSpaceUnitsBitfield {Parameter_Type = "Death_Star_II"} > 0.0)
*
(0.1 * (0.5 > Variable_Self.PlanetsControlled) +
10.0 * (Variable_Target.EnemyForce.HasGroundUnitsBitfield {Parameter_Type = "Emperor_Palpatine_Team"} > 0.0) +
10.0 * (Variable_Target.EnemyForce.HasSpaceUnitsBitfield {Parameter_Type = "Emperor_Palpatine_Team"} > 0.0))
</Should_Hack_Super_Weapon>
<Can_Sabotage_Planet>
Variable_Target.IsCorrupted
*
(Variable_Target.GroundbaseLevelUnnormalized > 0)
</Can_Sabotage_Planet>
<Should_Sabotage_Planet>
Function_Can_Sabotage_Planet.Evaluate
*
(Function_Should_Save_For_Corruption.Evaluate == 0.0)
*
(25.0
+
5.0 * Function_GenericPlanetValue.Evaluate
+
5.0 * Variable_Target.HasStructure {Parameter_Type = "E_Ground_Research_Facility",
Parameter_Type = "Ground_Empire_Hypervelocity_Gun",
Parameter_Type = "Ground_Ion_Cannon",
Parameter_Type = "E_Galactic_Turbolaser_Tower_Defenses",
Parameter_Type = "R_Galactic_Turbolaser_Tower_Defenses"})
</Should_Sabotage_Planet>
<Should_Build_Underworld_Barracks>
18
*
(1.0 - clamp((Variable_Self.StructureCount {Parameter_Type = "U_Ground_Barracks", Parameter_Only_Consider_Complete = 1.0} /
Variable_Self.PlanetsControlledUnnormalized), 0.0, 0.5))
*
(
Function_Needs_Groundbase_Upgrade.Evaluate
+
(Variable_Target.StructureCount {Parameter_Type = "U_Ground_Barracks", Parameter_Only_Consider_Complete = 1.0})
+
(2.0 * (3.0 > Variable_Self.StructureCount {Parameter_Type = "U_Ground_Barracks", Parameter_Only_Consider_Complete = 1.0}))
)
*
(2 > Variable_Target.StructureCount {Parameter_Type = "U_Ground_Barracks", Parameter_Only_Consider_Complete = 1.0})
*
(Function_Should_Underworld_Save_For_Desirable_Structures.Evaluate == 0.0)
*
(Function_Should_Save_For_Corruption.Evaluate == 0.0)
</Should_Build_Underworld_Barracks>
<Should_Build_Underworld_Palace>
23
*
(Variable_Target.StructureCount {Parameter_Type = "U_Ground_Palace", Parameter_Only_Consider_Complete = 1.0} == 0)
*
(1.0 - clamp((Variable_Self.StructureCount {Parameter_Type = "U_Ground_Palace", Parameter_Only_Consider_Complete = 1.0} /
Variable_Self.PlanetsControlledUnnormalized), 0.0, 0.5))
*
(
Function_Needs_Groundbase_Upgrade.Evaluate
+
(4.0 * (3.0 > Variable_Self.StructureCount {Parameter_Type = "U_Ground_Palace", Parameter_Only_Consider_Complete = 1.0}))
)
*
(1.0 - Game.PlanetsCorrupted + Variable_Self.PlanetsControlled)
*
(Function_Should_Save_For_Corruption.Evaluate == 0.0)
+
50.0
*
(Variable_Self.HasStructure {Parameter_Type = "U_Ground_Palace", Parameter_Only_Consider_Complete = 0.0} == 0.0)
+
50.0
*
(Variable_Self.HasStructure {Parameter_Type = "U_Ground_Palace", Parameter_Only_Consider_Complete = 1.0} == 0.0)
*
(Variable_Target.HasStructure {Parameter_Type = "U_Ground_Palace", Parameter_Only_Consider_Complete = 0.0})
</Should_Build_Underworld_Palace>
<Should_Build_Underworld_Vehicle_Factory>
18
*
(1.0 - clamp((Variable_Self.StructureCount {Parameter_Type = "U_Ground_Vehicle_Factory", Parameter_Only_Consider_Complete = 1.0} /
Variable_Self.PlanetsControlledUnnormalized), 0.0, 0.5))
*
(
Function_Needs_Groundbase_Upgrade.Evaluate
+
(Variable_Target.StructureCount {Parameter_Type = "U_Ground_Vehicle_Factory", Parameter_Only_Consider_Complete = 1.0})
+
(2.0 * (3.0 > Variable_Self.StructureCount {Parameter_Type = "U_Ground_Vehicle_Factory", Parameter_Only_Consider_Complete = 1.0}))
)
*
(3 > Variable_Target.StructureCount {Parameter_Type = "U_Ground_Vehicle_Factory", Parameter_Only_Consider_Complete = 1.0})
*
(Function_Should_Save_For_Corruption.Evaluate == 0.0)
</Should_Build_Underworld_Vehicle_Factory>
<Should_Build_Underworld_Droid_Works>
18
*
(1.0 - clamp((Variable_Self.StructureCount {Parameter_Type = "U_Ground_Droid_Works", Parameter_Only_Consider_Complete = 1.0} /
Variable_Self.PlanetsControlledUnnormalized), 0.0, 0.5))
*
(
Function_Needs_Groundbase_Upgrade.Evaluate
+
(Variable_Target.StructureCount {Parameter_Type = "U_Ground_Droid_Works", Parameter_Only_Consider_Complete = 1.0})
+
(3.0 * (3.0 > Variable_Self.StructureCount {Parameter_Type = "U_Ground_Droid_Works", Parameter_Only_Consider_Complete = 1.0}))
)
*
(2 > Variable_Target.StructureCount {Parameter_Type = "U_Ground_Droid_Works", Parameter_Only_Consider_Complete = 1.0})
*
(Function_Should_Underworld_Save_For_Desirable_Structures.Evaluate == 0.0)
*
(Function_Should_Save_For_Corruption.Evaluate == 0.0)
</Should_Build_Underworld_Droid_Works>
<Should_Underworld_Save_For_Desirable_Structures>
(Variable_Target.GroundBaseLevelUnnormalized > 1.0)
*
(
(Function_Should_Build_Underworld_Vehicle_Factory.Evaluate > 15.0)
+
(Function_Should_Build_Underworld_Palace.Evaluate > 15.0)
)
</Should_Underworld_Save_For_Desirable_Structures>
<Should_Save_For_Corruption>
(Variable_Self.HasUnit {Parameter_Type = "Underworld_Saboteur"} == 0.0)
*
(0.67 > Game.PlanetsCorrupted)
*
(Variable_Self.StructureCount {Parameter_Type = "U_Ground_Palace", Parameter_Only_Consider_Complete = 1.0} > 1.0)
</Should_Save_For_Corruption>
<Should_Underworld_Build_Starbase>
(0.75 * Function_Needs_Starbase_Upgrade.Evaluate)
*
(Function_Should_Save_For_Corruption.Evaluate == 0.0)
</Should_Underworld_Build_Starbase>
</Equations>

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<?xml version="1.0"?>
<Equations>
<Should_Mine_Structure>
(15.0
*
Variable_Target.Location.EnemyForce
+
8.0
*
Variable_Target.Location.IsFriendlyStartLocation
+
8.0
*
Variable_Self.IsDefender
+
8.0
*
Variable_Target.Force
+
15.0
*
Variable_Target.IsContestable)
*
0.33
*
(1 + 2 * Game.IsCampaignGame)
</Should_Mine_Structure>
<Should_Remote_Bomb_Friendly_Unit>
100.0
*
(0.4 > Variable_Target.Health)
*
Variable_Target.Location.EnemyForce
*
(1.0 - Variable_Target.Force)
</Should_Remote_Bomb_Friendly_Unit>
<Bribe_Target_Score>
500
*
(
clamp(Variable_Target.Force{Parameter_Attenuator = 1.0} - Variable_Target.Location.FriendlyForce, 0.01, 1.0)
-
Variable_Target.Force{Parameter_Category = GameObjectCategoryType[LandHero]}
-
Variable_Target.Force{Parameter_Category = GameObjectCategoryType[SpaceHero]}
)
</Bribe_Target_Score>
<Should_Build_Ysalamiri_Cage>
50.0
*
(Variable_Target.EnemyForce {Parameter_Type = "Emperor_Palpatine",
Parameter_Type = "Darth_Vader",
Parameter_Type = "Mara_Jade",
Parameter_Type = "Obi_Wan_Kenobi",
Parameter_Type = "Luke_Skywalker_Jedi",
Parameter_Type = "Yoda"} > 0.0)
*
Variable_Target.FriendlyForce
</Should_Build_Ysalamiri_Cage>
<!-- 50.0
*
(Variable_Target.FriendlyForce {Parameter_Category = GameObjectCategoryType[Structure]}
+
Variable_Target.FriendlyForce {Parameter_Category = GameObjectCategoryType[Vehicle]})-->
<Should_Build_Sensor_Scrambler>
40.0
*
(Variable_Target.FriendlyForce {Parameter_Category = GameObjectCategoryType[Structure]}
+
Variable_Target.FriendlyForce {Parameter_Category = GameObjectCategoryType[Vehicle]})
</Should_Build_Sensor_Scrambler>
<!-- 50.0
*
Variable_Target.EnemyForce
*
Variable_Target.FriendlyForce-->
<!--{Parameter_Category = GameObjectCategoryType[Air]}-->
<Should_Build_Rocket_Pod>
60.0
*
(Variable_Target.FriendlyForce {Parameter_Category = GameObjectCategoryType[Structure]}
+
Variable_Target.FriendlyForce {Parameter_Category = GameObjectCategoryType[Vehicle]})
</Should_Build_Rocket_Pod>
<!-- FCU Landmode Items (Tried and failed. Kept basic stuff here in the event somebody figures this out...) -->
<!-- <Should_Build_FCU_U_Barracks>
100.0
</Should_Build_FCU_U_Barracks>
<Should_Build_FCU_U_Cantina>
100.0
</Should_Build_FCU_U_Cantina>
<Should_Build_FCU_U_Utility_Pad>
100.0
</Should_Build_FCU_U_Utility_Pad>
<Should_Build_FCU_U_Droid_Works>
100.0
</Should_Build_FCU_U_Droid_Works>
<Should_Build_FCU_U_Power_Gen>
100.0
</Should_Build_FCU_U_Power_Gen>
<Should_Build_FCU_U_Shield_Gen_370>
100.0
</Should_Build_FCU_U_Shield_Gen_370>
<Should_Build_FCU_U_Factory>
100.0
</Should_Build_FCU_U_Factory>
<Should_Build_FCU_U_Gravity_Gen>
100.0
</Should_Build_FCU_U_Gravity_Gen>
<Should_Build_FCU_U_Shield_Gen_740>
100.0
</Should_Build_FCU_U_Shield_Gen_740>
<Should_Build_FCU_U_Turbo_Tower>
100.0
</Should_Build_FCU_U_Turbo_Tower>-->
</Equations>

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<?xml version="1.0" ?>
<Equations>
<Blast_Target_Score>
Variable_Target.Force {Parameter_Category = GameObjectCategoryType[Capital | Frigate]}
</Blast_Target_Score>
</Equations>

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<?xml version="1.0"?>
<!--Equations that define perception functions-->
<Equations>
<!--Value planets based mostly on income and trade routes. Also consider structure and base capabilities-->
<GenericPlanetValue>
(15.0 * Variable_Target.BaseIncome +
1.0 * Variable_Target.MaxStructureSlots +
2.0 * Variable_Target.MaxGroundbaseLevel +
2.0 * Variable_Target.MaxStarbaseLevel +
10.0 * Variable_Target.TradeRoutes) / 30.0
</GenericPlanetValue>
<FriendlySpaceForceStrength>
Variable_Target.FriendlyForce.SpaceTotal
</FriendlySpaceForceStrength>
<FriendlyForceNearUnit>
Variable_Target.Location.FriendlyForce
</FriendlyForceNearUnit>
<Is_Home_Planet>
Variable_Target.Type.Token == Variable_Self.HomePlanet.Type.Token
</Is_Home_Planet>
<One>
1.0
</One>
<ReallySmall>
0.000000001
</ReallySmall>
<ReallyBig>
50.0
</ReallyBig>
<Medium>
25.0
</Medium>
<Medium_High>
35.0
</Medium_High>
<High>
40.0
</High>
<Zero>
0.0
</Zero>
<Is_Empire>
Variable_Self.IsFaction {Parameter_Faction = "Empire"}
</Is_Empire>
<Is_Rebel>
Variable_Self.IsFaction {Parameter_Faction = "Rebel"}
</Is_Rebel>
<Is_Underworld>
Variable_Self.IsFaction {Parameter_Faction = "Underworld"}
</Is_Underworld>
<Is_Hutts>
Variable_Self.IsFaction {Parameter_Faction = "Hutts"}
</Is_Hutts>
<Is_Campaign>
Game.IsCampaignGame
</Is_Campaign>
</Equations>

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<?xml version="1.0" ?>
<Equations>
<!--================== Budgeting for the Empire ==================-->
<!-- Fairly balanced with emphasis on offense -->
<!-- Information budget kept low since probe droids are cheap -->
<!-- Snowball budget - more money for offense as galactic domination comes closer -->
<BasicEmpireOffensiveBudgetAllocation>
5.0
+
(10.0 * Variable_Self.PlanetsControlled)
+
(6.0 * (1.0 - Function_Has_Enough_Space_Force_Globally.Evaluate))
</BasicEmpireOffensiveBudgetAllocation>
<!-- Defensive budget
We only care about land defenses if we have enough space forces
AND
SCALE if special structure defenses are needed
ADD baseline amount for tactical defense spending
-->
<BasicEmpireDefensiveBudgetAllocation>
Function_Has_Enough_Space_Force_Globally.Evaluate
*
(
8.0 * Function_Can_Build_Defensive_Structures.Evaluate * (1.0 - Function_Has_Enough_Defensive_Structures.Evaluate)
+
2.0
)
</BasicEmpireDefensiveBudgetAllocation>
<Can_Build_Defensive_Structures>
(
Variable_Self.IsFaction {Parameter_Faction = "Empire"} *
(Variable_Self.TechLevel >= 2) *
Variable_Self.HasGroundbaseOfLevel {Parameter_Level = 2, Parameter_Count = 1}
)
+
(
Variable_Self.IsFaction {Parameter_Faction = "Rebel"} *
(Variable_Self.TechLevel >= 2) *
Variable_Self.HasGroundbaseOfLevel {Parameter_Level = 2, Parameter_Count = 1}
)
+
(
Variable_Self.IsFaction {Parameter_Faction = "Hutts"} *
(Variable_Self.TechLevel >= 2) *
Variable_Self.HasGroundbaseOfLevel {Parameter_Level = 2, Parameter_Count = 1}
)
>= 1
</Can_Build_Defensive_Structures>
<Defensive_Structure_Count>
Variable_Self.StructureCount { Parameter_Type = "E_Ground_Base_Shield_740"
,Parameter_Type = "R_Ground_Base_Shield_740"
,Parameter_Type = "H_Ground_Base_Shield_740"
,Parameter_Type = "E_Galactic_Turbolaser_Tower_Defenses"
,Parameter_Type = "R_Galactic_Turbolaser_Tower_Defenses"
,Parameter_Type = "H_Galactic_Turbolaser_Tower_Defenses"
,Parameter_Type = "Ground_Ion_Cannon"
,Parameter_Type = "Ground_Empire_Hypervelocity_Gun"
,Parameter_Type = "Ground_Hutts_Hypervelocity_Gun"
,Parameter_Type = "E_Ground_Magnepulse_Cannon"
,Parameter_Type = "Ground_Gravity_Generator"
}
</Defensive_Structure_Count>
<!-- Have we met the desired ratio of defensive structures to planets controlled?
-->
<Has_Enough_Defensive_Structures>
(0.3 - (Function_Defensive_Structure_Count.Evaluate / Variable_Self.PlanetsControlledUnnormalized ))
> 0.0
</Has_Enough_Defensive_Structures>
<!-- Increase with tech level: higher tech units mostly need high level bases.
Also increase with maintenance: bases prevent maintenance costs
Decrease as bases are maxed out.
Note that The Major Item funds are diverted to Infrastructure if we are unable to tech up but want to.
Infrastructure money should then be spent on upgrading the highest level starbase, lifting the dependency.
-->
<BasicEmpireInfrastructureBudgetAllocation>
1.1
*
(2 + 0.5 * (Variable_Self.TechLevel) - Variable_Self.MaxedStarbases - Variable_Self.MaxedGroundbases)
*
(1.0 + Variable_Self.Maintenance)
*
(1.0 + 2.0 * (0.5 > (Variable_Self.StructureCount {Parameter_Type = "Empire_Ground_Mining_Facility_GC", Parameter_Type = "Empire_Ground_Mining_Facility_GC_Unlim", Parameter_Type = "Empire_Mineral_Extractor_GC"} / Variable_Self.PlanetsControlledUnnormalized)))
+
6 * (1 - Function_Can_Build_Offensive_Space.Evaluate)
+
10 * Function_Need_Tech_Upgrade_Unblocked.Evaluate
+
10 * ((Variable_Self.HasStructure {Parameter_Type = "E_Ground_Light_Vehicle_Factory"} == 0) +
(Variable_Self.HasStructure {Parameter_Type = "E_Ground_Barracks"} == 0) +
(Variable_Self.HasStructure {Parameter_Type = "Empire_Ground_Mining_Facility_GC"} == 0) +
(Variable_Self.HasStructure {Parameter_Type = "Empire_Ground_Mining_Facility_GC_Unlim"} == 0) +
(Variable_Self.HasStructure {Parameter_Type = "Empire_Mineral_Extractor_GC"} == 0))
</BasicEmpireInfrastructureBudgetAllocation>
<!-- Based on average age of scouted information -->
<BasicEmpireInformationBudgetAllocation>
0.5 * Function_Global_Scout_Need.Evaluate
</BasicEmpireInformationBudgetAllocation>
<!-- Receive a trickle of funds so that eventually, a major purchase is likely
Adjust this to control how soon the AI will spend on tech upgrades.
Scale this inversely with tech level and posession of the DeathStar (tech 6, in a sense)
This is needed because during middle and late game, we need more funds for special structures, etc.
Also, we don't want the AI to rush to max tech.
Shut off funds if we're trying to upgrade a base in order to tech
(the tech was already deemed affordable, and the reserve for it remains in the category)
Shut off funds if we're behind in the space race but not behind in the tech race
2.0 * Variable_Self.CanAdvanceTech
-->
<BasicEmpireMajorItemBudgetAllocation>
0.8
*
(7.0 - Variable_Self.TechLevel
- Variable_Self.HasUnit{Parameter_Type = "Death_Star_II"}
- Variable_Self.HasStructure{Parameter_Type = "E_Ground_Research_Facility", Parameter_Count = 1})
*
(1.0 - Function_Need_Tech_Upgrade_Unblocked.Evaluate)
*
clamp(Function_Has_Enough_Space_Force_Globally.Evaluate + (Game.Timeline > Variable_Self.TechLevel), 0.0, 1.0)
+
3.0 * (Variable_Self.TechLevel == 5) * (1 - Variable_Self.HasUnit{Parameter_Type = "Death_Star_II"})
</BasicEmpireMajorItemBudgetAllocation>
<!-- Tech Upgrade Purchasing Budgets -->
<!-- What fraction of the gross budget is required to support building the next tech item
without pause, plus a small pad to compansate for fluctuations in spending that
may occur before this perception can compensate.
add a buffer large enough to ensure that the upgrade can be afforded, despite cash spikes/drops
-->
<TechUpgradeBudgetRequirement>
(
(1 - Variable_Self.HasStructure{Parameter_Type = "E_Ground_Research_Facility", Parameter_Count = 1}) *
Variable_Self.BudgetFractionToBuild{Parameter_Type = "E_Ground_Research_Facility"}
+
Variable_Self.HasStructure{Parameter_Type = "E_Ground_Research_Facility", Parameter_Count = 1} *
(Variable_Self.TechLevel == 1) *
Variable_Self.BudgetFractionToBuild{Parameter_Type = "DS_Primary_Hyperdrive"}
+
(Variable_Self.TechLevel == 2) *
Variable_Self.BudgetFractionToBuild{Parameter_Type = "DS_Shield_Gen"}
+
(Variable_Self.TechLevel == 3) *
Variable_Self.BudgetFractionToBuild{Parameter_Type = "DS_Superlaser_Core"}
+
(Variable_Self.TechLevel == 4) *
Variable_Self.BudgetFractionToBuild{Parameter_Type = "DS_Durasteel"}
+
(Variable_Self.TechLevel == 5) *
Variable_Self.BudgetFractionToBuild{Parameter_Type = "Death_Star_II"}
*
1.25
+
0.05
)
</TechUpgradeBudgetRequirement>
<!-- Tech Upgrade Template Budget -->
<EmpireTechUpgradeOffensiveAllocation>
0.01
+
(1.0 - Function_TechUpgradeBudgetRequirement.Evaluate)
*
0.3
</EmpireTechUpgradeOffensiveAllocation>
<EmpireTechUpgradeDefensiveAllocation>
(1.0 - Function_TechUpgradeBudgetRequirement.Evaluate)
*
0.3
*
Function_Can_Build_Defensive_Structures.Evaluate
</EmpireTechUpgradeDefensiveAllocation>
<!--
Variable_Self.CanAdvanceTech
*
-->
<EmpireTechUpgradeMajorItemAllocation>
Function_TechUpgradeBudgetRequirement.Evaluate
</EmpireTechUpgradeMajorItemAllocation>
<!--
(1.0 - Variable_Self.CanAdvanceTech) * Function_TechUpgradeBudgetRequirement.Evaluate
+
-->
<EmpireTechUpgradeInfrastructureAllocation>
(1.0 - Function_TechUpgradeBudgetRequirement.Evaluate)
*
0.2
</EmpireTechUpgradeInfrastructureAllocation>
<EmpireTechUpgradeInformationAllocation>
(1.0 - Function_TechUpgradeBudgetRequirement.Evaluate)
*
0.0
</EmpireTechUpgradeInformationAllocation>
<!--================== Budgeting for the Rebels ==================-->
<!-- Aggressive stance. Low defense and information -->
<!-- Snowball budget - more money for offense as galactic domination comes closer -->
<BasicRebelOffensiveBudgetAllocation>
7.2 + Variable_Self.PlanetsControlled
+
(6.0 * (1.0 - Function_Has_Enough_Space_Force_Globally.Evaluate))
</BasicRebelOffensiveBudgetAllocation>
<!-- Defensive budget increases with proportion of planets that are undefended -->
<BasicRebelDefensiveBudgetAllocation>
Function_Has_Enough_Space_Force_Globally.Evaluate
*
(
8.0 * Function_Can_Build_Defensive_Structures.Evaluate * (1.0 - Function_Has_Enough_Defensive_Structures.Evaluate)
+
2.0
)
</BasicRebelDefensiveBudgetAllocation>
<!-- Increase with tech level: higher tech units mostly need high level bases. -->
<!-- Also increase with low income -->
<!-- Decrease as bases are maxed out -->
<BasicRebelInfrastructureBudgetAllocation>
1.1
*
(2 + 0.5 * (Variable_Self.TechLevel) - Variable_Self.MaxedStarbases - Variable_Self.MaxedGroundbases)
*
(1.0 + Variable_Self.Maintenance)
*
(1.0 + 2.0 * (0.5 > (Variable_Self.StructureCount {Parameter_Type = "Rebel_Ground_Mining_Facility_GC", Parameter_Type = "Rebel_Ground_Mining_Facility_GC_Unlim", Parameter_Type = "Rebel_Mineral_Extractor_GC"} / Variable_Self.PlanetsControlledUnnormalized)))
+
10 * ((Variable_Self.HasStructure {Parameter_Type = "R_Ground_Light_Vehicle_Factory"} == 0) +
(Variable_Self.HasStructure {Parameter_Type = "R_Ground_Barracks"} == 0) +
(Variable_Self.HasStructure {Parameter_Type = "Rebel_Ground_Mining_Facility_GC"} == 0) +
(Variable_Self.HasStructure {Parameter_Type = "Rebel_Ground_Mining_Facility_GC_Unlim"} == 0) +
(Variable_Self.HasStructure {Parameter_Type = "Rebel_Mineral_Extractor_GC"} == 0))
</BasicRebelInfrastructureBudgetAllocation>
<!-- Based on average age of scouted information -->
<BasicRebelInformationBudgetAllocation>
0.5 * Function_Global_Scout_Need.Evaluate
</BasicRebelInformationBudgetAllocation>
<!--================== Budgeting for the Hutt Cartel ==================-->
<!-- Fairly balanced with emphasis on offense -->
<!-- Information budget kept minimal -->
<!-- Snowball budget - more money for offense as galactic domination comes closer -->
<BasicHuttsOffensiveBudgetAllocation>
5.0
+
(10.0 * Variable_Self.PlanetsControlled)
+
(6.0 * (1.0 - Function_Has_Enough_Space_Force_Globally.Evaluate))
</BasicHuttsOffensiveBudgetAllocation>
<!-- Defensive budget
We only care about land defenses if we have enough space forces
AND
SCALE if special structure defenses are needed
ADD baseline amount for tactical defense spending
-->
<BasicHuttsDefensiveBudgetAllocation>
Function_Has_Enough_Space_Force_Globally.Evaluate
*
(
8.0 * Function_Can_Build_Defensive_Structures.Evaluate * (1.0 - Function_Has_Enough_Defensive_Structures.Evaluate)
+
3.0
)
</BasicHuttsDefensiveBudgetAllocation>
<!-- Increase with tech level: higher tech units mostly need high level bases.
Also increase with maintenance: bases prevent maintenance costs
Decrease as bases are maxed out.
Note that The Major Item funds are diverted to Infrastructure if we are unable to tech up but want to.
Infrastructure money should then be spent on upgrading the highest level starbase, lifting the dependency.
-->
<BasicHuttsInfrastructureBudgetAllocation>
1.1
*
(2 + 0.5 * (Variable_Self.TechLevel) - Variable_Self.MaxedStarbases - Variable_Self.MaxedGroundbases)
*
(1.0 + Variable_Self.Maintenance)
*
(1.0 + 2.0 * (0.5 > (Variable_Self.StructureCount {Parameter_Type = "Hutts_Ground_Mining_Facility_GC", Parameter_Type = "Hutts_Ground_Mining_Facility_GC_Unlim", Parameter_Type = "Hutts_Mineral_Extractor_GC"} / Variable_Self.PlanetsControlledUnnormalized)))
+
6 * (1 - Function_Can_Build_Offensive_Space.Evaluate)
+
10 * Function_Need_Tech_Upgrade_Unblocked.Evaluate
+
10 * ((Variable_Self.HasStructure {Parameter_Type = "H_Ground_Factory"} == 0) +
(Variable_Self.HasStructure {Parameter_Type = "H_Ground_Barracks"} == 0) +
(Variable_Self.HasStructure {Parameter_Type = "Hutts_Ground_Mining_Facility_GC"} == 0) +
(Variable_Self.HasStructure {Parameter_Type = "Hutts_Ground_Mining_Facility_GC_Unlim"} == 0) +
(Variable_Self.HasStructure {Parameter_Type = "Hutts_Mineral_Extractor_GC"} == 0))
</BasicHuttsInfrastructureBudgetAllocation>
<!-- Based on average age of scouted information -->
<BasicHuttsInformationBudgetAllocation>
0.3 * Function_Global_Scout_Need.Evaluate
</BasicHuttsInformationBudgetAllocation>
<!-- Receive a trickle of funds so that eventually, a major purchase is likely
Adjust this to control how soon the AI will spend on tech upgrades.
Scale this inversely with tech level and posession of the DeathStar (tech 6, in a sense)
This is needed because during middle and late game, we need more funds for special structures, etc.
Also, we don't want the AI to rush to max tech.
Shut off funds if we're trying to upgrade a base in order to tech
(the tech was already deemed affordable, and the reserve for it remains in the category)
Shut off funds if we're behind in the space race but not behind in the tech race
2.0 * Variable_Self.CanAdvanceTech
-->
<BasicHuttsMajorItemBudgetAllocation>
0.7
*
(7.0 - Variable_Self.TechLevel
- Variable_Self.HasStructure{Parameter_Type = "H_Ground_Advanced_Technologies_Facility", Parameter_Count = 1})
*
clamp(Function_Has_Enough_Space_Force_Globally.Evaluate + (Game.Timeline > Variable_Self.TechLevel), 0.0, 1.0)
</BasicHuttsMajorItemBudgetAllocation>
<!-- Tech Upgrade Purchasing Budgets -->
<!-- What fraction of the gross budget is required to support building the next tech item
without pause, plus a small pad to compansate for fluctuations in spending that
may occur before this perception can compensate.
add a buffer large enough to ensure that the upgrade can be afforded, despite cash spikes/drops
-->
<HuttsTechUpgradeBudgetRequirement>
(
(1 - Variable_Self.HasStructure{Parameter_Type = "H_Ground_Advanced_Technologies_Facility", Parameter_Count = 1}) *
Variable_Self.BudgetFractionToBuild{Parameter_Type = "H_Ground_Advanced_Technologies_Facility"}
+
Variable_Self.HasStructure{Parameter_Type = "H_Ground_Advanced_Technologies_Facility", Parameter_Count = 1} *
(Variable_Self.TechLevel == 1) *
Variable_Self.BudgetFractionToBuild{Parameter_Type = "Hutt_Tech_2"}
+
(Variable_Self.TechLevel == 2) *
Variable_Self.BudgetFractionToBuild{Parameter_Type = "Hutt_Tech_3"}
+
(Variable_Self.TechLevel == 3) *
Variable_Self.BudgetFractionToBuild{Parameter_Type = "Hutt_Tech_4"}
+
(Variable_Self.TechLevel == 4) *
Variable_Self.BudgetFractionToBuild{Parameter_Type = "Hutt_Tech_5"}
*
1.25
+
0.05
)
</HuttsTechUpgradeBudgetRequirement>
<!-- Tech Upgrade Template Budget -->
<!-- Need to use static values for now. -->
<!-- HuttsTechUpgradeBudgetRequirement is not a valid perception token and will assert if used! -->
<HuttsTechUpgradeOffensiveAllocation>
0.4
</HuttsTechUpgradeOffensiveAllocation>
<!-- Zero is used instead -->
<HuttsTechUpgradeDefensiveAllocation>
0.3
</HuttsTechUpgradeDefensiveAllocation>
<HuttsTechUpgradeMajorItemAllocation>
0.25
</HuttsTechUpgradeMajorItemAllocation>
<HuttsTechUpgradeInfrastructureAllocation>
0.35
</HuttsTechUpgradeInfrastructureAllocation>
<!-- Zero is used instead -->
<HuttsTechUpgradeInformationAllocation>
0.1
</HuttsTechUpgradeInformationAllocation>
<GenericSpaceTargetedOffensiveBudgetAllocation>
Game.ForceVisibility
</GenericSpaceTargetedOffensiveBudgetAllocation>
<GenericSpaceDefensiveBudgetAllocation>
0.5
</GenericSpaceDefensiveBudgetAllocation>
<GenericSpaceUntargetedOffensiveBudgetAllocation>
1.0 - Game.ForceVisibility
</GenericSpaceUntargetedOffensiveBudgetAllocation>
<!-- Used to determine the funds to be spent from the galactic budget on a land tactical game.
We like to spend more on planets that are:
valuable
have a large ground force investment
have a large ground infrastructure investment
scale by a magic number
NOTE: we're not scaling by the number of open build pads, because if we can't build, the
over-allocated money simply wont be spent.
-->
<Land_Tactical_Budget>
(
1 * Function_GenericPlanetValue.Evaluate +
2 * Variable_Target.FriendlyForce.GroundTotal +
3 * Variable_Target.GroundbaseLevel
) / 5
* 2500
+
200
</Land_Tactical_Budget>
<Land_Tactical_Budget_Clamped>
clamp( Function_Land_Tactical_Budget.Evaluate,
0,
Variable_Self.CreditsUnnormalized / (Variable_Self.PlanetsControlled + 1)
)
</Land_Tactical_Budget_Clamped>
</Equations>

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<?xml version="1.0" ?>
<Equations>
<!-- High priority whenever a friendly planet has an enemy force in orbit
... consider how valuable this planet is
... and if we don't own much space, this is even more important
and don't use this coventional goal/plan on systems disconnected by one planet-->
<Needs_Blockade_Lifted>
(Variable_Target.EnemyForce.HasSpaceForce)
*
Function_First_Attack_Allowed.Evaluate
*
(Variable_Target.EnemyForce.SpaceTotalUnnormalized > 0)
*
(30 +
(10.0 * Function_GenericPlanetValue.Evaluate) +
(10.0 * Function_More_Planets_Needed.Evaluate))
*
((Function_Need_To_Reconnect_Islands.Evaluate == 0.0) +
Variable_Target.ConnectsLargestIslands)
*
(Variable_Target.TimeSinceSpaceConflict > Function_Blockade_Wait_Time.Evaluate)
</Needs_Blockade_Lifted>
<Blockade_Wait_Time>
Variable_Self.IsDifficulty{Parameter_Difficulty_Level_Type = DifficultyLevelType[Easy]}
* 90.0
+
Variable_Self.IsDifficulty{Parameter_Difficulty_Level_Type = DifficultyLevelType[Normal]}
* 90.0
+
Variable_Self.IsDifficulty{Parameter_Difficulty_Level_Type = DifficultyLevelType[Hard]}
* 20.0
</Blockade_Wait_Time>
<Has_Friendly_Ground_Force>
Variable_Target.FriendlyForce.HasGroundForce
</Has_Friendly_Ground_Force>
<!-- Is there space? -->
<!-- Are the groundbase and defensive force worth protecting? -->
<!-- Is the planet worth protecting -->
<Needs_Ground_Defensive_Structure>
5.0 *
Variable_Target.OpenStructureSlots *
Variable_Target.GroundbaseLevel *
Variable_Target.FriendlyForce.GroundTotalNBTD *
Function_DefensiveValue.Evaluate
</Needs_Ground_Defensive_Structure>
<!-- Is there space? -->
<!-- Are the starbase and defensive force worth protecting? -->
<!-- Is the planet worth protecting -->
<Needs_Space_Defensive_Structure>
5.0 *
Variable_Target.OpenStructureSlots *
Variable_Target.StarbaseLevel *
Variable_Target.FriendlyForce.SpaceTotalNBTD *
Function_DefensiveValue.Evaluate
</Needs_Space_Defensive_Structure>
<!-- Don't defend planets with enemy forces blockading (handled by Lift_Blockade) -->
<!-- How valuable is the planet? -->
<!-- How many trade routes do I also control the other end for? -->
<!-- How strong is the enemy around here? -->
<!-- Is this planet already well-defended -->
<DefensiveValue>
(1.0 - Variable_Target.EnemyForce.SpaceTotalNBTT) *
(Function_GenericPlanetValue.Evaluate +
Variable_Target.ActiveTradeRoutes +
Variable_Target.EnemyForce.NearbyGroundTotal + Variable_Target.EnemyForce.NearbySpaceTotal -
Variable_Target.FriendlyForce.GroundTotal - Variable_Target.FriendlyForce.SpaceTotal)
+
Variable_Target.Hints.Chokepoint
+
Variable_Target.Hints.PriorityTarget
</DefensiveValue>
<GroundDefensiveValue>
(Variable_Target.EnemyForce.HasSpaceForce == 0.0)
*
(1.1 - Variable_Target.FriendlyForce.GroundTotalNBTD)
*
(
5.0 * Variable_Target.Hints.Chokepoint
+
5.0 * Function_Is_Connected_To_Enemy.Evaluate
+
5.0 * (Variable_Target.FriendlyForce.HasGroundUnitsBitfield {Parameter_Type = "MON_MOTHMA", Parameter_Type = "Emperor_Palpatine"} > 0)
+
Function_Defense_Level.Evaluate
)
</GroundDefensiveValue>
<SpaceDefensiveValue>
(1.1 - Variable_Target.FriendlyForce.SpaceTotalNBTD)
*
(
5.0 * Variable_Target.Hints.Chokepoint
+
5.0 * Function_Is_Connected_To_Enemy.Evaluate
+
Function_Defense_Level.Evaluate
)
</SpaceDefensiveValue>
<Needs_Weapon>
2.0 * Variable_Target.StarbaseLevelUnnormalized
+
2.0 * Variable_Target.GroundbaseLevelUnnormalized
+
8.0 * Variable_Target.Hints.Chokepoint
+
2.0 * Function_DefensiveValue.Evaluate
+
8.0 * Function_Is_Connected_To_Enemy.Evaluate
+
Variable_Target.FriendlyForce.SpaceTotalUnnormalized / 5000.0
+
Variable_Target.FriendlyForce.GroundTotalUnnormalized / 2500.0
</Needs_Weapon>
<!-- Regular in base shield.
The desire to have a ground shield depends upon:
investment in ground base
bonus for defensive value (including chokepoint markup)
bonus for having force here
-->
<Needs_Base_Shield>
2.0 * Variable_Target.GroundbaseLevelUnnormalized
+
8.0 * Variable_Target.Hints.Chokepoint
+
2.0 * Function_DefensiveValue.Evaluate
+
8.0 * Function_Is_Connected_To_Enemy.Evaluate
+
Variable_Target.FriendlyForce.GroundTotalUnnormalized / 2500.0
</Needs_Base_Shield>
<!--
Just like the need for a shield, but add a flat modifier rather than a force dependent one
since turbolaser effectiveness isn't very dependent on other units being present.
-->
<Needs_Turbolasers>
2.0 * Variable_Target.GroundbaseLevelUnnormalized
+
8.0 * Variable_Target.Hints.Chokepoint
+
2.0 * Function_DefensiveValue.Evaluate
+
8.0 * Function_Is_Connected_To_Enemy.Evaluate
+
10.0
</Needs_Turbolasers>
<Needs_Jamming_Station>
Variable_Target.OpenStructureSlots
*
Function_Has_Enough_Bases_For_Tech.Evaluate
*
(Function_Defense_Level.Evaluate > 5)
</Needs_Jamming_Station>
<Defense_Level>
Variable_Target.StarbaseLevelUnnormalized
+ Variable_Target.HasStructure {Parameter_Type = "E_Ground_Base_Shield_740", Parameter_Count = 1}
+ Variable_Target.HasStructure {Parameter_Type = "R_Ground_Base_Shield_740", Parameter_Count = 1}
+ Variable_Target.HasStructure {Parameter_Type = "H_Ground_Base_Shield_740", Parameter_Count = 1}
+ Variable_Target.HasStructure {Parameter_Type = "E_Galactic_Turbolaser_Tower_Defenses", Parameter_Count = 1}
+ Variable_Target.HasStructure {Parameter_Type = "R_Galactic_Turbolaser_Tower_Defenses", Parameter_Count = 1}
+ Variable_Target.HasStructure {Parameter_Type = "H_Galactic_Turbolaser_Tower_Defenses", Parameter_Count = 1}
+ Variable_Target.HasStructure {Parameter_Type = "Ground_Ion_Cannon", Parameter_Count = 1}
+ Variable_Target.HasStructure {Parameter_Type = "Ground_Empire_Hypervelocity_Gun", Parameter_Count = 1}
+ Variable_Target.HasStructure {Parameter_Type = "Ground_Hutts_Hypervelocity_Gun", Parameter_Count = 1}
+ Variable_Target.HasStructure {Parameter_Type = "E_Ground_Magnepulse_Cannon", Parameter_Count = 1}
</Defense_Level>
<Can_Park_Ground_Unit>
(Variable_Target.EnemyForce.HasSpaceForce == 0.0)
*
(Variable_Target.OpenGroundCompanySlots > 0)
*
Variable_Target.IsSurfaceAccessible
</Can_Park_Ground_Unit>
<Low_Ground_Defense_Score>
1.0 - Variable_Target.FriendlyForce.GroundTotalNBTD
</Low_Ground_Defense_Score>
<Low_Space_Defense_Score>
1.0 - Variable_Target.FriendlyForce.SpaceTotalNBTD
</Low_Space_Defense_Score>
<Ground_Priority_Defense_Score>
Variable_Target.Hints.Chokepoint
+
2.0 * Function_Is_Connected_To_Enemy.Evaluate
+
Variable_Target.HasStructure {Parameter_Type = "E_Ground_Base_Shield_740", Parameter_Type = "R_Ground_Base_Shield_740", Parameter_Type = "H_Ground_Base_Shield_740",
Parameter_Type = "E_Galactic_Turbolaser_Tower_Defenses", Parameter_Type = "R_Galactic_Turbolaser_Tower_Defenses", Parameter_Type = "H_Galactic_Turbolaser_Tower_Defenses",
Parameter_Type = "E_Ground_Magnepulse_Cannon", Parameter_Type = "Ground_Gravity_Generator"}
</Ground_Priority_Defense_Score>
<Space_Priority_Defense_Score>
Variable_Target.Hints.Chokepoint
+
2.0 * Function_Is_Connected_To_Enemy.Evaluate
+
Variable_Target.HasStructure {Parameter_Type = "Ground_Ion_Cannon", Parameter_Type = "Ground_Empire_Hypervelocity_Gun", Parameter_Type = "Ground_Hutts_Hypervelocity_Gun"}
</Space_Priority_Defense_Score>
<Friendly_Space_Unit_Raw_Total>
Variable_Target.FriendlyForce.SpaceTotalUnnormalized - Variable_Target.FriendlyForce.SpaceTotalUnnormalized {Parameter_Category = GameObjectCategoryType[SpaceHero]}
</Friendly_Space_Unit_Raw_Total>
<Friendly_Global_Space_Unit_Raw_Total>
Variable_Self.SpaceTotalUnnormalized - Variable_Self.SpaceTotalUnnormalized {Parameter_Category = GameObjectCategoryType[SpaceHero]}
</Friendly_Global_Space_Unit_Raw_Total>
<Friendly_Land_Unit_Raw_Total>
Variable_Target.FriendlyForce.GroundTotalUnnormalized - Variable_Target.FriendlyForce.GroundTotalUnnormalized {Parameter_Category = GameObjectCategoryType[LandHero]}
</Friendly_Land_Unit_Raw_Total>
<Friendly_Global_Land_Unit_Raw_Total>
Variable_Self.GroundTotalUnnormalized - Variable_Self.GroundTotalUnnormalized {Parameter_Category = GameObjectCategoryType[LandHero]}
</Friendly_Global_Land_Unit_Raw_Total>
<Enemy_Global_Space_Unit_Raw_Total>
Game.EnemyForce.SpaceTotalUnnormalized - Game.EnemyForce.SpaceTotalUnnormalized {Parameter_Category = GameObjectCategoryType[SpaceHero]}
</Enemy_Global_Space_Unit_Raw_Total>
<Enemy_Global_Land_Unit_Raw_Total>
Game.EnemyForce.GroundTotalUnnormalized - Game.EnemyForce.GroundTotalUnnormalized {Parameter_Category = GameObjectCategoryType[LandHero]}
</Enemy_Global_Land_Unit_Raw_Total>
<Needs_Magic_Ground_Defense>
(Variable_Target.OpenGroundCompanySlots > 6) *
Function_Is_Connected_To_Enemy.Evaluate *
Function_Is_Connected_To_Me.Evaluate *
Variable_Self.IsDifficulty {Parameter_Difficulty_Level_Type = DifficultyLevelType[Normal]} *
Variable_Target.IsSurfaceAccessible
</Needs_Magic_Ground_Defense>
<Needs_Magic_Space_Defense>
(3000 > Function_Friendly_Space_Unit_Raw_Total.Evaluate) *
Function_Is_Connected_To_Enemy.Evaluate *
Function_Is_Connected_To_Me.Evaluate *
(Variable_Target.EnemyForce.HasSpaceForce == 0.0) *
Variable_Self.IsDifficulty {Parameter_Difficulty_Level_Type = DifficultyLevelType[Normal]}
</Needs_Magic_Space_Defense>
<Needs_Magic_Ground_Defense_Easy>
(Variable_Target.OpenGroundCompanySlots > 7) *
Function_Is_Connected_To_Enemy.Evaluate *
Function_Is_Connected_To_Me.Evaluate *
Variable_Self.IsDifficulty {Parameter_Difficulty_Level_Type = DifficultyLevelType[Easy]} *
Variable_Target.IsSurfaceAccessible
</Needs_Magic_Ground_Defense_Easy>
<Needs_Magic_Space_Defense_Easy>
(2000 > Function_Friendly_Space_Unit_Raw_Total.Evaluate) *
Function_Is_Connected_To_Enemy.Evaluate *
Function_Is_Connected_To_Me.Evaluate *
(Variable_Target.EnemyForce.HasSpaceForce == 0.0) *
Variable_Self.IsDifficulty {Parameter_Difficulty_Level_Type = DifficultyLevelType[Easy]}
</Needs_Magic_Space_Defense_Easy>
<Needs_Magic_Ground_Defense_Hard>
(Variable_Target.OpenGroundCompanySlots > 5) *
Function_Is_Connected_To_Enemy.Evaluate *
Function_Is_Connected_To_Me.Evaluate *
Variable_Self.IsDifficulty {Parameter_Difficulty_Level_Type = DifficultyLevelType[Hard]} *
Variable_Target.IsSurfaceAccessible
</Needs_Magic_Ground_Defense_Hard>
<Needs_Magic_Space_Defense_Hard>
(7000 > Function_Friendly_Space_Unit_Raw_Total.Evaluate) *
Function_Is_Connected_To_Enemy.Evaluate *
Function_Is_Connected_To_Me.Evaluate *
(Variable_Target.EnemyForce.HasSpaceForce == 0.0) *
Variable_Self.IsDifficulty {Parameter_Difficulty_Level_Type = DifficultyLevelType[Hard]}
</Needs_Magic_Space_Defense_Hard>
<Needs_Magic_Ground_Structure>
Function_Is_Connected_To_Enemy.Evaluate *
(Variable_Target.OpenGroundCompanySlots > 0) *
(
(Variable_Self.IsDifficulty {Parameter_Difficulty_Level_Type = DifficultyLevelType[Hard]}) *
(Variable_Target.OpenStructureSlotsUnnormalized > 1) +
(Variable_Self.IsDifficulty {Parameter_Difficulty_Level_Type = DifficultyLevelType[Normal]}) *
(Variable_Target.OpenStructureSlotsUnnormalized > 2) +
(Variable_Self.IsDifficulty {Parameter_Difficulty_Level_Type = DifficultyLevelType[Easy]}) *
(Variable_Target.OpenStructureSlotsUnnormalized > 3)
)
</Needs_Magic_Ground_Structure>
<Needs_Magic_Cash_Drop>
(Game.Age > 300)
*
(2000 > Variable_Self.CreditsUnnormalized)
*
(Function_Am_I_In_Winning_Position.Evaluate == 0.0)
</Needs_Magic_Cash_Drop>
</Equations>

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<?xml version="1.0" ?>
<Equations>
<!-- Any perception equations that are hero specific will go here -->
<!-- EMPIRE -->
<!-- When not in an active plan, Ackbar likes to sit on systems where he can add the most
defensive bonus or where he can apply his Calamari Cruiser Discount -->
<Park_Ackbar>
0.0
</Park_Ackbar>
<!-- When not in an active plan, Veers likes to sit on planets
which require high defense
bonus for being able to build walkers there
-->
<Park_Veers>
Function_GroundDefensiveValue.Evaluate
+
Variable_Target.GroundbaseLevelUnnormalized
</Park_Veers>
<!-- REBEL -->
</Equations>

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<?xml version="1.0" ?>
<Equations>
<!-- How good an invasion target is this planet? -->
<!-- Bonus for planets that divide my territory -->
<!-- Empire bonus for planets near Coruscant -->
<!-- Entire value modulated by how recently this planet was scouted -->
<Needs_Scouting>
(Function_Is_Good_Invasion_Target.Evaluate) *
Variable_Target.EnemyForce.GroundTotal.TimeLastSeen
</Needs_Scouting>
<!-- Non-pirate/neutral planets that need scouting -->
<Is_Good_Slice_Target>
(1.0 - Variable_Target.IsFaction {Parameter_Faction = "Pirates", Parameter_Faction = "Neutral"})
</Is_Good_Slice_Target>
<!-- Average age of scouting data -->
<Global_Scout_Need>
Variable_Self.AverageAgeOfSpaceIntelligence + Variable_Self.AverageAgeOfGroundIntelligence
</Global_Scout_Need>
<!-- Positive when average age of scouting data is above a fixed threshold -->
<Information_Is_Scarce>
Function_Global_Scout_Need.Evaluate > 1.0
</Information_Is_Scarce>
<!-- Don't delete me; I'm used in a story script.
-->
<Has_Mon_Mothma>
(
(Variable_Target.EnemyForce.HasSpaceUnitsBitfield {Parameter_Type = "Mon_Mothma"} != 0)
+
(Variable_Target.EnemyForce.HasGroundUnitsBitfield {Parameter_Type = "Mon_Mothma"} != 0)
)
> 0
</Has_Mon_Mothma>
</Equations>

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<?xml version="1.0" ?>
<Equations>
<!--
Do we have some structure here already
AND
Are we not maxed out
SCALE UP BY
Chokepoint status
Income
Distance from max potential base level
Need to reduce maintaince tax
-->
<Needs_Groundbase_Upgrade>
(Variable_Target.GroundbaseLevel > 0.0)
*
(Variable_Target.MaxGroundbaseLevel != Variable_Target.GroundbaseLevel)
*
(
4.0 * (Variable_Target.Hints.Chokepoint)
+
2.0 * Variable_Target.BaseIncomeNBTP
+
1.0 * (Variable_Target.MaxGroundbaseLevel - Variable_Target.GroundbaseLevel)
+
4.0 * Function_Is_Connected_To_Enemy.Evaluate
)
/
7.0
</Needs_Groundbase_Upgrade>
<!--
Bring this into line with ground base component building (since they share the infrastructure category)
AND
Do we already have an initial base (handled by another goal)
AND
Zero out desire when defending the home planet (template change isn't enough)
AND
Are we not already maxed out
AND
Scale by relative economic worth
AND EITHER
lift a tech upgrade purchase dependency OR offensive space production dependency
if this is a location with a ground research facility
OR
If we're badly blocked on space production
OR
If we don't need a tech upgrade dependency lifted, scale desire by:
if this is a chokepoint planet
by likely purchase needs (high tech can only be bought at high level bases)
by how far we are from maxing out base upgrades
UNUSED:
Require the starbase upgrade boost for unblocking tech to be on the highest level system.
*
(Variable_Target.StarbaseLevelUnnormalized == Variable_Self.MaxStarbaseLevelUnnormalized)
-->
<Needs_Starbase_Upgrade>
(Variable_Target.StarbaseLevel > 0.0)
*
(Variable_Target.MaxStarbaseLevel != Variable_Target.StarbaseLevel)
*
((Variable_Target.GroundbaseLevel > Variable_Target.StarbaseLevel) + (Variable_Target.MaxStarbaseLevel >= Variable_Target.MaxGroundbaseLevel))
*
(
15.0 * (1 - Function_Can_Build_Offensive_Space.Evaluate)
+
(1.0 - Function_Need_Tech_Upgrade_Unblocked.Evaluate)
+
(1.0 - Function_Hutts_Need_Tech_Upgrade_Unblocked.Evaluate)
*
(
10.0 * (Variable_Target.Hints.Chokepoint + Variable_Target.Hints.PriorityTarget)
+
10.0 * (Variable_Target.MaxStarbaseLevel - Variable_Target.StarbaseLevel)
+
5.0 * Function_Is_Connected_To_Enemy.Evaluate
+
2.0 * Function_Needs_Better_Buying_Capability_Space.Evaluate
)
)
</Needs_Starbase_Upgrade>
<!-- This desire is used by things that can improve STARBASE LEVEL.
does the Empire want to upgrade tech (including the death star)
and we're not at tech 5 yet
but we're unable
-->
<Need_Tech_Upgrade_Unblocked>
Function_Empire_Should_Upgrade_Tech.Evaluate
*
Variable_Self.HasStructure{Parameter_Type = "E_Ground_Research_Facility"}
*
(5.0 > Variable_Self.TechLevel)
*
(1.0 - Variable_Self.CanAdvanceTech)
</Need_Tech_Upgrade_Unblocked>
<Hutts_Need_Tech_Upgrade_Unblocked>
Function_Hutts_Should_Upgrade_Tech.Evaluate
*
Variable_Self.HasStructure{Parameter_Type = "H_Ground_Advanced_Technologies_Facility"}
*
(5.0 > Variable_Self.TechLevel)
*
(1.0 - Variable_Self.CanAdvanceTech)
</Hutts_Need_Tech_Upgrade_Unblocked>
<!-- Determine if this target planet needs to better assist production.
If we prefer having a higher ratio of level X starbases to this many planets controlled,
AND
This planet is level X-1
OR
...
-->
<Needs_Better_Buying_Capability_Space>
12 * ((0.60 - (Variable_Self.NumStarbaseOfLevel {Parameter_Level = 2} / Variable_Self.PlanetsControlledUnnormalized)) > 0) *
(Variable_Target.StarbaseLevelUnnormalized == 1.0)
+
10 * ((0.50 - (Variable_Self.NumStarbaseOfLevel {Parameter_Level = 3} / Variable_Self.PlanetsControlledUnnormalized)) > 0) *
(Variable_Target.StarbaseLevelUnnormalized == 2.0)
+
8 * ((0.40 - (Variable_Self.NumStarbaseOfLevel {Parameter_Level = 4} / Variable_Self.PlanetsControlledUnnormalized)) > 0) *
(Variable_Target.StarbaseLevelUnnormalized == 3.0)
+
6 * ((0.30 - (Variable_Self.NumStarbaseOfLevel {Parameter_Level = 5} / Variable_Self.PlanetsControlledUnnormalized)) > 0) *
(Variable_Target.StarbaseLevelUnnormalized == 4.0)
</Needs_Better_Buying_Capability_Space>
<!-- Currently, the Empire has steep requirements before it can build a single
offensive space unit.
-->
<Can_Build_Offensive_Space>
(Variable_Self.IsFaction {Parameter_Faction = "Rebel"})
+
(Variable_Self.IsFaction {Parameter_Faction = "Hutts"})
+
(Variable_Self.IsFaction {Parameter_Faction = "Empire"})
*
(
(Variable_Self.HasStarbaseOfLevel {Parameter_Level = 3, Parameter_Count = 1}
+
Variable_Self.HasStarbaseOfLevel {Parameter_Level = 2, Parameter_Count = 1} *
(Variable_Self.TechLevel >= 2))
>= 1
)
</Can_Build_Offensive_Space>
<!-- SCALE DOWN as we improve to the desired ratio of structures per planet
PLUS
Boost if we need to upgrade the base
-->
<Need_Light_Vehicle_Factory>
20 * clamp(0.5 - (Variable_Self.StructureCount {Parameter_Type = "E_Ground_Light_Vehicle_Factory",
Parameter_Type = "R_Ground_Light_Vehicle_Factory",
Parameter_Type = "H_Ground_Factory",
Parameter_Only_Consider_Complete = 1.0} /
Variable_Self.PlanetsControlledUnnormalized), 0.1, 0.5)
*
(
Function_Needs_Groundbase_Upgrade.Evaluate
+
(3.0 * Variable_Target.StructureCount {Parameter_Type = "E_Ground_Light_Vehicle_Factory",
Parameter_Type = "R_Ground_Light_Vehicle_Factory",
Parameter_Type = "H_Ground_Factory",
Parameter_Only_Consider_Complete = 1.0})
)
*
(3 > Variable_Target.StructureCount {Parameter_Type = "E_Ground_Light_Vehicle_Factory",
Parameter_Type = "R_Ground_Light_Vehicle_Factory",
Parameter_Type = "H_Ground_Factory",
Parameter_Only_Consider_Complete = 1.0})
*
(1.0 - Function_Need_Tech_Upgrade_Unblocked.Evaluate)
*
(Function_Should_Save_For_Desirable_Structures.Evaluate == 0)
</Need_Light_Vehicle_Factory>
<!-- Same kind of deal as vehicle factory -->
<Need_Barracks>
20 * clamp(0.5 - (Variable_Self.StructureCount {Parameter_Type = "E_Ground_Barracks",
Parameter_Type = "R_Ground_Barracks",
Parameter_Type = "H_Ground_Barracks",
Parameter_Only_Consider_Complete = 1.0} /
Variable_Self.PlanetsControlledUnnormalized), 0.1, 0.5)
*
(
Function_Needs_Groundbase_Upgrade.Evaluate
+
(3.0 * Variable_Target.StructureCount {Parameter_Type = "E_Ground_Barracks",
Parameter_Type = "R_Ground_Barracks",
Parameter_Type = "H_Ground_Barracks",
Parameter_Only_Consider_Complete = 1.0})
)
*
(2 > Variable_Target.StructureCount {Parameter_Type = "E_Ground_Barracks",
Parameter_Type = "R_Ground_Barracks",
Parameter_Type = "H_Ground_Barracks",
Parameter_Only_Consider_Complete = 1.0})
*
(1.0 - Function_Need_Tech_Upgrade_Unblocked.Evaluate)
*
(Function_Should_Save_For_Desirable_Structures.Evaluate == 0)
</Need_Barracks>
<!-- SCALE DOWN as we improve to the desired ratio of structures per planet
PLUS
Boost if we need to upgrade the base
PLUS
Bonus for stacking
-->
<Need_Heavy_Vehicle_Factory>
(
25 * clamp(0.4 - (Variable_Self.StructureCount {Parameter_Type = "E_Ground_Heavy_Vehicle_Factory",
Parameter_Type = "R_Ground_Heavy_Vehicle_Factory",
Parameter_Type = "H_Ground_Factory",
Parameter_Only_Consider_Complete = 1.0} /
Variable_Self.PlanetsControlledUnnormalized), 0.1, 0.4)
+
3 * Function_Needs_Groundbase_Upgrade.Evaluate
+
(5.0 * Variable_Target.StructureCount {Parameter_Type = "E_Ground_Heavy_Vehicle_Factory",
Parameter_Type = "R_Ground_Heavy_Vehicle_Factory",
Parameter_Type = "H_Ground_Factory",
Parameter_Only_Consider_Complete = 1.0})
)
*
(3 > Variable_Target.StructureCount {Parameter_Type = "E_Ground_Heavy_Vehicle_Factory",
Parameter_Type = "R_Ground_Heavy_Vehicle_Factory",
Parameter_Type = "H_Ground_Factory",
Parameter_Only_Consider_Complete = 1.0})
*
(1.0 - Function_Need_Tech_Upgrade_Unblocked.Evaluate)
</Need_Heavy_Vehicle_Factory>
<!-- Provided we're the Empire faction
SCALE DOWN as we improve to the desired ratio of structures per planet
PLUS
Boost if we need to upgrade the base
PLUS
Bonus for stacking
-->
<Need_Advanced_Vehicle_Factory>
Variable_Self.IsFaction {Parameter_Faction = "Empire"}
*
(
25 * clamp(0.4 - (Variable_Self.StructureCount {Parameter_Type = "E_Ground_Advanced_Vehicle_Factory",
Parameter_Only_Consider_Complete = 1.0} /
Variable_Self.PlanetsControlledUnnormalized), 0.1, 0.4)
+
5 * Function_Needs_Groundbase_Upgrade.Evaluate
+
(5.0 * Variable_Target.StructureCount {Parameter_Type = "E_Ground_Advanced_Vehicle_Factory", Parameter_Only_Consider_Complete = 1.0})
)
*
(3 > Variable_Target.StructureCount {Parameter_Type = "E_Ground_Advanced_Vehicle_Factory", Parameter_Only_Consider_Complete = 1.0})
*
(1.0 - Function_Need_Tech_Upgrade_Unblocked.Evaluate)
</Need_Advanced_Vehicle_Factory>
<!-- The first research facility is built via the MajorItem template purchase scheme
If we don't yet have a research facility
Use the home planet, if it can max the starbase at a decent level
otherwise, choose a planet with decent defenses that can max the starbase at a decent level
-->
<Need_First_Research_Facility>
(Variable_Self.IsFaction {Parameter_Faction = "Empire"}
*
(1 - Variable_Self.HasStructure{Parameter_Type = "E_Ground_Research_Facility", Parameter_Count = 1})
*
(
1
+
Function_Defense_Level.Evaluate
+
(Function_Is_Connected_To_Enemy.Evaluate == 0)
+
Function_Is_Home_Planet.Evaluate
+
Variable_Target.FriendlyForce.SpaceTotal
+
Variable_Target.FriendlyForce.GroundTotal
)
)
+
(Variable_Self.IsFaction {Parameter_Faction = "Hutts"}
*
(1 - Variable_Self.HasStructure{Parameter_Type = "H_Ground_Advanced_Technologies_Facility", Parameter_Count = 1})
*
(
1
+
Function_Defense_Level.Evaluate
+
(Function_Is_Connected_To_Enemy.Evaluate == 0)
+
Function_Is_Home_Planet.Evaluate
+
Variable_Target.FriendlyForce.SpaceTotal
+
Variable_Target.FriendlyForce.GroundTotal
)
)
</Need_First_Research_Facility>
<!-- Subsequent research facilities are built under the Infrastructure budget according to this formula:
Provided we're the Empire faction
AND
We have enough planets to care about tech
SCALE DOWN as we improve to the desired number of structures
BIG BOOST if we have a high tech desire and no research facilities
SCALE UP if this planet has good defense
PLUS Boost if we need to upgrade the base
-->
<Need_Research_Facility>
(
Variable_Self.IsFaction {Parameter_Faction = "Empire"}
*
(1 - Variable_Target.HasStructure {Parameter_Type = "E_Ground_Research_Facility"})
*
Function_Has_Enough_Bases_For_Tech.Evaluate
*
(Variable_Target.MaxStarbaseLevel == 5)
*
(
20 * (1 - (Variable_Self.StructureCount {Parameter_Type = "E_Ground_Research_Facility", Parameter_Only_Consider_Complete = 1.0} / 2))
+
10 * Function_Empire_Should_Upgrade_Tech.Evaluate *
(1 - Variable_Self.HasStructure {Parameter_Type = "E_Ground_Research_Facility", Parameter_Count = 1})
+
3 * Function_Defense_Level.Evaluate
+
3 * Function_Needs_Groundbase_Upgrade.Evaluate
)
)
+
(
Variable_Self.IsFaction {Parameter_Faction = "Hutts"}
*
(1 - Variable_Target.HasStructure {Parameter_Type = "H_Ground_Advanced_Technologies_Facility"})
*
Function_Has_Enough_Bases_For_Tech.Evaluate
*
(Variable_Target.MaxStarbaseLevel == 5)
*
(
20 * (1 - (Variable_Self.StructureCount {Parameter_Type = "H_Ground_Advanced_Technologies_Facility", Parameter_Only_Consider_Complete = 1.0} / 2))
+
10 * Function_Hutts_Should_Upgrade_Tech.Evaluate *
(1 - Variable_Self.HasStructure {Parameter_Type = "H_Ground_Advanced_Technologies_Facility", Parameter_Count = 1})
+
3 * Function_Defense_Level.Evaluate
+
3 * Function_Needs_Groundbase_Upgrade.Evaluate
)
)
</Need_Research_Facility>
<!-- Flat, low desire
Boost if we need to upgrade the base
-->
<Need_Comm_Array>
(1 - Variable_Target.HasStructure {Parameter_Type = "H_Ground_Communications_Array"})
*
(
2
+
5 * clamp(Function_Needs_Groundbase_Upgrade.Evaluate, 0.0, 1.0)
)
*
(1.0 - Function_Need_Tech_Upgrade_Unblocked.Evaluate)
*
(Function_Should_Save_For_Desirable_Structures.Evaluate == 0)
</Need_Comm_Array>
<!--
Provided we have enough planets to care about officers
SCALE DOWN
as we improve to the desired number of structures
PLUS
Boost if we need to upgrade the base
-->
<Need_Officer_Academy>
40 * clamp(0.25 - (Variable_Self.StructureCount {Parameter_Type = "E_Ground_Officer_Academy",
Parameter_Type = "R_Ground_Officer_Academy",
Parameter_Only_Consider_Complete = 1.0} /
Variable_Self.PlanetsControlledUnnormalized), 0.05, 0.25)
*
(Variable_Self.PlanetsControlledUnnormalized > 4)
*
(
Function_Needs_Groundbase_Upgrade.Evaluate
+
(3 * Variable_Target.StructureCount {Parameter_Type = "E_Ground_Officer_Academy",
Parameter_Type = "R_Ground_Officer_Academy",
Parameter_Only_Consider_Complete = 1.0})
)
*
(2.0 > Variable_Target.StructureCount {Parameter_Type = "E_Ground_Officer_Academy",
Parameter_Type = "R_Ground_Officer_Academy",
Parameter_Only_Consider_Complete = 1.0})
*
(1.0 - Function_Need_Tech_Upgrade_Unblocked.Evaluate)
*
(Function_Should_Save_For_Desirable_Structures.Evaluate == 0)
</Need_Officer_Academy>
<!-- Determines whether the player owns a level 5 starbase
Only kicks in once planet ownership is above a threshold
*
(Variable_Self.PlanetsControlled >= 0.25)
-->
<No_Level_5_Starbase>
(Variable_Self.HasStarbaseOfLevel {Parameter_Level = 5, Parameter_Count = 1} == 0.0)
</No_Level_5_Starbase>
<!-- Does this planet have a starbase already? -->
<Needs_Initial_Starbase>
50.0 *
(1.0 - clamp(Variable_Self.PlanetsControlled - 0.33, 0.0, 1.0)) *
(Variable_Target.StarbaseLevel == 0.0) *
(Variable_Target.MaxStarbaseLevel > 0.0) *
(Variable_Target.EnemyForce.HasSpaceForce == 0)
</Needs_Initial_Starbase>
<!-- Does this planet have a groundbase already? This now builds a barracks.
High base desire
AND
Only needed if we don't yet have a groundbase
AND
Only needed if we can build a groundbase
AND
Wait until the starbase has been built, if one can be
-->
<Needs_Initial_Groundbase>
50.0
*
(1.0 - clamp(Variable_Self.PlanetsControlled - 0.33, 0.0, 1.0))
*
(Variable_Target.GroundbaseLevel == 0.0)
*
(Variable_Target.MaxGroundbaseLevel > 0)
*
((Variable_Target.StarbaseLevel > 0) + (Variable_Target.MaxStarbaseLevel == 0.0))
</Needs_Initial_Groundbase>
<!--
Build a cantina wherever we can provided we don't have tech constraints
Max 1 cantina per cantina supporting planet
-->
<Needs_Cantina>
Function_Has_Enough_Bases_For_Tech.Evaluate
*
(1.0 - Function_Need_Tech_Upgrade_Unblocked.Evaluate)
*
(Variable_Target.StructureCount {Parameter_Type = "Ground_Cantina_E",
Parameter_Type = "Ground_Cantina_R",
Parameter_Only_Consider_Complete = 1.0} == 1.0)
*
50.0
</Needs_Cantina>
<!-- Desire to build a mine.
desirability is like arenas
PLUS
bonus for stacking mining facilities (effects are cumulative)
AND
Maximum four per planet
AND
Must have basic build facilities first
SoaFE: Removed
*
(Function_Should_Save_For_Desirable_Structures.Evaluate == 0)
Otherwise AI doesn't like to build more than 1 Mining Facility per planet.
-->
<Needs_Mining_Facility>
(
(
30.0
*
(1.0 + Variable_Target.IncomeUnnormalized * Variable_Target.IncomeUnnormalized / 250000.0)
+
10 * (0.5 > (Variable_Self.StructureCount {Parameter_Type = "Empire_Ground_Mining_Facility_GC", Parameter_Type = "Empire_Ground_Mining_Facility_GC_Unlim", Parameter_Type = "Empire_Mineral_Extractor_GC", Parameter_Type = "Rebel_Ground_Mining_Facility_GC", Parameter_Type = "Rebel_Ground_Mining_Facility_GC_Unlim", Parameter_Type = "Rebel_Mineral_Extractor_GC", Parameter_Type = "Hutts_Ground_Mining_Facility_GC", Parameter_Type = "Hutts_Ground_Mining_Facility_GC_Unlim", Parameter_Type = "Hutt_Mineral_Extractor_GC", Parameter_Only_Consider_Complete = 1.0} / Variable_Self.PlanetsControlledUnnormalized))
)
*
clamp(Function_Defense_Level.Evaluate - 1, 0.0, 2.0)
*
((Variable_Target.MaxStructureSlotsUnnormalized / 2.0) > Variable_Target.StructureCount {Parameter_Type = "Empire_Ground_Mining_Facility_GC",
Parameter_Type = "Empire_Ground_Mining_Facility_GC_Unlim",
Parameter_Type = "Empire_Mineral_Extractor_GC",
Parameter_Type = "Rebel_Ground_Mining_Facility_GC",
Parameter_Type = "Rebel_Ground_Mining_Facility_GC_Unlim",
Parameter_Type = "Rebel_Mineral_Extractor_GC",
Parameter_Type = "Hutts_Ground_Mining_Facility_GC",
Parameter_Type = "Hutts_Ground_Mining_Facility_GC_Unlim",
Parameter_Type = "Hutt_Mineral_Extractor_GC",
Parameter_Only_Consider_Complete = 1.0})
+
50.0
*
(Variable_Self.HasStructure {Parameter_Type = "Empire_Ground_Mining_Facility_GC",
Parameter_Type = "Empire_Ground_Mining_Facility_GC_Unlim",
Parameter_Type = "Empire_Mineral_Extractor_GC",
Parameter_Type = "Rebel_Ground_Mining_Facility_GC",
Parameter_Type = "Rebel_Ground_Mining_Facility_GC_Unlim",
Parameter_Type = "Rebel_Mineral_Extractor_GC",
Parameter_Type = "Hutts_Ground_Mining_Facility_GC",
Parameter_Type = "Hutts_Ground_Mining_Facility_GC_Unlim",
Parameter_Type = "Hutt_Mineral_Extractor_GC",
Parameter_Only_Consider_Complete = 1.0} == 0.0)
)
*
(0.33 + 0.67 * (Function_Is_Connected_To_Enemy.Evaluate == 0))
</Needs_Mining_Facility>
<!--
Is this a chokepoint planet
AND
Do we need info
AND
Do we have enough slots to afford one for a scanner
AND
Have we already addressed production bottleneck issues
-->
<Needs_Scanner>
Variable_Target.OpenStructureSlots
*
(Function_Defense_Level.Evaluate > 5)
*
(Variable_Target.Hints.Chokepoint != 0)
*
Function_Global_Scout_Need.Evaluate
*
(Variable_Target.MaxStructureSlotsUnnormalized >=2)
*
Function_Has_Enough_Bases_For_Tech.Evaluate
*
(0 >= Function_Needs_Better_Buying_Capability_Space.Evaluate)
*
(Function_Should_Save_For_Desirable_Structures.Evaluate == 0)
</Needs_Scanner>
<!--
*
(1.0 - Function_Need_Tech_Upgrade_Unblocked.Evaluate)
-->
<Needs_Hutt_Palace>
Function_Has_Enough_Bases_For_Tech.Evaluate
*
(1.0 - Function_Need_Tech_Upgrade_Unblocked.Evaluate)
*
50.0
</Needs_Hutt_Palace>
<!--
are we Rebels?
AND
Is the system reasonably defended
AND
make sure it's not a chokepoint system (would waste a slot there)
AND
scale by how many open slots we have
AND
We can't really use more than 2 total of this structure
AND
Have we already addressed production bottleneck issues
AND
Big Bonus if we have no structure of this type yet
-->
<Needs_Ground_Infiltrator_Facility>
(
5.0
*
(Variable_Self.IsFaction {Parameter_Faction = "Rebel"})
*
Function_Defense_Level.Evaluate
*
Function_Has_Enough_Bases_For_Tech.Evaluate
+
5.0 * Variable_Target.HasStructure {Parameter_Type = "Ground_Infiltrator_Facility"}
)
*
(2.0 > Variable_Target.StructureCount {Parameter_Type = "Ground_Infiltrator_Facility", Parameter_Only_Consider_Complete = 1.0})
*
(Function_Should_Save_For_Desirable_Structures.Evaluate == 0)
</Needs_Ground_Infiltrator_Facility>
<!--
Require at least a certain number of bases, so that unit production
won't be severly interrupted during tech production.
Edited to scale better with different galaxy sizes. Used to require a fixed number of bases.
More than one planet controlled
AND
More than 10% of the galaxy controlled
AND
More than 75% of owned planets have a level 1 starbase
AND
More than 75% of owned planets have a level 1 groundbase
AND
At least one level 3 starbase
-->
<Has_Enough_Bases_For_Tech>
(Variable_Self.PlanetsControlledUnnormalized > 1)
*
(Variable_Self.NumStarbaseOfLevel {Parameter_Level = 1} >= (0.75 * Variable_Self.PlanetsControlledUnnormalized))
*
(Variable_Self.NumGroundbaseOfLevel {Parameter_Level = 1} >= (0.25 * Variable_Self.PlanetsControlledUnnormalized))
</Has_Enough_Bases_For_Tech>
<!--
Are we the Empire
AND
We're not sure to win anyway
AND
Do we not yet have the Death Star
AND
Do we have enough bases to afford keeping a base tied up for a lengthy tech upgrade
AND
Is it possible to immediately purchase the next tech item without pause using only X% of the gross income
Or
Is it mostly already paid for by the MajorItem slush fund
UNUSED:
Scale with income relative to max possible income
Variable_Self.GrossIncomeNBTF
We haven't been attacked in a while OR
The enemy is ahead in tech OR -WAITING ON Enemy.TechLevel
We have enough systems that it couldn't hurt to have one tied up in tech OR
We're so far ahead in space forces that it can't hurt
Game.FriendlyForce.SpaceTotalUnnormalized - Game.EnemyForce.SpaceTotalUnnormalized
-->
<Empire_Should_Upgrade_Tech>
(Variable_Self.IsFaction {Parameter_Faction = "Empire"})
*
(1.0 - Variable_Self.HasUnit{Parameter_Type = "Death_Star_II", Parameter_Count = 1, Parameter_Only_Consider_Complete = 1.0})
*
Function_Has_Enough_Bases_For_Tech.Evaluate
*
(
clamp(Function_Has_Enough_Space_Force_Globally.Evaluate +
(Game.Timeline > Variable_Self.TechLevel) * (Variable_Self.HasStructure{Parameter_Type = "E_Ground_Research_Facility"}) ,
0.0, 1.0)
*
(
(1 - Variable_Self.HasStructure{Parameter_Type = "E_Ground_Research_Facility"}) *
((0.7 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "E_Ground_Research_Facility"}) +
(0.9 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "E_Ground_Research_Facility", Parameter_Category = AIGoalCategoryType[MajorItem]}) >= 1.0)
+
Variable_Self.HasStructure{Parameter_Type = "E_Ground_Research_Facility"} *
(Variable_Self.TechLevel == 1) *
((0.7 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "DS_Primary_Hyperdrive"}) +
(0.9 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "DS_Primary_Hyperdrive", Parameter_Category = AIGoalCategoryType[MajorItem]}) >= 1.0)
+
(Variable_Self.TechLevel == 2) *
((0.7 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "DS_Shield_Gen"}) +
(0.9 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "DS_Shield_Gen", Parameter_Category = AIGoalCategoryType[MajorItem]}) >= 1.0)
+
(Variable_Self.TechLevel == 3) *
((0.7 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "DS_Superlaser_Core"}) +
(0.9 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "DS_Superlaser_Core", Parameter_Category = AIGoalCategoryType[MajorItem]}) >= 1.0)
+
(Variable_Self.TechLevel == 4) *
((0.7 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "DS_Durasteel"}) +
(0.9 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "DS_Durasteel", Parameter_Category = AIGoalCategoryType[MajorItem]}) >= 1.0)
)
+
(Variable_Self.TechLevel == 5) *
((0.7 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "Death_Star_II"}) +
(0.9 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "Death_Star_II", Parameter_Category = AIGoalCategoryType[MajorItem]}) >= 1.0)
)
</Empire_Should_Upgrade_Tech>
<!-- Do we want to switch to the "tech up" template?
If we want to upgrade tech
AND
We need a research facility
OR
We're able to advance the tech level
OR
we're tech 5 and we want to buy the death star
-->
<Empire_Tech_Trigger>
Function_Empire_Should_Upgrade_Tech.Evaluate
*
(
(
(1 - Variable_Self.HasStructure{Parameter_Type = "E_Ground_Research_Facility"})
+
Variable_Self.CanAdvanceTech
+
(Variable_Self.TechLevel == 5) * (1.0 - Variable_Self.HasUnit{Parameter_Type = "Death_Star_II"})
)
>= 1.0
)
</Empire_Tech_Trigger>
<!-- an untrigger for the tech template at a higher budgetFractionToBuild threshold,
because the template is having trouble sticking.
Untrigger if:
We're less than level 5 AND we already have a research facility AND we can't advance tech level
OR
We really can no longer afford to both pay for this item and maintain other activities
OR
We already have the Death Star
-->
<Empire_Tech_Untrigger>
(5 > Variable_Self.TechLevel) *
Variable_Self.HasStructure{Parameter_Type = "E_Ground_Research_Facility", Parameter_Only_Consider_Complete = 1} *
(1.0 - Variable_Self.CanAdvanceTech)
+
(
(1 - Variable_Self.HasStructure{Parameter_Type = "E_Ground_Research_Facility", Parameter_Only_Consider_Complete = 1}) *
(Variable_Self.BudgetFractionToBuild{Parameter_Type = "E_Ground_Research_Facility"} >= 0.8)
+
Variable_Self.HasStructure{Parameter_Type = "E_Ground_Research_Facility", Parameter_Only_Consider_Complete = 1} *
(Variable_Self.TechLevel == 1) *
(Variable_Self.BudgetFractionToBuild{Parameter_Type = "DS_Primary_Hyperdrive"} >= 0.8)
+
Variable_Self.HasStructure{Parameter_Type = "E_Ground_Research_Facility", Parameter_Only_Consider_Complete = 1} *
(Variable_Self.TechLevel == 2) *
(Variable_Self.BudgetFractionToBuild{Parameter_Type = "DS_Shield_Gen"} >= 0.8)
+
Variable_Self.HasStructure{Parameter_Type = "E_Ground_Research_Facility", Parameter_Only_Consider_Complete = 1} *
(Variable_Self.TechLevel == 3) *
(Variable_Self.BudgetFractionToBuild{Parameter_Type = "DS_Superlaser_Core"} >= 0.8)
+
Variable_Self.HasStructure{Parameter_Type = "E_Ground_Research_Facility", Parameter_Only_Consider_Complete = 1} *
(Variable_Self.TechLevel == 4) *
(Variable_Self.BudgetFractionToBuild{Parameter_Type = "DS_Durasteel"} >= 0.8)
+
Variable_Self.HasStructure{Parameter_Type = "E_Ground_Research_Facility", Parameter_Only_Consider_Complete = 1} *
(Variable_Self.TechLevel == 5) *
(Variable_Self.BudgetFractionToBuild{Parameter_Type = "Death_Star_II"} >= 0.80)
)
+
Variable_Self.HasUnit{Parameter_Type = "Death_Star_II", Parameter_Only_Consider_Complete = 1}
</Empire_Tech_Untrigger>
<!-- SoaFE Test -->
<Hutts_Should_Upgrade_Tech>
(Variable_Self.IsFaction {Parameter_Faction = "Hutts"})
*
Function_Has_Enough_Bases_For_Tech.Evaluate
*
(
clamp(Function_Has_Enough_Space_Force_Globally.Evaluate +
(Game.Timeline > Variable_Self.TechLevel) * (Variable_Self.HasStructure{Parameter_Type = "H_Ground_Advanced_Technologies_Facility"}) ,
0.0, 1.0)
*
(
(1 - Variable_Self.HasStructure{Parameter_Type = "H_Ground_Advanced_Technologies_Facility"}) *
((0.7 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "H_Ground_Advanced_Technologies_Facility"}) +
(0.9 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "H_Ground_Advanced_Technologies_Facility", Parameter_Category = AIGoalCategoryType[MajorItem]}) >= 1.0)
+
Variable_Self.HasStructure{Parameter_Type = "H_Ground_Advanced_Technologies_Facility"} *
(Variable_Self.TechLevel == 1) *
((0.7 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "Hutt_Tech_2"}) +
(0.9 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "Hutt_Tech_2", Parameter_Category = AIGoalCategoryType[MajorItem]}) >= 1.0)
+
(Variable_Self.TechLevel == 2) *
((0.7 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "Hutt_Tech_3"}) +
(0.9 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "Hutt_Tech_3", Parameter_Category = AIGoalCategoryType[MajorItem]}) >= 1.0)
+
(Variable_Self.TechLevel == 3) *
((0.7 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "Hutt_Tech_4"}) +
(0.9 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "Hutt_Tech_4", Parameter_Category = AIGoalCategoryType[MajorItem]}) >= 1.0)
+
(Variable_Self.TechLevel == 4) *
((0.7 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "Hutt_Tech_5"}) +
(0.9 >= Variable_Self.BudgetFractionToBuild{Parameter_Type = "Hutt_Tech_5", Parameter_Category = AIGoalCategoryType[MajorItem]}) >= 1.0)
)
)
</Hutts_Should_Upgrade_Tech>
<!-- Do we want to switch to the "tech up" template?
If we want to upgrade tech
AND
We need a research facility
OR
We're able to advance the tech level -->
<Hutts_Tech_Trigger>
Function_Hutts_Should_Upgrade_Tech.Evaluate
*
(
(
(1 - Variable_Self.HasStructure{Parameter_Type = "H_Ground_Advanced_Technologies_Facility"})
+
Variable_Self.CanAdvanceTech
)
>= 1.0
)
</Hutts_Tech_Trigger>
<!-- An untrigger for the tech template at a higher budgetFractionToBuild threshold,
because the template is having trouble sticking.
Untrigger if:
We're less than level 5 AND we already have a research facility AND we can't advance tech level
OR
We really can no longer afford to both pay for this item and maintain other activities-->
<Hutts_Tech_Untrigger>
(5 > Variable_Self.TechLevel) *
Variable_Self.HasStructure{Parameter_Type = "H_Ground_Advanced_Technologies_Facility", Parameter_Only_Consider_Complete = 1} *
(1.0 - Variable_Self.CanAdvanceTech)
+
(
(1 - Variable_Self.HasStructure{Parameter_Type = "H_Ground_Advanced_Technologies_Facility", Parameter_Only_Consider_Complete = 1}) *
(Variable_Self.BudgetFractionToBuild{Parameter_Type = "H_Ground_Advanced_Technologies_Facility"} >= 0.8)
+
Variable_Self.HasStructure{Parameter_Type = "H_Ground_Advanced_Technologies_Facility", Parameter_Only_Consider_Complete = 1} *
(Variable_Self.TechLevel == 1) *
(Variable_Self.BudgetFractionToBuild{Parameter_Type = "Hutt_Tech_2"} >= 0.8)
+
Variable_Self.HasStructure{Parameter_Type = "H_Ground_Advanced_Technologies_Facility", Parameter_Only_Consider_Complete = 1} *
(Variable_Self.TechLevel == 2) *
(Variable_Self.BudgetFractionToBuild{Parameter_Type = "Hutt_Tech_3"} >= 0.8)
+
Variable_Self.HasStructure{Parameter_Type = "H_Ground_Advanced_Technologies_Facility", Parameter_Only_Consider_Complete = 1} *
(Variable_Self.TechLevel == 3) *
(Variable_Self.BudgetFractionToBuild{Parameter_Type = "Hutt_Tech_4"} >= 0.8)
+
Variable_Self.HasStructure{Parameter_Type = "H_Ground_Advanced_Technologies_Facility", Parameter_Only_Consider_Complete = 1} *
(Variable_Self.TechLevel == 4) *
(Variable_Self.BudgetFractionToBuild{Parameter_Type = "Hutt_Tech_5"} >= 0.8)
)
</Hutts_Tech_Untrigger>
<Can_Reclaim_Excess_MajorItem_Budget>
(Variable_Self.ActiveGoals {Parameter_Category = AIGoalCategoryType[MajorItem]} > 0)
</Can_Reclaim_Excess_MajorItem_Budget>
<Can_Afford_Steal_Tech>
(Variable_Self.CreditsUnnormalized > 1000)
*
((Variable_Self.NetIncomeUnnormalized > 500) + (Variable_Self.CreditsUnnormalized > 2500))
</Can_Afford_Steal_Tech>
<Should_Save_For_Desirable_Structures>
(Variable_Target.GroundBaseLevelUnnormalized > 1.0)
*
(
(Variable_Self.HasTechToProduce {Parameter_Type = "E_Ground_Heavy_Vehicle_Factory", Parameter_Type = "R_Ground_Heavy_Vehicle_Factory", Parameter_Type = "H_Ground_Factory"})
*
(Function_Need_Heavy_Vehicle_Factory.Evaluate > 10.0)
+
(Variable_Self.HasTechToProduce {Parameter_Type = "E_Ground_Advanced_Vehicle_Factory"})
*
(Function_Need_Advanced_Vehicle_Factory.Evaluate > 10.0)
+
(Variable_Self.HasTechToProduce {Parameter_Type = "Ground_Empire_Hypervelocity_Gun", Parameter_Type = "Ground_Hutts_Hypervelocity_Gun", Parameter_Type = "Ground_Ion_Cannon"})
*
(Function_Needs_Weapon.Evaluate > 15.0)
+
(Variable_Self.HasTechToProduce {Parameter_Type = "E_Ground_Base_Shield_740", Parameter_Type = "E_Ground_Base_Shield_740", Parameter_Type = "H_Ground_Base_Shield_740"})
*
(Function_Needs_Base_Shield.Evaluate > 15.0)
+
(Variable_Self.HasTechToProduce {Parameter_Type = "E_Galactic_Turbolaser_Tower_Defenses", Parameter_Type = "R_Galactic_Turbolaser_Tower_Defenses", Parameter_Type = "H_Galactic_Turbolaser_Tower_Defenses"})
*
(Function_Needs_Turbolasers.Evaluate > 15.0)
)
</Should_Save_For_Desirable_Structures>
<Num_Planets_Controlled>
Variable_Self.PlanetsControlledUnnormalized
</Num_Planets_Controlled>
<Num_Enemy_Space_Territories>
Variable_Human.SpaceDefendedPlanets * Variable_Human.PlanetsControlledUnnormalized
</Num_Enemy_Space_Territories>
<Num_Enemy_Land_Territories>
Variable_Human.GroundDefendedPlanets * Variable_Human.PlanetsControlledUnnormalized
</Num_Enemy_Land_Territories>
<Enemy_Planets_Controlled>
Variable_Human.PlanetsControlledUnnormalized
</Enemy_Planets_Controlled>
</Equations>

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<?xml version="1.0" ?>
<Equations>
<Minor_Intervention_Value>
(0 # 1) *
(3 > Game.ActiveStoryGoalCount) *
Function_Are_Interventions_Allowed.Evaluate
</Minor_Intervention_Value>
<Major_Intervention_Value>
(1 # 10) *
Function_Are_Interventions_Allowed.Evaluate
</Major_Intervention_Value>
<Are_Interventions_Allowed>
(Game.Age > 99.0) *
(Game.TimeSinceStoryPopup > 120.0)
</Are_Interventions_Allowed>
<Are_Interventions_Disabled>
Game.InterventionsEnabled == 0.0
</Are_Interventions_Disabled>
<Is_Act_One>
Variable_Self.StoryTrigger {Parameter_Name = "ACT_ONE_BEGIN_NOTIFICATION"}
</Is_Act_One>
<Is_Act_Three>
Variable_Self.StoryTrigger {Parameter_Name = "ACT_THREE_BEGIN_NOTIFICATION"}
</Is_Act_Three>
<!--*********************************************************************************************************************-->
<Intervention_Trigger_Upgrade_Space_Station>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team", Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
clamp(Function_Intervention_Helper_Low_Tech_Space_Stations.Evaluate +
Function_Intervention_Helper_Space_Station_Shortage.Evaluate, 0.0, 1.0)
</Intervention_Trigger_Upgrade_Space_Station>
<Intervention_Trigger_Build_Space_Units>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team", Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
(Variable_Self.CreditsUnnormalized > (1.33 * Variable_Enemy.CreditsUnnormalized)) *
(Variable_Enemy.SpaceTotalUnnormalized > (1.33 * Variable_Self.SpaceTotalUnnormalized))
</Intervention_Trigger_Build_Space_Units>
<Intervention_Trigger_Build_Land_Units>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team", Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
(Variable_Self.CreditsUnnormalized > (1.33 * Variable_Enemy.CreditsUnnormalized)) *
(Variable_Enemy.GroundTotalUnnormalized > (1.33 * Variable_Self.GroundTotalUnnormalized))
</Intervention_Trigger_Build_Land_Units>
<Intervention_Trigger_Build_Light_Vehicle_Factories>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team", Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
(Variable_Self.HasTechToProduce {Parameter_Type = "E_Ground_Light_Vehicle_Factory", Parameter_Type = "R_Ground_Light_Vehicle_Factory"}) *
(Variable_Self.SpaceTotalUnnormalized > (2.0 * Variable_Self.GroundTotalUnnormalized)) *
(Variable_Self.PlanetsControlledUnnormalized > (3.0 * Variable_Self.StructureCount {Parameter_Type = "E_Ground_Light_Vehicle_Factory", Parameter_Type = "R_Ground_Light_Vehicle_Factory"}))
</Intervention_Trigger_Build_Light_Vehicle_Factories>
<Intervention_Trigger_Build_Heavy_Vehicle_Factories>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team", Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
(Variable_Self.HasTechToProduce {Parameter_Type = "E_Ground_Heavy_Vehicle_Factory", Parameter_Type = "R_Ground_Heavy_Vehicle_Factory"}) *
(Variable_Self.SpaceTotalUnnormalized > (2.0 * Variable_Self.GroundTotalUnnormalized)) *
(Variable_Self.PlanetsControlledUnnormalized > (4.0 * Variable_Self.StructureCount {Parameter_Type = "E_Ground_Heavy_Vehicle_Factory", Parameter_Type = "R_Ground_Heavy_Vehicle_Factory"}))
</Intervention_Trigger_Build_Heavy_Vehicle_Factories>
<Intervention_Trigger_Build_Ion_Cannons>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team", Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
(Variable_Self.PlanetsControlled > 0.25) *
(Variable_Self.HasTechToProduce {Parameter_Type = "Ground_Ion_Cannon"}) *
(Variable_Self.PlanetsControlledUnnormalized > (3 * Variable_Self.StructureCount {Parameter_Type = "Ground_Ion_Cannon"}))
</Intervention_Trigger_Build_Ion_Cannons>
<Intervention_Trigger_Accumulate_Credits>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team", Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
(5000 > Variable_Self.CreditsUnnormalized) *
Script_PersistentNegativeIncome.Evaluate {Parameter_Script_Number = 100.0}
</Intervention_Trigger_Accumulate_Credits>
<Intervention_Trigger_Conquer_Pirate_Planet>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team", Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
Function_Is_Connected_To_Me.Evaluate *
Variable_Target.IsFaction {Parameter_Faction = "Pirates"}
</Intervention_Trigger_Conquer_Pirate_Planet>
<Intervention_Trigger_Scout>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team", Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
(Variable_Self.HasUnit {Parameter_Type = "Droids_Team"} + Variable_Self.IsFaction {Parameter_Faction = "Empire"}) *
Function_Intervention_Helper_Good_Scout_Target.Evaluate *
(Variable_Self.PlanetsControlledUnnormalized > 5) *
(Variable_Target.TimeSinceSpaceConflict > 60.0)
</Intervention_Trigger_Scout>
<Intervention_Trigger_Conquer_Enemy_Planet>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team", Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
Function_Is_Connected_To_Me.Evaluate *
(Variable_Target.IsFaction {Parameter_Faction = "Pirates"} == 0.0) *
Function_GenericPlanetValue.Evaluate *
Function_Intervention_Helper_Am_I_In_Healthy_Position.Evaluate
</Intervention_Trigger_Conquer_Enemy_Planet>
<Intervention_Trigger_Credit_Windfall>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team", Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Major_Intervention_Value.Evaluate *
Function_Intervention_Helper_Am_I_In_Weak_Position.Evaluate *
((1000 * Variable_Self.TechLevel) > Variable_Self.CreditsUnnormalized)
</Intervention_Trigger_Credit_Windfall>
<Intervention_Trigger_Space_Unit_Windfall>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team", Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Major_Intervention_Value.Evaluate *
Function_Intervention_Helper_Am_I_In_Weak_Position.Evaluate *
(0.25 > Variable_Self.MaxedStarbases)
</Intervention_Trigger_Space_Unit_Windfall>
<Intervention_Trigger_Land_Unit_Windfall>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team", Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Major_Intervention_Value.Evaluate *
Function_Intervention_Helper_Am_I_In_Weak_Position.Evaluate *
(5 > Variable_Self.StructureCount {Parameter_Type = "R_Ground_Light_Vehicle_Factory",
Parameter_Type = "E_Ground_Light_Vehicle_Factory",
Parameter_Type = "R_Ground_Heavy_Vehicle_Factory",
Parameter_Type = "E_Ground_Heavy_Vehicle_Factory"})
</Intervention_Trigger_Land_Unit_Windfall>
<Intervention_Trigger_Planet_Windfall>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team", Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Major_Intervention_Value.Evaluate *
Function_Intervention_Helper_Am_I_In_Weak_Position.Evaluate *
(0.33 > Variable_Self.PlanetsControlled) *
Function_Is_Connected_To_Me.Evaluate
</Intervention_Trigger_Planet_Windfall>
<Intervention_Trigger_Tech_Windfall>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team", Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Major_Intervention_Value.Evaluate *
(Variable_Enemy.TechLevel - Variable_Self.TechLevel - 1)
</Intervention_Trigger_Tech_Windfall>
<Intervention_Trigger_Indigenous_Revolt>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team", Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
Variable_Self.IsFaction {Parameter_Faction = "Rebel"} *
Variable_Target.IsFaction {Parameter_Faction = "Empire"} *
Variable_Target.HasIndigenousUnits {Parameter_Type = "Ewok_Hunter",
Parameter_Type = "Gungan_Warrior",
Parameter_Type = "Wookie_Warrior",
Parameter_Type = "Jawa_Scout",
Parameter_Type = "Urban_Civilian_A"} *
(7000 > Variable_Target.EnemyForce.GroundTotalUnnormalized) *
(Variable_Target.EnemyForce.GroundTotalUnnormalized > 0)
</Intervention_Trigger_Indigenous_Revolt>
<Intervention_Trigger_Hunt_Capital_Ships>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team", Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
Variable_Enemy.HasUnit {Parameter_Type = "Calamari_Cruiser", Parameter_Type = "Star_Destroyer", Parameter_Count = 5}
</Intervention_Trigger_Hunt_Capital_Ships>
<Intervention_Trigger_Rebel_Smuggler>
(Variable_Self.HasUnit {Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
Variable_Self.IsFaction {Parameter_Faction = "Empire"} *
Variable_Target.IsFaction {Parameter_Faction = "Rebel"} *
(Variable_Enemy.HasUnit {Parameter_Type = "Han_Solo_Team"} == 0) *
(Variable_Enemy.PlanetsControlledUnnormalized > 2) *
Function_Is_Connected_To_Me.Evaluate
</Intervention_Trigger_Rebel_Smuggler>
<Intervention_Trigger_Pirate_Ambush>
(Variable_Self.HasUnit {Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
Variable_Self.IsFaction {Parameter_Faction = "Empire"}
</Intervention_Trigger_Pirate_Ambush>
<Intervention_Trigger_Vader_Favor>
(Variable_Self.HasUnit {Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
(Variable_Self.HasUnit {Parameter_Type = "Darth_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
Variable_Self.IsFaction {Parameter_Faction = "Empire"} *
Variable_Target.IsFaction {Parameter_Faction = "Rebel"} *
(Variable_Enemy.PlanetsControlledUnnormalized > 2) *
Function_Is_Connected_To_Me.Evaluate
</Intervention_Trigger_Vader_Favor>
<Intervention_Trigger_Imperial_Traitor>
(Variable_Self.HasUnit {Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
Variable_Self.IsFaction {Parameter_Faction = "Empire"} *
(1.0 - Variable_Target.Type.IsType {Parameter_Type = "DANTOOINE", Parameter_Type = "HOTH"}) *
Variable_Target.IsFaction {Parameter_Faction = "Rebel"} *
(Variable_Enemy.PlanetsControlledUnnormalized > 2) *
Function_Is_Connected_To_Me.Evaluate
</Intervention_Trigger_Imperial_Traitor>
<Intervention_Trigger_Rebel_Sabotage>
(Variable_Self.HasUnit {Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
Variable_Self.IsFaction {Parameter_Faction = "Empire"} *
Variable_Target.IsFaction {Parameter_Faction = "Rebel"} *
Variable_Self.HasUnit {Parameter_Type = "Boba_Fett_Team"}
</Intervention_Trigger_Rebel_Sabotage>
<!-- Cutting missions that flip player planets -->
<!--<Intervention_Trigger_Rebel_Revolt>
(Variable_Self.HasUnit {Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
Variable_Target.IsFaction {Parameter_Faction = "Empire"} *
(1.0 - Variable_Target.Type.IsType {Parameter_Type = "CORUSCANT"}) *
Variable_Self.IsFaction {Parameter_Faction = "Empire"} *
(Variable_Self.PlanetsControlledUnnormalized > 4) *
(Variable_Target.FriendlyForce.HasGroundUnitsBitfield {Parameter_Category = GameObjectCategoryType[Hero]} == 0) *
(Variable_Target.FriendlyForce.HasSpaceUnitsBitfield {Parameter_Category = GameObjectCategoryType[Hero]} == 0)
</Intervention_Trigger_Rebel_Revolt> -->
<Intervention_Trigger_Rebel_Revolt>
0.0
</Intervention_Trigger_Rebel_Revolt>
<!-- Cutting missions that flip player planets -->
<!--<Intervention_Trigger_Pirate_Defection>
(Variable_Self.HasUnit {Parameter_Type = "Grand_Moff_Tarkin_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
Variable_Target.IsFaction {Parameter_Faction = "Empire"} *
(1.0 - Variable_Target.Type.IsType {Parameter_Type = "CORUSCANT"}) *
Variable_Self.IsFaction {Parameter_Faction = "Empire"} *
(Variable_Self.TechLevel >= 2)
</Intervention_Trigger_Pirate_Defection>-->
<Intervention_Trigger_Pirate_Defection>
0.0
</Intervention_Trigger_Pirate_Defection>
<!-- More cuts! We don't like this mission -->
<!--<Intervention_Trigger_Refugee_Escort>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
Variable_Target.IsFaction {Parameter_Faction = "Empire"} *
Variable_Self.IsFaction {Parameter_Faction = "Rebel"} *
(Variable_Self.HasUnit {Parameter_Type = "Han_Solo_Team", Parameter_Type = "Droids_Team"})
</Intervention_Trigger_Refugee_Escort>-->
<Intervention_Trigger_Refugee_Escort>
0.0
</Intervention_Trigger_Refugee_Escort>
<Intervention_Trigger_Confront_Boba>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
Variable_Self.IsFaction {Parameter_Faction = "Rebel"} *
Variable_Target.IsFaction {Parameter_Faction = "Empire"} *
(Variable_Enemy.HasUnit {Parameter_Type = "Boba_Fett_Team"} == 0) *
(Variable_Enemy.PlanetsControlledUnnormalized > 2) *
Function_Is_Connected_To_Me.Evaluate
</Intervention_Trigger_Confront_Boba>
<Intervention_Trigger_Pirate_Rescue>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
Variable_Target.IsFaction {Parameter_Faction = "Empire"} *
Variable_Self.IsFaction {Parameter_Faction = "Rebel"} *
(Variable_Enemy.PlanetsControlledUnnormalized > 2) *
Function_Is_Connected_To_Me.Evaluate
</Intervention_Trigger_Pirate_Rescue>
<Intervention_Trigger_Pirate_Enlightenment>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
Variable_Target.IsFaction {Parameter_Faction = "Empire"} *
Variable_Self.IsFaction {Parameter_Faction = "Rebel"} *
(Variable_Target.FriendlyForce.HasSpaceForce == 0)
</Intervention_Trigger_Pirate_Enlightenment>
<Intervention_Trigger_Pirate_Enlightenment_b>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
Variable_Target.IsFaction {Parameter_Faction = "Empire"} *
(1.0 - Variable_Target.Type.IsType {Parameter_Type = "CORUSCANT"}) *
Variable_Self.IsFaction {Parameter_Faction = "Rebel"} *
(Variable_Target.FriendlyForce.HasSpaceForce == 0)
</Intervention_Trigger_Pirate_Enlightenment_b>
<!-- Disabling this mission, since I can't come up with a way to make it bugfree -->
<!-- <Intervention_Trigger_Show_of_Strength>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
Variable_Target.IsFaction {Parameter_Faction = "Empire"} *
(1.0 - Variable_Target.Type.IsType {Parameter_Type = "CORUSCANT"}) *
Variable_Self.IsFaction {Parameter_Faction = "Rebel"} *
(Variable_Enemy.PlanetsControlledUnnormalized > 1)
</Intervention_Trigger_Show_of_Strength> -->
<Intervention_Trigger_Show_Of_Strength>
0.0
</Intervention_Trigger_Show_Of_Strength>
<Intervention_Trigger_Fleet_Rescue>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
Variable_Target.IsFaction {Parameter_Faction = "Empire"} *
(1.0 - Variable_Target.Type.IsType {Parameter_Type = "CORUSCANT"}) *
Variable_Self.IsFaction {Parameter_Faction = "Rebel"} *
(Variable_Enemy.PlanetsControlledUnnormalized > 2) *
Function_Is_Connected_To_Me.Evaluate
</Intervention_Trigger_Fleet_Rescue>
<Intervention_Trigger_Empire_Oppression>
(Variable_Self.HasUnit {Parameter_Type = "Mon_Mothma_Team"}) *
Function_Minor_Intervention_Value.Evaluate *
Variable_Target.IsFaction {Parameter_Faction = "Empire"} *
(125.0 > Variable_Target.TimeSinceConversion) *
(1.0 - Variable_Target.Type.IsType {Parameter_Type = "CORUSCANT"}) *
Variable_Self.IsFaction {Parameter_Faction = "Rebel"}
</Intervention_Trigger_Empire_Oppression>
<!--*********************************************************************************************************************-->
<Intervention_Helper_Ion_Cannons_To_Build>
(1 # clamp((Variable_Self.PlanetsControlledUnnormalized - Variable_Self.StructureCount {Parameter_Type = "Ground_Ion_Cannon"}), 1.0, 4.0))
</Intervention_Helper_Ion_Cannons_To_Build>
<Intervention_Helper_Has_Ion_Cannon>
Variable_Target.HasStructure {Parameter_Type = "Ground_Ion_Cannon"}
</Intervention_Helper_Has_Ion_Cannon>
<Intervention_Helper_Light_Vehicle_Factories_To_Build>
(1 # clamp((Variable_Self.PlanetsControlledUnnormalized - Variable_Self.StructureCount {Parameter_Type = "R_Ground_Light_Vehicle_Factory", Parameter_Type = "E_Ground_Light_Vehicle_Factory"}), 1.0, 3.0))
</Intervention_Helper_Light_Vehicle_Factories_To_Build>
<Intervention_Helper_Has_Light_Vehicle_Factory>
Variable_Target.HasStructure {Parameter_Type = "R_Ground_Light_Vehicle_Factory", Parameter_Type = "E_Ground_Light_Vehicle_Factory"}
</Intervention_Helper_Has_Light_Vehicle_Factory>
<Intervention_Helper_Heavy_Vehicle_Factories_To_Build>
(1 # clamp((Variable_Self.PlanetsControlledUnnormalized - Variable_Self.StructureCount {Parameter_Type = "R_Ground_Heavy_Vehicle_Factory", Parameter_Type = "E_Ground_Heavy_Vehicle_Factory"}), 1.0, 2.0))
</Intervention_Helper_Heavy_Vehicle_Factories_To_Build>
<Intervention_Helper_Has_Heavy_Vehicle_Factory>
Variable_Target.HasStructure {Parameter_Type = "R_Ground_Heavy_Vehicle_Factory", Parameter_Type = "E_Ground_Heavy_Vehicle_Factory"}
</Intervention_Helper_Has_Heavy_Vehicle_Factory>
<Intervention_Helper_Low_Tech_Space_Stations>
(Variable_Self.PlanetsControlled > 0.33) *
(0.33 > Variable_Self.MaxedStarbases) *
(Variable_Self.CreditsUnnormalized > 10000) *
(Variable_Target.MaxStarbaseLevel > Variable_Target.StarbaseLevel)
</Intervention_Helper_Low_Tech_Space_Stations>
<Intervention_Helper_Space_Station_Shortage>
(Variable_Self.PlanetsControlledUnnormalized > (2.5 * Variable_Self.NumStarbaseOfLevel {Parameter_Level = 1})) *
(Variable_Target.StarbaseLevel == 0) *
(Variable_Target.MaxStarbaseLevel > 0)
</Intervention_Helper_Space_Station_Shortage>
<Intervention_Helper_Good_Scout_Target>
(Variable_Target.FriendlyForce.HasSpaceForce == 0.0) *
(Variable_Target.FriendlyForce.HasGroundForce == 0.0) *
Function_Is_Connected_To_Me.Evaluate
</Intervention_Helper_Good_Scout_Target>
<Intervention_Helper_Am_I_In_Healthy_Position>
(Variable_Self.PlanetsControlled > 0.33) *
(Variable_Self.SpaceTotalUnnormalized > (0.75 * Variable_Enemy.SpaceTotalUnnormalized)) *
(Variable_Self.GroundTotalUnnormalized > (0.75 * Variable_Enemy.GroundTotalUnnormalized)) *
(Variable_Self.CreditsUnnormalized > 10000)
</Intervention_Helper_Am_I_In_Healthy_Position>
<Intervention_Helper_Am_I_In_Weak_Position>
0.5 *
(Variable_Enemy.PlanetsControlled > 0.5) *
((Variable_Enemy.SpaceTotalUnnormalized > Variable_Self.SpaceTotalUnnormalized) +
(Variable_Enemy.GroundTotalUnnormalized > Variable_Self.GroundTotalUnnormalized))
</Intervention_Helper_Am_I_In_Weak_Position>
<Intervention_Helper_Weakly_Defended_Space>
1.0 - Variable_Target.FriendlyForce.SpaceTotal
</Intervention_Helper_Weakly_Defended_Space>
</Equations>

View File

@@ -0,0 +1,532 @@
<?xml version="1.0" ?>
<Equations>
<!-- See if the target system is connected to a system owned by whatever faction I am.
-->
<Is_Connected_To_Me>
Variable_Target.IsConnectedTo {Parameter_Faction = "Empire", Parameter_Attenuator = 0.0} *
Variable_Self.IsFaction {Parameter_Faction = "Empire"}
+
Variable_Target.IsConnectedTo {Parameter_Faction = "Rebel", Parameter_Attenuator = 0.0} *
Variable_Self.IsFaction {Parameter_Faction = "Rebel"}
+
Variable_Target.IsConnectedTo {Parameter_Faction = "Underworld", Parameter_Attenuator = 0.0} *
Variable_Self.IsFaction {Parameter_Faction = "Underworld"}
+
Variable_Target.IsConnectedTo {Parameter_Faction = "Hutts", Parameter_Attenuator = 0.0} *
Variable_Self.IsFaction {Parameter_Faction = "Hutts"}
</Is_Connected_To_Me>
<!-- See if the target system is connected to a system owned by the AI faction's enemy
-->
<Is_Connected_To_Enemy>
((Variable_Target.IsConnectedTo {Parameter_Faction = "Rebel", Parameter_Attenuator = 0.0} +
Variable_Target.IsConnectedTo {Parameter_Faction = "Hutts", Parameter_Attenuator = 0.0} +
Variable_Target.IsConnectedTo {Parameter_Faction = "Underworld", Parameter_Attenuator = 0.0}) *
Variable_Self.IsFaction {Parameter_Faction = "Empire"}
+
(Variable_Target.IsConnectedTo {Parameter_Faction = "Empire", Parameter_Attenuator = 0.0} +
Variable_Target.IsConnectedTo {Parameter_Faction = "Hutts", Parameter_Attenuator = 0.0} +
Variable_Target.IsConnectedTo {Parameter_Faction = "Underworld", Parameter_Attenuator = 0.0}) *
Variable_Self.IsFaction {Parameter_Faction = "Rebel"}
+
(Variable_Target.IsConnectedTo {Parameter_Faction = "Empire", Parameter_Attenuator = 0.0} +
Variable_Target.IsConnectedTo {Parameter_Faction = "Rebel", Parameter_Attenuator = 0.0} +
Variable_Target.IsConnectedTo {Parameter_Faction = "Underworld", Parameter_Attenuator = 0.0}) *
Variable_Self.IsFaction {Parameter_Faction = "Hutts"}
+
(Variable_Target.IsConnectedTo {Parameter_Faction = "Rebel", Parameter_Attenuator = 0.0} +
Variable_Target.IsConnectedTo {Parameter_Faction = "Hutts", Parameter_Attenuator = 0.0} +
Variable_Target.IsConnectedTo {Parameter_Faction = "Empire", Parameter_Attenuator = 0.0}) *
Variable_Self.IsFaction {Parameter_Faction = "Underworld"}) > 0.0
</Is_Connected_To_Enemy>
<!-- Normalizing time since forces were seen relative to 60 seconds
returning 1.0 means we just got recon, 0.0 means recon is older than 60 seconds (and probably useless)
OLD NORMALIZED BY TOTAL TIME OF UNIVERSE VERSION:
0.5 * (1.0 - Variable_Target.EnemyForce.SpaceTotal.TimeLastSeen + 1.0 - Variable_Target.EnemyForce.GroundTotal.TimeLastSeen)
-->
<System_Recon_Relevance>
0.5 * (1.0 - (Variable_Target.EnemyForce.SpaceTotal.TimeLastSeenUnnormalized > 60.0)) * (60.0 - Variable_Target.EnemyForce.SpaceTotal.TimeLastSeenUnnormalized) / 60.0
+
0.5 * (1.0 - (Variable_Target.EnemyForce.GroundTotal.TimeLastSeenUnnormalized > 60.0)) * (60.0 - Variable_Target.EnemyForce.GroundTotal.TimeLastSeenUnnormalized) / 60.0
</System_Recon_Relevance>
<Recent_Conversion>
(1.0 - (Variable_Target.TimeSinceConversion > 60.0)) * (60.0 - Variable_Target.TimeSinceConversion) / 60.0
</Recent_Conversion>
<Recent_Conflict_Space>
(1.0 - (Variable_Target.TimeSinceGroundConflict > 60.0)) * (60.0 - Variable_Target.TimeSinceGroundConflict) / 60.0
</Recent_Conflict_Space>
<Recent_Conflict_Ground>
(1.0 - (Variable_Target.TimeSinceConversion > 60.0)) * (60.0 - Variable_Target.TimeSinceConversion) / 60.0
</Recent_Conflict_Ground>
<!-- This perception seeks to detect situations where our non-pirate opponent has neglected to reinforce a system.
Use this to respond to the enemy amassing all of their forces in one or few systems.
-->
<Is_Neglected_By_My_Opponent_Space>
Variable_Target.IsHumanControlled
*
((Variable_Target.EnemyForce.HasSpaceForce + Variable_Target.EnemyForce.HasGroundForce) > 0)
*
(1.0 - Variable_Target.EnemyForce.SpaceTotalNBPTM)
</Is_Neglected_By_My_Opponent_Space>
<Is_Neglected_By_My_Opponent_Ground>
Variable_Target.IsHumanControlled
*
(((Variable_Target.EnemyForce.HasSpaceForce {Parameter_Faction = "Rebel", Parameter_Faction = "Empire", Parameter_Faction = "Underworld", Parameter_Faction = "Hutts"})
+ (Variable_Target.EnemyForce.HasGroundForce {Parameter_Faction = "Rebel", Parameter_Faction = "Empire", Parameter_Faction = "Underworld", Parameter_Faction = "Hutts"})) > 0)
*
(1.0 - Variable_Target.EnemyForce.GroundTotalNBPTM)
</Is_Neglected_By_My_Opponent_Ground>
<!-- the AI just always wants to be building offensive units if it can afford it. Just tune
this number so that high desirability conquer plans will win and cause production, but low desirability conquer plans
will eventually get the forces they need, via build_forces.
(1.0 - (Function_Need_Tech_Upgrade_Unblocked.Evaluate * Function_Has_Enough_Space_Force_Globally.Evaluate))
-->
<Global_Offensive_Need_Space>
(1.0 - Function_Has_Enough_Space_Force_Globally.Evaluate)
*
3.0
</Global_Offensive_Need_Space>
<Allow_Blind_Ground_Production>
(
0.5
*
(Variable_Self.CreditsUnnormalized >= 2000)
+
0.5
*
(Function_Enemy_Global_Land_Unit_Raw_Total.Evaluate > (1.33 * Function_Friendly_Global_Land_Unit_Raw_Total.Evaluate))
+
0.5
*
(Function_Enemy_Global_Land_Unit_Raw_Total.Evaluate > (0.9 * Function_Friendly_Global_Land_Unit_Raw_Total.Evaluate))
)
*
(3.0 > Function_Allow_Blind_Space_Production.Evaluate)
*
(Script_AnyFreeLandSlots.Evaluate)
</Allow_Blind_Ground_Production>
<Allow_Blind_Space_Production>
1.0
*
(Variable_Self.CreditsUnnormalized >= 2000)
+
(Function_Enemy_Global_Space_Unit_Raw_Total.Evaluate > (1.33 * Function_Friendly_Global_Space_Unit_Raw_Total.Evaluate))
+
(Function_Enemy_Global_Space_Unit_Raw_Total.Evaluate > (0.9 * Function_Friendly_Global_Space_Unit_Raw_Total.Evaluate))
</Allow_Blind_Space_Production>
<!-- Determine if we'd like to invade this system.
Choose unoccupied systems first (weighed by how current our info is)
factor in systems that my non-pirate opponent has neglected to defended
factor in connected systems (the enemy_destination reachability already considers this, but this equation is also used for scouting needs)
factor in planets which would connect islands of ownership (all targets are 0 if there is only one island of ownership)
and add weight for having trade routes
factor in systems with high offensive value
bonus for chokepoint hints
bonus for targets which have been marked up by script (as on the path to a juicy target) if the player has started to attack us
dislike pirate systems under some circumstances (don't zero out desire entirely, because we want to expand through pirates toward the player)
-->
<Is_Good_Invasion_Target>
15.0 * (Variable_Target.EnemyForce.HasGroundForce == 0.0) * (Variable_Target.EnemyForce.HasSpaceForce == 0.0) * (Function_System_Recon_Relevance.Evaluate)
+
5.0 * Function_Is_Neglected_By_My_Opponent_Space.Evaluate
+
8.0 * Function_GenericPlanetValue.Evaluate
+
5.0 * Variable_Target.Hints.Chokepoint
+
2.0 * Variable_Target.ConnectsIsolatedPlanetsByForce
+
3.0 * Variable_Target.TradeRoutes
+
Variable_Target.Markup
+
Variable_Target.Hints.PriorityTarget
-
5.0 * (Function_Is_AI_And_Should_Be_Ignored.Evaluate)
-
(5.0 + 5.0 * Variable_Self.AnyCurrentThreats) * Function_Opens_New_Front.Evaluate
+
(10.0 * Variable_Self.IsFaction {Parameter_Faction = "UNDERWORLD"} * (Variable_Target.IsConnectedToCorruption *
(Function_Is_Connected_To_Me.Evaluate == 0.0) -
Variable_Target.IsCorrupted))
</Is_Good_Invasion_Target>
<!-- We don't want to waste effort on AI systems under some circumstances.
Is this an AI system
AND
Do we not have have enough Space forces to spare spending some on AI
AND
Do we have any current threats (by being adjacent to systems with a human player presence)
OR
Would attacking this system put us adjacent to the human player
-->
<Is_AI_And_Should_Be_Ignored>
(Variable_Target.IsHumanControlled == 0.0)
*
(Function_Space_Contrast.Evaluate > (Game.FriendlyForce.SpaceTotalUnnormalized / 1.5))
*
Function_Needs_More_Space_Force_Globally.Evaluate
*
Variable_Self.AnyCurrentThreats
</Is_AI_And_Should_Be_Ignored>
<!-- Does the system have a human presence
AND
Is it connected to a system owned by the AI
-->
<Is_Target_A_Current_Threat>
Variable_Target.IsHumanControlled
*
Variable_Target.EnemyForce.HasSpaceForce
*
Function_Is_Connected_To_Me.Evaluate
</Is_Target_A_Current_Threat>
<!-- This perception will cause directed force buildup, so that plans where we can't meet minimum contrast,
given the goal definition, will eventually become feasable.
If this target's total space contrast is more than X% our total (non-base) space contrast
OR
If this target's total ground contrast is more than X% our total (non-base) ground contrast
... then we should be building forces that can apply to that target's forces
-->
<Needs_Targetted_Build_Forces>
(Function_Space_Contrast.Evaluate > (Game.FriendlyForce.SpaceTotalUnnormalized / 4.0))
+
(Function_Ground_Contrast.Evaluate > (Game.FriendlyForce.GroundTotalUnnormalized / 4.0))
>=
1.0
</Needs_Targetted_Build_Forces>
<!-- This perception is used to determine if we can no longer afford to trickle money into the MajorItem budget
If we don't have at least X% the space force of all of our enemies (including pirates)
-->
<Needs_More_Space_Force_Globally>
(Variable_Human.SpaceTotalUnnormalized > (Variable_Self.SpaceTotalUnnormalized * 1.0))
</Needs_More_Space_Force_Globally>
<!-- Don't trickle to Major Item fund if:
we Need better Space Offense forces
OR
we've already bought the death star
-->
<Need_To_Flush_MajorItem_Budget>
Function_Needs_More_Space_Force_Globally.Evaluate
+
Variable_Self.HasUnit{Parameter_Type = "Death_Star_II", Parameter_Count = 1}
</Need_To_Flush_MajorItem_Budget>
<!-- The AI can afford to spend on tech if it has X% space force over the human player
8/16/05 - reduced the amount by which AI has to be winning
-->
<Has_Enough_Space_Force_Globally>
(0.9 * Function_Friendly_Global_Space_Unit_Raw_Total.Evaluate) > Function_Enemy_Global_Space_Unit_Raw_Total.Evaluate
</Has_Enough_Space_Force_Globally>
<!-- How valuable is the planet? -->
<!-- Bonus for planets we haven't visited recently -->
<!-- Bonus for planets that don't have a smuggler already attached -->
<!-- Bonus for planets with high political control -->
<!-- Can't weaken neutral/pirate planets -->
<!-- Don't bother if my income is high (might as well just conquer)
*
(1.0 - (Variable_Self.GrossIncomeNBPTM > 0.33))
-->
<Is_Good_Weaken_Target>
0.5 *
(Function_GenericPlanetValue.Evaluate +
Variable_Target.EnemyForce.SpaceTotal.TimeLastSeen +
(1.0 - Variable_Target.HasCreditSiphon) +
Variable_Target.TargetPoliticalControl) *
Variable_Target.IsHumanControlled
</Is_Good_Weaken_Target>
<!-- Can't have multiple smugglers on a target -->
<!-- Don't steal when I might get caught -->
<Suitable_Smuggler_Target>
(1.0 - Variable_Target.HasCreditSiphon) *
(1.0 - Variable_Target.EnemyForce.AntiStealthEffectiveness)
</Suitable_Smuggler_Target>
<Needs_Smuggler_Removed>
Variable_Target.HasCreditSiphon
</Needs_Smuggler_Removed>
<!-- Desire to perform a basic blind space assault
Make sure there is a space force (otherwise a simple Ground Grab will take care of it)
AND SCALE BY
base invasion worth PLUS bonus to prevent this from going negative
bonus for having no ground force (should be a quick win for Fast Expansion)
-->
<Is_Good_Space_Sweep_Target>
Variable_Target.EnemyForce.HasSpaceForce
*
(
Function_Is_Good_Invasion_Target.Evaluate + 30.0
+
5.0 * (Variable_Target.EnemyForce.HasGroundForce == 0.0)
)
</Is_Good_Space_Sweep_Target>
<!-- Desire to perform a basic ground assult
Make sure there's no starbase
AND
no space force
AND SCALE BY
base invasion worth PLUS bonus to prevent this from going negative
bonus for having no ground force (should be a quick win for Fast Expansion)
-->
<Is_Good_Ground_Grab_Target>
(Variable_Target.StarbaseLevel == 0.0)
*
(1.0 - Variable_Target.EnemyForce.HasSpaceForce)
*
(
Function_Is_Good_Invasion_Target.Evaluate + 30.0
+
5.0 * (Variable_Target.EnemyForce.HasGroundForce == 0.0)
)
</Is_Good_Ground_Grab_Target>
<More_Planets_Needed>
(1.0 - (Variable_Self.PlanetsControlled >= 0.20))
</More_Planets_Needed>
<Self_Present>
(Variable_Target.TargetPoliticalControl +
Variable_Target.FriendlyForce.HasSpaceForce +
Variable_Target.FriendlyForce.HasGroundForce)
</Self_Present>
<Enemy_Present>
Variable_Target.IsHumanControlled
*
((Variable_Target.EnemyForce.HasSpaceForce + Variable_Target.EnemyForce.HasGroundForce) > 0.0)
</Enemy_Present>
<!-- Do I have enough planets to start thinking about going after my true opponent? -->
<!-- Is the planet valuable? -->
<!-- Favor weak planets -->
<!-- Exclude pirate/neutral planets -->
<Is_Good_Harry_Target>
1.75 *
Function_Is_Good_Invasion_Target.Evaluate *
Variable_Target.IsHumanControlled
</Is_Good_Harry_Target>
<Almost_Won>
Variable_Self.PlanetsControlled >= 0.66
</Almost_Won>
<!-- Of the two largest blocks of controlled planets that are not connected to each other,
does the smaller have at least X% of the number of planets the larger has? I.e, are a significant chunk of the AI's
planets stranded from the main force?
-->
<Forces_Are_Significantly_Divided>
Variable_Self.WorstIslandFractionOfLargest >= 0.2
</Forces_Are_Significantly_Divided>
<!--
Does this planet represent the connecting node between two islands of forces?
AND
Add X to the baseline invasion desire, so that we choose this custom goal over the standard
AND
Scale desirability by how many planets are stranded from the largest island so that
we'll add up to another X points of desire if we're split in half (less for smaller fragments)
UNUSED
bonus if this is a chokepoint planet
*
(1.0 + Variable_Target.Hints.Chokepoint)
-->
<Need_To_Reconnect_Islands>
Variable_Target.ConnectsLargestIslands
*
Function_First_Attack_Allowed.Evaluate
*
(
5.0
+
clamp(Function_Is_Good_Invasion_Target.Evaluate, 0.0, 5.0)
+
5.0 * Variable_Target.ConnectsIsolatedPlanetsByForce
+
(10.0 * Variable_Self.WorstIslandFractionOfLargest)
)
</Need_To_Reconnect_Islands>
<Space_Contrast>
Variable_Target.EnemyForce.SpaceTotalUnnormalized + Variable_Target.EnemyForce.StarbaseTotalUnnormalized
</Space_Contrast>
<Ground_Contrast>
Variable_Target.EnemyForce.GroundTotalUnnormalized + Variable_Target.EnemyForce.GroundbaseTotalUnnormalized
</Ground_Contrast>
<Am_I_In_Winning_Position>
(Game.Age > 300.0)
*
(Variable_Self.PlanetsControlledUnnormalized > (2.0 * Variable_Human.PlanetsControlled))
*
(Variable_Self.SpaceTotalUnnormalized > (3.0 * Variable_Human.SpaceTotalUnnormalized))
*
(Variable_Self.GroundTotalUnnormalized > (3.0 * Variable_Human.GroundTotalUnnormalized))
</Am_I_In_Winning_Position>
<!-- Same basic concept as whether I should conquer a planet
Factor so that in general normal conquest takes precedence over raid (since it has higher expected success rate)
HOWEVER if the planet is close to empty then raid should be the preferred conquest mechanic
Must be raid capable faction
Target must have accessible surface
-->
<Is_Good_Raid_Target>
(0.5 + (1000 >= Variable_Target.EnemyForce.GroundTotalUnnormalized))
*
Variable_Self.IsFaction {Parameter_Faction = "REBEL"} *
Function_Is_Good_Invasion_Target.Evaluate *
Variable_Target.IsSurfaceAccessible *
Variable_Target.IsHumanControlled *
Function_First_Attack_Allowed.Evaluate
</Is_Good_Raid_Target>
<Opens_New_Front>
(Variable_Target.IsHumanControlled == 0.0) *
Function_Is_Connected_To_Enemy.Evaluate
</Opens_New_Front>
<Should_Conquer_Pirate_Planet>
Function_Is_Good_Invasion_Target.Evaluate
*
(Variable_Target.IsHumanControlled == 0.0)
</Should_Conquer_Pirate_Planet>
<Should_Conquer_Opponent_Planet>
(
1.25
*
Function_Is_Good_Invasion_Target.Evaluate
*
Variable_Target.IsHumanControlled
*
((Variable_Self.HasUnit {Parameter_Type = "DEATH_STAR_II"} == 0.0)
+
(Function_Want_To_Fire_DS.Evaluate == 0.0))
)
*
Function_First_Attack_Allowed.Evaluate
*
(1.0 - Function_Should_Perform_Unrestricted_Grab_Space.Evaluate)
</Should_Conquer_Opponent_Planet>
<!-- fire the DS on any system unless taking it over is a cake walk -->
<Want_To_Fire_DS>
50.0
*
Function_First_Attack_Allowed.Evaluate
*
(Variable_Target.EnemyForce.GroundTotalUnnormalized > 1500)
*
Variable_Target.IsHumanControlled
</Want_To_Fire_DS>
<First_Attack_Allowed>
Game.Age > Function_Initial_Grace_Period.Evaluate
</First_Attack_Allowed>
<Initial_Grace_Period>
Variable_Self.IsDifficulty{Parameter_Difficulty_Level_Type = DifficultyLevelType[Easy]}
* (300.0 + (10.0 * Variable_Self.PlanetsControlledUnnormalized))
+
Variable_Self.IsDifficulty{Parameter_Difficulty_Level_Type = DifficultyLevelType[Normal]}
* (200.0 + (7.0 * Variable_Self.PlanetsControlledUnnormalized))
+
Variable_Self.IsDifficulty{Parameter_Difficulty_Level_Type = DifficultyLevelType[Hard]}
* (50.0 + (2.0 * Variable_Self.PlanetsControlledUnnormalized))
</Initial_Grace_Period>
<Should_Perform_Unrestricted_Grab_Space>
50.0
*
Function_First_Attack_Allowed.Evaluate
*
(Function_Space_Force_Limit_For_Unrestricted_Grab.Evaluate >= Variable_Target.EnemyForce.SpaceTotalUnnormalized)
*
(3 > Variable_Target.StarbaseLevelUnnormalized)
*
Function_Is_Connected_To_Me.Evaluate
*
(1.0 - Variable_Target.FriendlyForce.HasSpaceForce)
*
Variable_Target.IsHumanControlled
</Should_Perform_Unrestricted_Grab_Space>
<Should_Perform_Unrestricted_Grab_Land>
50.0
*
Function_First_Attack_Allowed.Evaluate
*
(Function_Ground_Force_Limit_For_Unrestricted_Grab.Evaluate >= Variable_Target.EnemyForce.GroundTotalUnnormalized)
*
Function_Is_Connected_To_Me.Evaluate
*
Variable_Target.IsSurfaceAccessible
*
(Variable_Target.StarbaseLevel == 0.0)
*
(1.0 - Variable_Target.EnemyForce.HasSpaceForce)
*
Variable_Target.IsHumanControlled
</Should_Perform_Unrestricted_Grab_Land>
<Space_Force_Limit_For_Unrestricted_Grab>
Variable_Self.IsDifficulty{Parameter_Difficulty_Level_Type = DifficultyLevelType[Easy]}
* (2000.0 + (100.0 * Variable_Human.TechLevel))
+
Variable_Self.IsDifficulty{Parameter_Difficulty_Level_Type = DifficultyLevelType[Normal]}
* (2500.0 + (250.0 * Variable_Human.TechLevel))
+
Variable_Self.IsDifficulty{Parameter_Difficulty_Level_Type = DifficultyLevelType[Hard]}
* (5000.0 + (1000.0 * Variable_Human.TechLevel))
</Space_Force_Limit_For_Unrestricted_Grab>
<Ground_Force_Limit_For_Unrestricted_Grab>
Variable_Self.IsDifficulty{Parameter_Difficulty_Level_Type = DifficultyLevelType[Easy]}
* (200.0 + (20.0 * Variable_Human.TechLevel))
+
Variable_Self.IsDifficulty{Parameter_Difficulty_Level_Type = DifficultyLevelType[Normal]}
* (400.0 + (40.0 * Variable_Human.TechLevel))
+
Variable_Self.IsDifficulty{Parameter_Difficulty_Level_Type = DifficultyLevelType[Hard]}
* (800.0 + (80.0 * Variable_Human.TechLevel))
</Ground_Force_Limit_For_Unrestricted_Grab>
<Should_Shutdown_Offense_For_Story_Campaign>
Game.IsStoryCampaign
*
Variable_Self.IsDifficulty{Parameter_Difficulty_Level_Type = DifficultyLevelType[Easy]}
*
(5 > Variable_Human.PlanetsControlledUnnormalized)
</Should_Shutdown_Offense_For_Story_Campaign>
</Equations>

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<?xml version="1.0" ?>
<Equations>
<!-- Have to do it this way because Starbases are category mask "Capital" and not structure.
Finding Capitol, will get Destroyers as well, which are not a base.-->
<Distance_To_Nearest_Friendly_Starbase>
Variable_Target.DistanceToNearestFriendly {
Parameter_Type = "Rebel_Star_Base_1", Parameter_Type = "Rebel_Star_Base_2", Parameter_Type = "Rebel_Star_Base_3", Parameter_Type = "Rebel_Star_Base_4", Parameter_Type = "Rebel_Star_Base_5",
Parameter_Type = "Empire_Star_Base_1", Parameter_Type = "Empire_Star_Base_2", Parameter_Type = "Empire_Star_Base_3", Parameter_Type = "Empire_Star_Base_4", Parameter_Type = "Empire_Star_Base_5",
Parameter_Type = "Underworld_Star_Base_1", Parameter_Type = "Underworld_Star_Base_2", Parameter_Type = "Underworld_Star_Base_3", Parameter_Type = "Underworld_Star_Base_4", Parameter_Type = "Underworld_Star_Base_5",
Parameter_Type = "Hutt_Asteroid_Base_1", Parameter_Type = "Hutt_Asteroid_Base_2", Parameter_Type = "Hutt_Asteroid_Base_3", Parameter_Type = "Hutt_Asteroid_Base_4", Parameter_Type = "Hutt_Asteroid_Base_5",
Parameter_Type = "Skirmish_Rebel_Star_Base_1", Parameter_Type = "Skirmish_Rebel_Star_Base_2", Parameter_Type = "Skirmish_Rebel_Star_Base_3", Parameter_Type = "Skirmish_Rebel_Star_Base_4", Parameter_Type = "Skirmish_Rebel_Star_Base_5",
Parameter_Type = "Skirmish_Empire_Star_Base_1", Parameter_Type = "Skirmish_Empire_Star_Base_2", Parameter_Type = "Skirmish_Empire_Star_Base_3", Parameter_Type = "Skirmish_Empire_Star_Base_4", Parameter_Type = "Skirmish_Empire_Star_Base_5", Parameter_Type = "Skirmish_Empire_Star_Base_5_Beam",
Parameter_Type = "Skirmish_Underworld_Star_Base_1", Parameter_Type = "Skirmish_Underworld_Star_Base_2", Parameter_Type = "Skirmish_Underworld_Star_Base_3", Parameter_Type = "Skirmish_Underworld_Star_Base_4", Parameter_Type = "Skirmish_Underworld_Star_Base_5",
Parameter_Type = "Skirmish_Hutt_Base_1", Parameter_Type = "Skirmish_Hutt_Base_2", Parameter_Type = "Skirmish_Hutt_Base_3", Parameter_Type = "Skirmish_Hutt_Base_4", Parameter_Type = "Skirmish_Hutt_Base_5",
Parameter_Type = "Tournament_Rebel_Star_Base_1", Parameter_Type = "Tournament_Rebel_Star_Base_2", Parameter_Type = "Tournament_Rebel_Star_Base_3", Parameter_Type = "Tournament_Rebel_Star_Base_4", Parameter_Type = "Tournament_Rebel_Star_Base_5",
Parameter_Type = "Tournament_Empire_Star_Base_1", Parameter_Type = "Tournament_Empire_Star_Base_2", Parameter_Type = "Tournament_Empire_Star_Base_3", Parameter_Type = "Tournament_Empire_Star_Base_4", Parameter_Type = "Tournament_Empire_Star_Base_5", Parameter_Type = "Tournament_Empire_Star_Base_5_Beam",
Parameter_Type = "Tournament_Underworld_Star_Base_1", Parameter_Type = "Tournament_Underworld_Star_Base_2", Parameter_Type = "Tournament_Underworld_Star_Base_3", Parameter_Type = "Tournament_Underworld_Star_Base_4", Parameter_Type = "Tournament_Underworld_Star_Base_5",
Parameter_Type = "Tournament_Hutt_Base_1", Parameter_Type = "Tournament_Hutt_Base_2", Parameter_Type = "Tournament_Hutt_Base_3", Parameter_Type = "Tournament_Hutt_Base_4", Parameter_Type = "Tournament_Hutt_Base_5",
Parameter_Type = "Hutt_Asteroid_Base", Parameter_Type = "Pirate_Asteroid_Base"
}
</Distance_To_Nearest_Friendly_Starbase>
<Distance_To_Nearest_Enemy_Starbase>
Variable_Target.DistanceToNearestEnemy {
Parameter_Type = "Rebel_Star_Base_1", Parameter_Type = "Rebel_Star_Base_2", Parameter_Type = "Rebel_Star_Base_3", Parameter_Type = "Rebel_Star_Base_4", Parameter_Type = "Rebel_Star_Base_5",
Parameter_Type = "Empire_Star_Base_1", Parameter_Type = "Empire_Star_Base_2", Parameter_Type = "Empire_Star_Base_3", Parameter_Type = "Empire_Star_Base_4", Parameter_Type = "Empire_Star_Base_5",
Parameter_Type = "Underworld_Star_Base_1", Parameter_Type = "Underworld_Star_Base_2", Parameter_Type = "Underworld_Star_Base_3", Parameter_Type = "Underworld_Star_Base_4", Parameter_Type = "Underworld_Star_Base_5",
Parameter_Type = "Hutt_Asteroid_Base_1", Parameter_Type = "Hutt_Asteroid_Base_2", Parameter_Type = "Hutt_Asteroid_Base_3", Parameter_Type = "Hutt_Asteroid_Base_4", Parameter_Type = "Hutt_Asteroid_Base_5",
Parameter_Type = "Skirmish_Rebel_Star_Base_1", Parameter_Type = "Skirmish_Rebel_Star_Base_2", Parameter_Type = "Skirmish_Rebel_Star_Base_3", Parameter_Type = "Skirmish_Rebel_Star_Base_4", Parameter_Type = "Skirmish_Rebel_Star_Base_5",
Parameter_Type = "Skirmish_Empire_Star_Base_1", Parameter_Type = "Skirmish_Empire_Star_Base_2", Parameter_Type = "Skirmish_Empire_Star_Base_3", Parameter_Type = "Skirmish_Empire_Star_Base_4", Parameter_Type = "Skirmish_Empire_Star_Base_5", Parameter_Type = "Skirmish_Empire_Star_Base_5_Beam",
Parameter_Type = "Skirmish_Underworld_Star_Base_1", Parameter_Type = "Skirmish_Underworld_Star_Base_2", Parameter_Type = "Skirmish_Underworld_Star_Base_3", Parameter_Type = "Skirmish_Underworld_Star_Base_4", Parameter_Type = "Skirmish_Underworld_Star_Base_5",
Parameter_Type = "Skirmish_Hutt_Base_1", Parameter_Type = "Skirmish_Hutt_Base_2", Parameter_Type = "Skirmish_Hutt_Base_3", Parameter_Type = "Skirmish_Hutt_Base_4", Parameter_Type = "Skirmish_Hutt_Base_5",
Parameter_Type = "Tournament_Rebel_Star_Base_1", Parameter_Type = "Tournament_Rebel_Star_Base_2", Parameter_Type = "Tournament_Rebel_Star_Base_3", Parameter_Type = "Tournament_Rebel_Star_Base_4", Parameter_Type = "Tournament_Rebel_Star_Base_5",
Parameter_Type = "Tournament_Empire_Star_Base_1", Parameter_Type = "Tournament_Empire_Star_Base_2", Parameter_Type = "Tournament_Empire_Star_Base_3", Parameter_Type = "Tournament_Empire_Star_Base_4", Parameter_Type = "Tournament_Empire_Star_Base_5", Parameter_Type = "Tournament_Empire_Star_Base_5_Beam",
Parameter_Type = "Tournament_Underworld_Star_Base_1", Parameter_Type = "Tournament_Underworld_Star_Base_2", Parameter_Type = "Tournament_Underworld_Star_Base_3", Parameter_Type = "Tournament_Underworld_Star_Base_4", Parameter_Type = "Tournament_Underworld_Star_Base_5",
Parameter_Type = "Tournament_Hutt_Base_1", Parameter_Type = "Tournament_Hutt_Base_2", Parameter_Type = "Tournament_Hutt_Base_3", Parameter_Type = "Tournament_Hutt_Base_4", Parameter_Type = "Tournament_Hutt_Base_5",
Parameter_Type = "Hutt_Asteroid_Base", Parameter_Type = "Pirate_Asteroid_Base"
}
</Distance_To_Nearest_Enemy_Starbase>
<Is_Starbase>
Variable_Target.Type.IsType {
Parameter_Type = "Rebel_Star_Base_1", Parameter_Type = "Rebel_Star_Base_2", Parameter_Type = "Rebel_Star_Base_3", Parameter_Type = "Rebel_Star_Base_4", Parameter_Type = "Rebel_Star_Base_5",
Parameter_Type = "Empire_Star_Base_1", Parameter_Type = "Empire_Star_Base_2", Parameter_Type = "Empire_Star_Base_3", Parameter_Type = "Empire_Star_Base_4", Parameter_Type = "Empire_Star_Base_5",
Parameter_Type = "Underworld_Star_Base_1", Parameter_Type = "Underworld_Star_Base_2", Parameter_Type = "Underworld_Star_Base_3", Parameter_Type = "Underworld_Star_Base_4", Parameter_Type = "Underworld_Star_Base_5",
Parameter_Type = "Hutt_Asteroid_Base_1", Parameter_Type = "Hutt_Asteroid_Base_2", Parameter_Type = "Hutt_Asteroid_Base_3", Parameter_Type = "Hutt_Asteroid_Base_4", Parameter_Type = "Hutt_Asteroid_Base_5",
Parameter_Type = "Skirmish_Rebel_Star_Base_1", Parameter_Type = "Skirmish_Rebel_Star_Base_2", Parameter_Type = "Skirmish_Rebel_Star_Base_3", Parameter_Type = "Skirmish_Rebel_Star_Base_4", Parameter_Type = "Skirmish_Rebel_Star_Base_5",
Parameter_Type = "Skirmish_Empire_Star_Base_1", Parameter_Type = "Skirmish_Empire_Star_Base_2", Parameter_Type = "Skirmish_Empire_Star_Base_3", Parameter_Type = "Skirmish_Empire_Star_Base_4", Parameter_Type = "Skirmish_Empire_Star_Base_5", Parameter_Type = "Skirmish_Empire_Star_Base_5_Beam",
Parameter_Type = "Skirmish_Underworld_Star_Base_1", Parameter_Type = "Skirmish_Underworld_Star_Base_2", Parameter_Type = "Skirmish_Underworld_Star_Base_3", Parameter_Type = "Skirmish_Underworld_Star_Base_4", Parameter_Type = "Skirmish_Underworld_Star_Base_5",
Parameter_Type = "Skirmish_Hutt_Base_1", Parameter_Type = "Skirmish_Hutt_Base_2", Parameter_Type = "Skirmish_Hutt_Base_3", Parameter_Type = "Skirmish_Hutt_Base_4", Parameter_Type = "Skirmish_Hutt_Base_5",
Parameter_Type = "Tournament_Rebel_Star_Base_1", Parameter_Type = "Tournament_Rebel_Star_Base_2", Parameter_Type = "Tournament_Rebel_Star_Base_3", Parameter_Type = "Tournament_Rebel_Star_Base_4", Parameter_Type = "Tournament_Rebel_Star_Base_5",
Parameter_Type = "Tournament_Empire_Star_Base_1", Parameter_Type = "Tournament_Empire_Star_Base_2", Parameter_Type = "Tournament_Empire_Star_Base_3", Parameter_Type = "Tournament_Empire_Star_Base_4", Parameter_Type = "Tournament_Empire_Star_Base_5", Parameter_Type = "Tournament_Empire_Star_Base_5_Beam",
Parameter_Type = "Tournament_Underworld_Star_Base_1", Parameter_Type = "Tournament_Underworld_Star_Base_2", Parameter_Type = "Tournament_Underworld_Star_Base_3", Parameter_Type = "Tournament_Underworld_Star_Base_4", Parameter_Type = "Tournament_Underworld_Star_Base_5",
Parameter_Type = "Tournament_Hutt_Base_1", Parameter_Type = "Tournament_Hutt_Base_2", Parameter_Type = "Tournament_Hutt_Base_3", Parameter_Type = "Tournament_Hutt_Base_4", Parameter_Type = "Tournament_Hutt_Base_5",
Parameter_Type = "Hutt_Asteroid_Base", Parameter_Type = "Pirate_Asteroid_Base"
}
</Is_Starbase>
<!-- Certain plans are disallowed as a defender. These plans are allowed if
It's a skirmish game
OR
It's a campaign game
AND
Offense time delay is over
AND
We're the attacker
OR
We're the defender without a space station
OR
We're the defender with a space station
AND
We have units to spare
OR the target is close enough to the starbase (Capital is the base itself, Structure is any other friendly structures)
UNUSED PARTS
*
(Script_EvaluateInGalacticContext.Evaluate{Parameter_Script_String = "Offense_Delay_Space_Expired"})
-->
<Allowed_As_Defender_Space>
(Game.IsCampaignGame == 0)
+
(Game.IsCampaignGame == 1)
*
(
(1 - Variable_Self.IsDefender)
+
(Variable_Self.IsDefender) * (Variable_Self.BaseLevel == 0)
+
(Variable_Self.IsDefender) * (Variable_Self.BaseLevel > 0) *
(
(
(Variable_Self.FriendlyForce {Parameter_Category = GameObjectCategoryType[Fighter | Bomber | Corvette]}
>= (3.0 * Variable_Self.EnemyForce))
+
(1800 > Function_Distance_To_Nearest_Friendly_Starbase.Evaluate)
)
> 0
)
> 0
)
</Allowed_As_Defender_Space>
<!-- unused and doesn't work
<Offense_Delay_Space_Expired>
Game.Age > Variable_Target.Hints.OffenseDelaySpace
</Offense_Delay_Space_Expired>
-->
<!-- Defending units generally like to be in uncrowded areas near their starbase
UNUSED
(Variable_Target.FriendlyForce {Parameter_Category = GameObjectCategoryType[Capital]} > 0)
-->
<Is_Empty_Zone_Near_Base>
Variable_Self.IsDefender
*
(2000 > Function_Distance_To_Nearest_Friendly_Starbase.Evaluate)
*
(1 - Variable_Target.FriendlyForce {Parameter_Category = GameObjectCategoryType[Fighter | Bomber | Corvette]})
</Is_Empty_Zone_Near_Base>
<Should_Return_To_Base>
Game.IsCampaignGame * Function_Is_Empty_Zone_Near_Base.Evaluate
</Should_Return_To_Base>
<!--
Certain contestable structures can't easily be filtered out by a goal's AIGoalApplicationFlags
because they're structures.
-->
<Is_Space_Structure_Indestructable>
Variable_Target.Type.IsType { Parameter_Type = "N_Orbital_Construction_Pod" }
+
(Variable_Target.Type.IsType { Parameter_Type = "Skirmish_Merchant_Dock" }
*
Variable_Target.Owner.IsFaction {Parameter_Faction = "Neutral"})
+
(Variable_Target.Type.IsType { Parameter_Type = "Skirmish_Hutt_Asteroid_Base" }
*
Variable_Target.Owner.IsFaction {Parameter_Faction = "Neutral"})
</Is_Space_Structure_Indestructable>
<!--
Zero if it's disallowed
The notion is that when ever enemy weaknesses are presented, we capitolize upon them. Therefore,
Targets are prioritized for destruction first by
nearness to greater friendly forces than enemies then by
isolation from allies then by
whether their shields are in poor shape then by
how relatively weakened the target is then by
big boost for being nearly dead
how relatively weak to the rest of the enemy units it is.
Add a constant at the end to make sure that we always have at least some desire to destroy everything.
-->
<Unit_Needs_To_Be_Destroyed>
Function_Allowed_As_Defender_Space.Evaluate
*
(1 - Function_Is_Space_Structure_Indestructable.Evaluate)
*
(
4.0 * ((Variable_Target.Location.FriendlyForce - Variable_Target.Location.EnemyForce) > 0.0)
+
3.0 * (1.0 - Variable_Target.Location.EnemyForce)
+
2.0 * (1.0 - (Variable_Target.Shield > 0.66))
+
2.0 * (1.0 - Variable_Target.Health)
+
5.0 * (1.0 - Variable_Target.Health > 0.8)
+
(1.0 - Variable_Target.ForceNBTD)
+
2.0 * Variable_Target.ContainsHero
+
1.0
)
</Unit_Needs_To_Be_Destroyed>
<!-- This is a fallback version, so that there is usually some minimal desire to attack.
-->
<Unit_Needs_To_Be_Destroyed_Low_Desire>
0.01
*
(Function_Unit_Needs_To_Be_Destroyed.Evaluate > 3)
</Unit_Needs_To_Be_Destroyed_Low_Desire>
<!-- This is used for Bombing Runs (which can penetrate shields). Prioritize by:
nearness to greater friendly forces than enemies
isolation from allies
do they have a shield generator intact
is the shield up (if so, we're the only thing that can directly damage the hard point)
how powerful is the unit relative to its allies
how much health does it have left
-->
<Unit_Needs_To_Be_Disabled>
Function_Allowed_As_Defender_Space.Evaluate
*
(1 - Function_Is_Space_Structure_Indestructable.Evaluate)
*
(
4.0 * ((Variable_Target.Location.FriendlyForce - Variable_Target.Location.EnemyForce) > 0.0)
+
3.0 * (1.0 - Variable_Target.Location.EnemyForce)
+
3.0 * (Variable_Target.HardPointHealth {Parameter_Hard_Point_Type = HardPointType[Shield_Generator]} > 0.0)
+
2.0 * (Variable_Target.Shield > 0.66)
+
2.0 * Variable_Target.ForceNBTD
+
1.0 * Variable_Target.Health
)
</Unit_Needs_To_Be_Disabled>
<!--
Has enough time passed
AND
Is our target a starbase and is this a skirmish
OR
Does this unit generally need to be disabled
AND
Scale up by:
Give the fragile bombers some time for other units to occupy our enemies
Make sure there is a friendly non-bomber that is close enough to draw fire
Make sure there are enough friendlies in the area to give the bombers a chance
Avoid targets in areas with corvettes
Note: this function must coordinate with Desire_To_Hide_At_Location .
-->
<Unit_Needs_To_Be_Bombed>
(Game.Age > (20 # 40))
*
(
((Game.IsCampaignGame == 0) * Function_Is_Starbase.Evaluate)
+
Function_Unit_Needs_To_Be_Disabled.Evaluate
)
*
(
1.0
+
1.0 * (Variable_Target.Location.EnemyForce {Parameter_Category = GameObjectCategoryType[Corvette]} == 0)
+
2.0 * ((Variable_Target.Location.FriendlyForce {Parameter_Category = GameObjectCategoryType[Fighter|Corvette|Frigate|Capital]} * 1) > Variable_Target.Location.EnemyForce)
+
0.5 * (1000 > Variable_Target.DistanceToNearestFriendly {Parameter_Category = GameObjectCategoryType[Fighter|Corvette|Frigate|Capital]})
)
</Unit_Needs_To_Be_Bombed>
<Unit_Needs_Escort>
30.0
*
Variable_Target.Force
</Unit_Needs_Escort>
<!-- Sweeps are primarily designed to find pockets of transports, fighters
and bombers, because they don't show up as a Variable_Target when units
are specified (they are found by location threat)
Add a very small amount of desire for any unit presence, so we always have a desired goal
that can make contrast.
This desirability should be relatively low since it functions as a failsafe.
-->
<Area_Needs_Sweeping>
(1 - Function_Should_Burn_Units_Space.Evaluate)
*
(
(1 - ((Variable_Self.IsDefender) * (Variable_Self.BaseLevel > 0)))
+
(Game.IsCampaignGame == 0)
> 0
)
*
(
Variable_Target.EnemyForceNBTD {Parameter_Category = GameObjectCategoryType[Fighter | Bomber | Transport]}
+
0.001 * Variable_Target.EnemyForce
)
</Area_Needs_Sweeping>
<!-- Desire to uncover the fog of war in a zone depends on:
Not being pinned to the base
AND
Scout near the base if we haven't seen it in a while or it's early game
Scout away from the base and the enemy base if we haven't seen it in a while or it's early to mid game
Scout near the enemy base or start location if it's a campaign game or it's not early game or it hasn't been seen in a while
-->
<Space_Area_Needs_Scouting>
(1 - Function_Should_Burn_Units_Space.Evaluate)
*
Function_Allowed_As_Defender_Space.Evaluate
*
(
15 * (2000 > Function_Distance_To_Nearest_Friendly_Starbase.Evaluate)
* (((Variable_Target.TimeLastSeenUnnormalized > 120) + (20 > Game.Age)) > 0)
+
10 * (Function_Distance_To_Nearest_Friendly_Starbase.Evaluate > 2000)
* (Function_Distance_To_Nearest_Enemy_Starbase.Evaluate > 2000)
* (((Variable_Target.TimeLastSeenUnnormalized > 200) + (200 > Game.Age)) > 0)
* Variable_Target.TimeLastSeen
+
5 * (Variable_Target.IsEnemyStartLocation + (2000 > Function_Distance_To_Nearest_Enemy_Starbase.Evaluate))
* (((Variable_Target.TimeLastSeenUnnormalized > 400) + (Game.Age > 400) + (Game.IsCampaignGame)) > 0)
* Variable_Target.TimeLastSeen
)
</Space_Area_Needs_Scouting>
<Space_Area_Is_Friendly>
(1.0 - 3.0 * Variable_Target.EnemyForce) *
(1.0 + Variable_Target.FriendlyForce)
</Space_Area_Is_Friendly>
<Need_To_Hide_Units>
5 * Function_Space_Area_Is_Hidden.Evaluate
</Need_To_Hide_Units>
<Space_Area_Is_Empty>
(1 - Variable_Target.EnemyForce)
*
(1 - Variable_Target.FriendlyForce)
*
(Script_GetDistanceToNearestSpaceField.Evaluate{Parameter_Script_String = "ASTEROID"} > 1000)
*
(Script_GetDistanceToNearestSpaceField.Evaluate{Parameter_Script_String = "NEBULA"} > 1000)
</Space_Area_Is_Empty>
<!-- Hiding equation for surprise units.
We must not be trying to burn units
There must be no enemies where we want to hide
SCALE UP
randomly prefer asteroids sometimes
randomly prefer nebulae sometimes
This drops in desirability after a while (Rebels hold off longer because their Y-wings are not as disposable)
only hide for a short duration; pirates never hide
-->
<Desire_To_Hide_At_Location>
(1 - Function_Should_Burn_Units_Space.Evaluate)
*
(Variable_Target.EnemyForce == 0.0)
*
(1 - Variable_Target.FriendlyForce)
*
(
1.0
+
(0#1>0.5) * 5 * (1000 > Script_GetDistanceToNearestSpaceField.Evaluate{Parameter_Script_String = "ASTEROID"})
+
(0#1>0.5) * 5 * (1000 > Script_GetDistanceToNearestSpaceField.Evaluate{Parameter_Script_String = "NEBULA"})
)
*
(
Function_Is_Rebel.Evaluate
*
(60 > Game.Age)
+
Function_Is_Empire.Evaluate
*
(40 > Game.Age)
+
Function_Is_Underworld.Evaluate
*
(60 > Game.Age)
)
</Desire_To_Hide_At_Location>
<!-- Hiding equation for transports
-->
<Space_Area_Is_Hidden>
0.001
+
1 * (Function_Distance_To_Nearest_Enemy_Starbase.Evaluate > 1000)
+
1 * (Function_Distance_To_Nearest_Enemy_Starbase.Evaluate > 2000)
+
2 * (Function_Distance_To_Nearest_Enemy_Starbase.Evaluate > 4000)
+
2 * (Variable_Target.EnemyForce == 0.0) * (1.0 - Variable_Target.FriendlyForce)
</Space_Area_Is_Hidden>
<!-- artillery want:
wait a random amount of time until other units have likely had a chance to engage
require areas within range of an enemy
require areas that are not too close to an enemy
SCALE BY
enough to be higher than hide_units
friendliness
areas with asteroids
areas with nebulae
-->
<Good_Space_Artillery_Area>
(Game.Age > (60 # 120))
*
(4000 > Variable_Target.DistanceToNearestEnemy)
*
(Variable_Target.DistanceToNearestEnemy > 2000)
*
(
30.0
+
2.0 * Function_Space_Area_Is_Friendly.Evaluate
+
5.0 * (2000 > Script_GetDistanceToNearestSpaceField.Evaluate{Parameter_Script_String = "ASTEROID"})
+
5.0 * (2000 > Script_GetDistanceToNearestSpaceField.Evaluate{Parameter_Script_String = "NEBULA"})
)
</Good_Space_Artillery_Area>
<!--
Big factor to make sure this comes top
Has enough time passed (different for attacker and defender so that we don't attack and then instantly retreat)
AND
Are we attackers AND greatly outnumbered
OR
Are we defenders AND without a space station AND greatly outnumbered
OR
Have we been caught with only shuttles
OR
Are we outnumbered with little real force and many transports
OR
Are we the defender and have enough transports that it's worth abandoning space control to save them
Removed over attenuation - it could send force to zero (or negative) which could lead to retreating/not retreating in unexpected
circumstances
-->
<Want_To_Retreat_From_Space>
50.0
*
(Variable_Self.IsDefender * (Game.Age > 20) +
(1 - Variable_Self.IsDefender) * (Game.Age > 120))
*
(
(
Game.IsCampaignGame
*
(
(1.0 - Variable_Self.IsDefender) *
(Variable_Enemy.FriendlyForceUnnormalized{Parameter_Attenuator = 1.0} >= (4.0 * Variable_Self.FriendlyForceUnnormalized{Parameter_Attenuator = 1.0}))
+
(Variable_Self.IsDefender *
(Variable_Self.BaseLevel == 0) *
(Variable_Enemy.FriendlyForceUnnormalized{Parameter_Attenuator = 1.0} >= (4.0 * Variable_Self.FriendlyForceUnnormalized{Parameter_Attenuator = 1.0})))
+
((3.0 * Variable_Self.FriendlyForceUnnormalized {Parameter_Category = GameObjectCategoryType[Transport]}) >= Variable_Self.FriendlyForceUnnormalized)
+
(Variable_Self.FriendlyForceUnnormalized {Parameter_Category = GameObjectCategoryType[Transport]} >= 50) *
(1000 >= Variable_Self.FriendlyForceUnnormalized) *
(Variable_Enemy.FriendlyForceUnnormalized > Variable_Self.FriendlyForceUnnormalized)
+
(Variable_Self.IsDefender) *
(Variable_Self.FriendlyForceUnnormalized {Parameter_Category = GameObjectCategoryType[Transport]} >= 150)
)
+
(1 - Game.IsCampaignGame)
*
(Variable_Self.BaseLevel == 0)
)
> 0
)
</Want_To_Retreat_From_Space>
<!--
Is this a campaign game (the AI doesn't retreat in skirmish)
AND
Are we capable of retreat
AND
Are we not pirates
-->
<Allowed_To_Retreat_From_Space>
Game.IsCampaignGame
*
Variable_Self.CanRetreat
*
(1.0 - Variable_Self.IsFaction {Parameter_Faction = "Pirates"})
</Allowed_To_Retreat_From_Space>
<Should_Retreat_From_Space>
Function_Want_To_Retreat_From_Space.Evaluate
*
Function_Allowed_To_Retreat_From_Space.Evaluate
</Should_Retreat_From_Space>
<Has_Space_Station>
(Variable_Target.StarbaseLevel > 0)
</Has_Space_Station>
<!-- Generally shoot at the greatest relative force, but prefer units over starbases
don't bother with Corvettes, they're nearly impossible to hit-->
<Needs_Hypervelocity_Shot>
(1 - Variable_Self.IsDifficulty{Parameter_Difficulty_Level_Type = DifficultyLevelType[Easy]})
*
(1 - (Variable_Target.Force{Parameter_Category = GameObjectCategoryType[Corvette]} > 0))
*
Variable_Target.ForceNBTD
*
(
1 * Function_Is_Starbase.Evaluate
+
20 * (1 - Function_Is_Starbase.Evaluate)
)
</Needs_Hypervelocity_Shot>
<!-- Is this something we'd like to fire an Ion Cannon at? If we just shot it,
we may prefer firing on a weaker unit with full shields or energy.
don't bother with Corvettes, they're nearly impossible to hit
the unit's relative force
the % of shield remaining
their engines aren't currently disabled
prefer units over starbases
UNUSED
the % of energy remaining (used for engines, shields, and weapons)
+
Variable_Target.Energy
-->
<Needs_Ion_Shot>
(1 - Variable_Self.IsDifficulty{Parameter_Difficulty_Level_Type = DifficultyLevelType[Easy]})
*
(1 - (Variable_Target.Force{Parameter_Category = GameObjectCategoryType[Corvette]} > 0))
*
(
2.5 * Variable_Target.ForceNBTD
+
Variable_Target.Shield
+
Variable_Target.AreEnginesOnline
)
*
(
1 * Function_Is_Starbase.Evaluate
+
20 * (1 - Function_Is_Starbase.Evaluate)
)
</Needs_Ion_Shot>
<!-- These are fleeting opportunities, so go about these with high desire
Does the area have relatively isolated weak units. Magic number should result in this being the highest priority.
ADD DESIRE
Do we have some weak units that need assistance (dogfight conditions, for example)
ADD DESIRE
Is this near our starbase
-->
<Good_Turbo_Attack_Location_Opportunity>
(
20 * (Function_Fighter_Location_Isolated.Evaluate > 0.2) * Function_Fighter_Location_Isolated.Evaluate
)
+
(
15 * (Variable_Target.FriendlyForce {Parameter_Category = GameObjectCategoryType[Fighter|Bomber|Transport]} > 0)
*
Variable_Target.EnemyForce {Parameter_Category = GameObjectCategoryType[Fighter|Bomber|Transport]} /
(Variable_Target.EnemyForce {Parameter_Category = GameObjectCategoryType[Fighter|Bomber|Transport]} +
Variable_Target.FriendlyForce {Parameter_Category = GameObjectCategoryType[Fighter|Bomber|Transport]})
)
+
(
15 * (Variable_Target.EnemyForce {Parameter_Category = GameObjectCategoryType[Fighter|Bomber|Transport]} > 0)
*(2000 > Function_Distance_To_Nearest_Friendly_Starbase.Evaluate)
)
</Good_Turbo_Attack_Location_Opportunity>
<!-- normalized threat isolation for weak units by location-->
<Fighter_Location_Isolated>
Variable_Target.EnemyForce {Parameter_Category = GameObjectCategoryType[Fighter|Bomber|Transport]}
/
(
Variable_Target.EnemyForce {Parameter_Category = GameObjectCategoryType[Fighter|Bomber|Transport]}
+
Variable_Target.EnemyForce {Parameter_Category = GameObjectCategoryType[Corvette|Frigate|Capital|Structure]}
)
</Fighter_Location_Isolated>
<!-- These are fleeting opportunities, so go about these with high desire
Basically, we're looking for isolated weak units that we can quickly deal with.
Does the unit have shields down or nearly down
Is relativly isolated from allies, with a cutoff
OR
Is this an artillery piece
SCALE BY
Unit health-->
<Good_Turbo_Attack_Unit_Opportunity>
(
(0.2 > Variable_Target.Shield)
*
30.0 * (Function_Unit_Isolation.Evaluate - 0.2)
+
3.0 * (Variable_Target.Type.IsType {Parameter_Type = "Marauder_Missile_Cruiser", Parameter_Type = "Broadside_Class_Cruiser", Parameter_Type = "Ultor_Beam_Cruiser"} )
)
*
10.0 * (1 - Variable_Target.Health)
</Good_Turbo_Attack_Unit_Opportunity>
<!-- normalized threat isolation for a unit
-->
<Unit_Isolation>
Variable_Target.Force / (Variable_Target.Location.EnemyForce + Variable_Target.Force)
</Unit_Isolation>
<Need_To_Secure_Contestable>
Variable_Target.IsContestable
*
(
5 * (Variable_Target.Location.EnemyForce == 0)
+
5 * (1 - Variable_Target.Location.EnemyForce)
+
20 * clamp( (10000 / (Variable_Target.DistanceToNearestFriendly {Parameter_Category = GameObjectCategoryType[Capital]} + 1)), 0, 2)
-
5.0 * Variable_Target.HasBuiltObject
+
1
)
</Need_To_Secure_Contestable>
<!--
Disallow securing distant contestables if this is an easy AI and it already has N resource plots.
For skirmish games, sink desire on non refinery build pads if we don't have any yet.
Note: space station reveal range is about 2000
-->
<Need_To_Secure_Contestable_Space>
(1 - Function_Should_Firesale_Space.Evaluate)
*
Function_Allowed_As_Defender_Space.Evaluate
*
Function_Need_To_Secure_Contestable.Evaluate
*
(Function_Distance_To_Nearest_Enemy_Starbase.Evaluate > 2500)
*
(
Game.IsCampaignGame
+
(Game.IsCampaignGame == 0.0)
*
(
Function_Is_Refinery_Pad_Space.Evaluate
+
(1 - Function_Is_Refinery_Pad_Space.Evaluate)
*
(Function_Number_Resource_Structures_Space.Evaluate)
)
)
</Need_To_Secure_Contestable_Space>
<Number_Resource_Structures_Space>
Variable_Self.TacticalBuiltStructureCount{Parameter_Type = "Empire_Mineral_Extractor"
,Parameter_Type = "Rebel_Mineral_Extractor"
,Parameter_Type = "Rebel_Mineral_Extractor_Armored"
,Parameter_Type = "Rebel_Mineral_Extractor_Defense"
,Parameter_Type = "Hutt_Mineral_Extractor"
,Parameter_Type = "Underworld_Mineral_Extractor"}
</Number_Resource_Structures_Space>
<!-- Really high desire if there are not many enemies around relative to our presence
*
(1 - Variable_Target.HasBuiltObject)
-->
<Need_To_Build_Structure_Space>
10.0
*
(1 - Function_Is_Saving_For_Refineries_Space.Evaluate)
*
(1 - Function_Skirmish_Needs_New_Space_Station.Evaluate)
*
(
0.2 >
(
Variable_Target.Location.EnemyForce /
(Variable_Target.Location.EnemyForce + Variable_Target.Location.FriendlyForce )
)
)
</Need_To_Build_Structure_Space>
<!--
*
(1 - Variable_Target.HasBuiltObject)
Note: space station reveal range is about 2000-->
<Need_To_Build_Refinery_Space>
50.0
*
(
0.2 >
(
Variable_Target.Location.EnemyForce /
(Variable_Target.Location.EnemyForce + Variable_Target.Location.FriendlyForce )
)
)
*
(Function_Distance_To_Nearest_Enemy_Starbase.Evaluate > 2500)
</Need_To_Build_Refinery_Space>
<!-- Save cash
If we have a refinery build pad without a refinery
AND
We don't have a surplus of cash
-->
<Is_Saving_For_Refineries_Space>
(Variable_Self.OpenBuildPadCount{Parameter_Type = "Mineral_Extractor_Pad"} > 0)
*
(1500 > Variable_Self.CreditsUnnormalized)
</Is_Saving_For_Refineries_Space>
<Is_Refinery_Pad_Space>
Variable_Target.Type.IsType {Parameter_Type = "Mineral_Extractor_Pad"}
</Is_Refinery_Pad_Space>
<Tactical_Multiplayer_Should_Build_Generic_Space>
(1 - Function_Is_Saving_For_Refineries_Space.Evaluate)
*
(1 - Function_Skirmish_Needs_New_Space_Station.Evaluate)
*
Function_Tactical_Multiplayer_Should_Build_Generic.Evaluate
</Tactical_Multiplayer_Should_Build_Generic_Space>
<Should_Purchase_Ability_Generic_Space>
(Game.Age > 120)
*
(Variable_Self.FriendlyForce > (0.5 * Variable_Self.EnemyForce))
*
(
(Game.IsCampaignGame == 0)
*
(1 - Function_Is_Saving_For_Refineries_Space.Evaluate)
*
(1 - Function_Skirmish_Needs_New_Space_Station.Evaluate)
*
(
(
(Function_Number_Resource_Structures_Space.Evaluate > 0)
*
(40 > Variable_Self.UnitSpaceAvailable)
)
+
(
(Function_Number_Resource_Structures_Space.Evaluate > 1)
*
(50 > Variable_Self.UnitSpaceAvailable)
)
)
*
(
1.0
+
10.0 * (Variable_Self.FriendlyForceUnnormalized{Parameter_Attenuator = 1.0} >= (0.8 * Variable_Enemy.ForceUnnormalized{Parameter_Attenuator = 1.0}))
+
(5.0 * (0#1>0.5))
)
+
(Game.IsCampaignGame)
)
</Should_Purchase_Ability_Generic_Space>
<!--
High desire
Do we want to retreat
AND
We're not allowed
OR
It's a skirmish game
AND
If we're near the unit cap
AND
We've got better stuff in the reinforcement pool
OR
We've got some stuff in the reinforcement pool
OR
We've got more than the enemy has in reinforcements
OR
The enemy has no forces except capital (space station)-->
<Should_Burn_Units_Space>
50
*
(
Function_Want_To_Retreat_From_Space.Evaluate
*
(1 - Function_Allowed_To_Retreat_From_Space.Evaluate)
)
+
(
(Game.IsCampaignGame == 0)
*
(3 > Variable_Self.UnitSpaceAvailable)
*
(
(Variable_Self.ReinforcementsUnnormalized > Variable_Self.FriendlyForceUnnormalized{Parameter_Category = GameObjectCategoryType[Fighter|Bomber|Corvette|Frigate]})
+
(Variable_Self.ReinforcementsUnnormalized > (Variable_Self.FriendlyForceUnnormalized{Parameter_Category = GameObjectCategoryType[Fighter|Bomber|Corvette|Frigate]} * 0.25))
+
(Variable_Self.ReinforcementsUnnormalized > Variable_Self.EnemyForceUnnormalized{Parameter_Category = GameObjectCategoryType[Fighter|Bomber|Corvette|Frigate]})
)
+
(Game.Age > 180.0)
*
(500.0 > Variable_Self.EnemyForceUnnormalized {Parameter_Category = GameObjectCategoryType[Fighter | Bomber | Corvette | Frigate]})
+
(Game.Age > 500.0)
*
(Variable_Self.FriendlyForceUnnormalized > (1.5 * Variable_Self.EnemyForceUnnormalized))
*
((Function_Number_Resource_Structures_Space.Evaluate > 1) + Game.IsCampaignGame)
)
</Should_Burn_Units_Space>
<Should_Firesale_Space>
Function_Want_To_Retreat_From_Space.Evaluate
*
(1 - Function_Allowed_To_Retreat_From_Space.Evaluate)
</Should_Firesale_Space>
<Enemy_Retreating>
Variable_Enemy.IsRetreating
</Enemy_Retreating>
<Self_Retreating>
Variable_Self.IsRetreating
</Self_Retreating>
<Need_To_Patrol_Space>
(1 - Function_Should_Burn_Units_Space.Evaluate)
*
clamp( Variable_Self.IsDefender
*
(1 - Variable_Target.Location.FriendlyForce)
*
( Variable_Target.DistanceToNearestFriendly / 10 )
,0
,3
)
</Need_To_Patrol_Space>
<Is_Skirmish_Mode>
Game.IsCampaignGame == 0
</Is_Skirmish_Mode>
<!-- Need a source of cash, a reasonable force in play (exclude capital since the station itself probably covers that
Base upgrades on time, or else any time the unit power race is way out of balance -->
<Skirmish_Needs_New_Space_Station>
(Game.IsCampaignGame == 0.0)
*
(Function_Number_Resource_Structures_Space.Evaluate >= 1.0)
*
(Variable_Self.FriendlyForceUnnormalized {Parameter_Category = GameObjectCategoryType[Fighter | Bomber | Corvette | Frigate]} > 3000.0)
*
((Game.Age > 60.0) * (Variable_Self.BaseLevel == 1.0)
+
(Game.Age > 180.0) * (Variable_Self.BaseLevel == 2.0)
+
(Game.Age > 600.0) * (Variable_Self.BaseLevel == 3.0)
+
(Game.Age > 1200.0) * (Variable_Self.BaseLevel == 4.0)
+
(5.0 > Variable_Self.BaseLevel) * (Variable_Self.FriendlyForce > (2.0 * Variable_Self.EnemyForce))
+
(5.0 > Variable_Self.BaseLevel) * (Variable_Self.EnemyForce > (2.0 * Variable_Self.FriendlyForce)))
</Skirmish_Needs_New_Space_Station>
<Skirmish_Needs_New_Space_Station_With_Multiplier>
40.0 * Function_Skirmish_Needs_New_Space_Station.Evaluate
</Skirmish_Needs_New_Space_Station_With_Multiplier>
<Skirmish_Needs_Magic_Cash_Drop_Space>
50.0
*
(Variable_Self.BaseLevel > 0.0)
*
(3000.0 > Variable_Self.CreditsUnnormalized)
*
(Variable_Self.EnemyForceUnnormalized > Variable_Self.FriendlyForceUnnormalized)
*
(Game.Age > 180.0)
*
(Game.IsCampaignGame == 0.0)
</Skirmish_Needs_Magic_Cash_Drop_Space>
<Need_To_Defend_Space_Station>
50.0
*
(Function_Should_Burn_Units_Space.Evaluate == 0.0)
*
((Game.IsCampaignGame == 0) + Variable_Self.IsDefender)
*
Function_Is_Starbase.Evaluate
*
(2500 > Variable_Target.DistanceToNearestEnemy {Parameter_Category = GameObjectCategoryType[Frigate | Capital]})
</Need_To_Defend_Space_Station>
</Equations>

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<?xml version="1.0" ?>
<Equations>
<Is_Sandbox_Event_Allowed>
(Game.Age > 111.0) *
(Game.TimeSinceStoryPopup > 133.0) *
(4 > Game.ActiveStoryGoalCount)
</Is_Sandbox_Event_Allowed>
<!-- Disable this mission - people don't like it -->
<!--<Trigger_Contrived_Attack>
Function_Is_Sandbox_Event_Allowed.Evaluate *
(Variable_Self.PlanetsControlledUnnormalized > 3) *
(Variable_Enemy.PlanetsControlledUnnormalized > 1) *
(Variable_Target.IsFaction {Parameter_Faction = "Rebel", Parameter_Faction = "Empire"}) *
(Variable_Target.EnemyForce.SpaceTotalUnnormalized > 10000) *
(Function_Is_Connected_To_Me.Evaluate) *
(Game.Age > 300.0)
</Trigger_Contrived_Attack>-->
<Trigger_Contrived_Attack>0.0</Trigger_Contrived_Attack>
<Trigger_Trap_Galactic>
Function_Is_Sandbox_Event_Allowed.Evaluate *
Function_Is_Connected_To_Enemy.Evaluate *
(750 > Variable_Target.FriendlyForce.GroundTotalUnnormalized) *
(1500 > Variable_Target.FriendlyForce.SpaceTotalUnnormalized) *
Variable_Target.IsSurfaceAccessible
</Trigger_Trap_Galactic>
<Trigger_Trap_Land>
Script_EvaluateInGalacticContext.Evaluate{Parameter_Script_String = "Helper_Trap_Land_Check_Galactic_Flags"}
</Trigger_Trap_Land>
<Helper_Trap_Land_Check_Galactic_Flags>
Variable_Target.StoryTrigger {Parameter_Name = "TRAP_GALACTIC_NOTIFICATION_01"}
</Helper_Trap_Land_Check_Galactic_Flags>
<!-- Cutting missions that flip player planets -->
<!--<Trigger_Planet_Ownership_Flip>
Function_Is_Sandbox_Event_Allowed.Evaluate *
(7000 > Variable_Target.EnemyForce.GroundTotalUnnormalized) *
(25000 > Variable_Target.EnemyForce.SpaceTotalUnnormalized) *
(1.0 - Variable_Target.HasIndigenousUnits {Parameter_Type = "Ewok_Hunter",
Parameter_Type = "Gungan_Warrior",
Parameter_Type = "Wookie_Warrior",
Parameter_Type = "Jawa_Scout"}) *
(1.0 - Variable_Target.Type.IsType {Parameter_Type = "CORUSCANT"}) *
(Variable_Target.IsFaction {Parameter_Faction = "Rebel", Parameter_Faction = "Empire"}) *
(Variable_Enemy.PlanetsControlled >= 3)
</Trigger_Planet_Ownership_Flip>-->
<Trigger_Planet_Ownership_Flip>0.0</Trigger_Planet_Ownership_Flip>
<Trigger_Fleet_Rampage>
Function_Is_Sandbox_Event_Allowed.Evaluate *
(Variable_Target.EnemyForce.SpaceTotalUnnormalized > 0) *
(Variable_Target.IsFaction {Parameter_Faction = "Rebel", Parameter_Faction = "Empire"}) *
(Function_Has_Accuser.Evaluate + Function_Has_Home_One.Evaluate) *
(Variable_Enemy.PlanetsControlled >= 5)
</Trigger_Fleet_Rampage>
<Has_Accuser>
Variable_Self.HasUnit {Parameter_Type = "Accuser_Star_Destroyer"}
</Has_Accuser>
<Has_Home_One>
Variable_Self.HasUnit {Parameter_Type = "Home_One"}
</Has_Home_One>
<Trigger_Hero_Gathering>
Function_Is_Sandbox_Event_Allowed.Evaluate *
(1.0 - Variable_Target.Type.IsType {Parameter_Type = "CORUSCANT"}) *
(Variable_Target.GroundbaseLevelUnnormalized >= 3) *
(Variable_Target.FriendlyForce.GroundTotalUnnormalized >= 20000) *
Function_Has_Heroes_For_Gathering.Evaluate
</Trigger_Hero_Gathering>
<Has_Heroes_For_Gathering>
(Variable_Self.HasUnit {Parameter_Type = "Darth_Team"} *
Variable_Self.HasUnit {Parameter_Type = "General_Veers_Team"} *
Variable_Self.HasUnit {Parameter_Type = "Boba_Fett_Team"}) +
(Variable_Self.HasUnit {Parameter_Type = "Obi_Wan_Team"} *
Variable_Self.HasUnit {Parameter_Type = "Han_Solo_Team"})
</Has_Heroes_For_Gathering>
</Equations>

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<?xml version="1.0"?>
<Equations>
<Story_Empire_Trigger_Magic_Spawn_Pirates>
(Variable_Self.StoryTrigger {Parameter_Name = "ACT_2"} * (Variable_Self.StoryTrigger {Parameter_Name = "ACT_2_PIRATE_SPAWN_DISABLED"} == 0.0) +
Variable_Self.StoryTrigger {Parameter_Name = "ACT_3"} * (Variable_Self.StoryTrigger {Parameter_Name = "ACT_3_PIRATE_SPAWN_DISABLED"} == 0.0) +
Variable_Self.StoryTrigger {Parameter_Name = "ACT_4"} * (Variable_Self.StoryTrigger {Parameter_Name = "ACT_4_PIRATE_SPAWN_DISABLED"} == 0.0)) *
(Variable_Target.EnemyForce.HasSpaceForce == 0.0) *
(10000 > Variable_Target.FriendlyForce.SpaceTotalUnnormalized)
</Story_Empire_Trigger_Magic_Spawn_Pirates>
<Story_Empire_Is_Suitable_Falast_Spawn>
Function_Space_Contrast.Evaluate == 0
</Story_Empire_Is_Suitable_Falast_Spawn>
<!--This is the backup case for not finding a space without Empire units.
Falast will just prefer to go to any Empire system with an interdictor and cut to the chase.
In the worst case, any system will be chosen.-->
<Story_Empire_Is_Suitable_Falast_Backup_Spawn>
(Variable_Target.EnemyForce.HasSpaceUnitsBitfield {Parameter_Type = "Interdictor_Cruiser"} != 0)
+
1
</Story_Empire_Is_Suitable_Falast_Backup_Spawn>
</Equations>

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<?xml version="1.0"?>
<AIPlayerType>
<Name>AI_Player_Underworld</Name>
<!--Meaningless-->
<Personality>
<Focus>1.0</Focus>
<Aggressiveness>1.0</Aggressiveness>
</Personality>
<GalacticFreeStoreScript>GalacticFreeStore</GalacticFreeStoreScript>
<SpaceFreeStoreScript>BusyTacticalFreeStore</SpaceFreeStoreScript>
<LandFreeStoreScript>BusyTacticalFreeStore</LandFreeStoreScript>
<GoalProposalFunctionSets>
SystemFunctions
AI_GoalSet_Underworld_Galactic
AI_GoalSet_ExpansionGeneric_Land
AI_GoalSet_Underworld_Land
AI_GoalSet_Underworld_Space
BasicOffensiveGalacticSet
BasicDefensiveGalacticSet
BasicOffensiveSpaceSet
BasicLandGoalSet
</GoalProposalFunctionSets>
<Templates>
<Space>
Test_Space
</Space>
<Land>
Test_Land
</Land>
<Galactic>
Underworld_Galactic_Default
Shutdown_Offense
</Galactic>
</Templates>
<Difficulty_Adjustments>
<Easy>Easy_Underworld</Easy>
<Normal>Normal_Underworld</Normal>
<Hard>Hard_Underworld</Hard>
</Difficulty_Adjustments>
</AIPlayerType>

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<?xml version="1.0"?>
<AIPlayerType>
<!--This AI player has full tactical AI but does nothing in galactic except remove corruption-->
<Name>AI_Player_UnderworldStoryOpponent</Name>
<!--Yay for meaningless numbers-->
<Personality>
<Focus>1.0</Focus>
<Aggressiveness>1.0</Aggressiveness>
</Personality>
<SpaceFreeStoreScript>BusyTacticalFreeStore</SpaceFreeStoreScript>
<LandFreeStoreScript>BusyTacticalFreeStore</LandFreeStoreScript>
<GoalProposalFunctionSets>
BasicOffensiveSpaceSet
BasicLandGoalSet
AI_GoalSet_ExpansionGeneric_Land
AI_GoalSet_ExpansionGeneric_Galactic
</GoalProposalFunctionSets>
<Templates>
<Space>
Test_Space
</Space>
<Land>
Test_Land
</Land>
<Galactic>
Remove_Corruption_Only_Template
</Galactic>
</Templates>
<Difficulty_Adjustments>
<Easy>Easy_Underworld</Easy>
<Normal>Normal_Underworld</Normal>
<Hard>Hard_Underworld</Hard>
</Difficulty_Adjustments>
</AIPlayerType>

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<?xml version="1.0"?>
<AIPlayerType>
<Name>BasicEmpireNoGalacticAI</Name>
<Personality>
<Focus>.5</Focus>
<Aggressiveness>.5</Aggressiveness>
</Personality>
<GoalProposalFunctionSets>
BasicOffensiveSpaceSet
BasicLandGoalSet
AI_GoalSet_ExpansionGeneric_Land
AI_GoalSet_Empire_Land
</GoalProposalFunctionSets>
<Templates>
<Space>
Test_Space
</Space>
<Land>
Test_Land
</Land>
<Galactic>
None_Template
</Galactic>
</Templates>
<Difficulty_Adjustments>
<Easy>Easy_Empire</Easy>
<Normal>Normal_Empire</Normal>
<Hard>Hard_Empire</Hard>
</Difficulty_Adjustments>
</AIPlayerType>

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<?xml version="1.0"?>
<AIPlayerType>
<Name>BasicEmpire</Name>
<Personality>
<Focus>.5</Focus>
<Aggressiveness>.5</Aggressiveness>
</Personality>
<GalacticFreeStoreScript>GalacticFreeStore</GalacticFreeStoreScript>
<SpaceFreeStoreScript>BusyTacticalFreeStore</SpaceFreeStoreScript>
<LandFreeStoreScript>BusyTacticalFreeStore</LandFreeStoreScript>
<GoalProposalFunctionSets>
SystemFunctions
BasicOffensiveGalacticSet
BasicDefensiveGalacticSet
BasicInfrastructureGalacticSet
BasicInformationGalacticSet
BasicOffensiveSpaceSet
BasicLandGoalSet
AI_GoalSet_ExpansionGeneric_Galactic
AI_GoalSet_ExpansionGeneric_Land
AI_GoalSet_Empire_Land
</GoalProposalFunctionSets>
<Templates>
<Space>
Test_Space
</Space>
<Land>
Test_Land
</Land>
<Galactic>
Basic_Empire_Default
Tech_Upgrade
Shutdown_Offense
</Galactic>
</Templates>
<Difficulty_Adjustments>
<Easy>Easy_Empire</Easy>
<Normal>Normal_Empire</Normal>
<Hard>Hard_Empire</Hard>
</Difficulty_Adjustments>
</AIPlayerType>

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<?xml version="1.0"?>
<!--Technically a clone of BasicEmpire now with Hutt Difficulty Adjustments v2.7.2.-->
<!--Major Update to branch away from Empire clone and add some functions like AI teching v2.8.1.-->
<AIPlayerType>
<Name>BasicHutts</Name>
<Personality>
<Focus>.3</Focus>
<Aggressiveness>1.0</Aggressiveness>
</Personality>
<GalacticFreeStoreScript>GalacticFreeStore</GalacticFreeStoreScript>
<SpaceFreeStoreScript>BusyTacticalFreeStore</SpaceFreeStoreScript>
<LandFreeStoreScript>BusyTacticalFreeStore</LandFreeStoreScript>
<GoalProposalFunctionSets>
SystemFunctions
BasicOffensiveGalacticSet
BasicDefensiveGalacticSet
BasicInfrastructureGalacticSet
BasicInformationGalacticSet
BasicOffensiveSpaceSet
BasicLandGoalSet
AI_GoalSet_ExpansionGeneric_Galactic
AI_GoalSet_ExpansionGeneric_Land
AI_GoalSet_Hutts_Land
</GoalProposalFunctionSets>
<Templates>
<Space>
Test_Space
</Space>
<Land>
Test_Land
</Land>
<Galactic>
Basic_Hutts_Default
Tech_Upgrade_Hutts
Shutdown_Offense
</Galactic>
</Templates>
<Difficulty_Adjustments>
<Easy>Easy_Hutts</Easy>
<Normal>Normal_Hutts</Normal>
<Hard>Hard_Hutts</Hard>
</Difficulty_Adjustments>
</AIPlayerType>

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<?xml version="1.0"?>
<AIPlayerType>
<Name>BasicRebelNoGalacticAI</Name>
<Personality>
<Focus>.5</Focus>
<Aggressiveness>.5</Aggressiveness>
</Personality>
<GoalProposalFunctionSets>
BasicOffensiveSpaceSet
BasicLandGoalSet
AI_GoalSet_ExpansionGeneric_Land
AI_GoalSet_Rebel_Land
</GoalProposalFunctionSets>
<Templates>
<Space>
Test_Space
</Space>
<Land>
Test_Land
</Land>
<Galactic>
None_Template
</Galactic>
</Templates>
<Difficulty_Adjustments>
<Easy>Easy_Rebel</Easy>
<Normal>Normal_Rebel</Normal>
<Hard>Hard_Rebel</Hard>
</Difficulty_Adjustments>
</AIPlayerType>

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<?xml version="1.0"?>
<AIPlayerType>
<Name>BasicRebel</Name>
<Personality>
<Focus>.5</Focus>
<Aggressiveness>.5</Aggressiveness>
</Personality>
<GalacticFreeStoreScript>GalacticFreeStore</GalacticFreeStoreScript>
<SpaceFreeStoreScript>BusyTacticalFreeStore</SpaceFreeStoreScript>
<LandFreeStoreScript>BusyTacticalFreeStore</LandFreeStoreScript>
<GoalProposalFunctionSets>
SystemFunctions
BasicOffensiveGalacticSet
BasicDefensiveGalacticSet
BasicInformationGalacticSet
BasicInfrastructureGalacticSet
BasicOffensiveSpaceSet
BasicLandGoalSet
AI_GoalSet_ExpansionGeneric_Galactic
AI_GoalSet_ExpansionGeneric_Land
AI_GoalSet_Rebel_Land
</GoalProposalFunctionSets>
<Templates>
<Space>
Test_Space
</Space>
<Land>
Test_Land
</Land>
<Galactic>
Basic_Rebel_Default
Shutdown_Offense
</Galactic>
</Templates>
<Difficulty_Adjustments>
<Easy>Easy_Rebel</Easy>
<Normal>Normal_Rebel</Normal>
<Hard>Hard_Rebel</Hard>
</Difficulty_Adjustments>
</AIPlayerType>

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<?xml version="1.0"?>
<AIPlayerType>
<Name>Ewok</Name>
<Personality>
<Focus>.7</Focus>
<Aggressiveness>.8</Aggressiveness>
</Personality>
<SpaceFreeStoreScript>GenericFreeStore</SpaceFreeStoreScript>
<LandFreeStoreScript>GenericFreeStore</LandFreeStoreScript>
<GoalProposalFunctionSets>
EwokSet
</GoalProposalFunctionSets>
<Templates>
<Space>
Test_Space
</Space>
<Land>
Ewok_Land
</Land>
<Galactic>
None_Template
</Galactic>
</Templates>
</AIPlayerType>

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<?xml version="1.0"?>
<!--A file that defines the static data for an AI player type.-->
<AIPlayerType>
<Name>None</Name>
<Personality>
<Focus>.7</Focus>
<Aggressiveness>.8</Aggressiveness>
</Personality>
<SpaceFreeStoreScript>BusyTacticalFreeStore</SpaceFreeStoreScript>
<LandFreeStoreScript>BusyTacticalFreeStore</LandFreeStoreScript>
<GoalProposalFunctionSets>
BasicOffensiveSpaceSet
BasicLandGoalSet
AI_GoalSet_ExpansionGeneric_Land
</GoalProposalFunctionSets>
<Templates>
<Space>
Test_Space
</Space>
<Land>
Test_Land
</Land>
<Galactic>
None_Template
</Galactic>
</Templates>
<Difficulty_Adjustments>
<Easy>Easy_Default</Easy>
<Normal>Normal_Default</Normal>
<Hard>Hard_Default</Hard>
</Difficulty_Adjustments>
</AIPlayerType>

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<?xml version="1.0"?>
<AIPlayerType>
<Name>SandboxHuman</Name>
<Personality>
<Focus>0</Focus>
<Aggressiveness>0</Aggressiveness>
</Personality>
<GoalSetExtensionSize>1</GoalSetExtensionSize>
<GoalProposalFunctionSets>
InterventionsGoalSet
</GoalProposalFunctionSets>
<Templates>
<Space>
All_Interventions_Template
Disable_Interventions_Template
</Space>
<Land>
All_Interventions_Template
Disable_Interventions_Template
</Land>
<Galactic>
All_Interventions_Template
Disable_Interventions_Template
</Galactic>
</Templates>
</AIPlayerType>

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<?xml version="1.0"?>
<AITemplates>
<Underworld_Galactic_Default>
<Priority>1</Priority>
<Trigger>One</Trigger>
<Budget>
<Always>Zero</Always>
<Offensive>Underworld_Offensive_Budget_Allocation</Offensive>
<Defensive>Zero</Defensive>
<Infrastructure>Underworld_Infrastructure_Budget_Allocation</Infrastructure>
<Information>Zero</Information>
<Hero>Zero</Hero>
<StoryArc>Zero</StoryArc>
</Budget>
<Turn_Off>
<Goals>
<Goal_Type>Remove_Corruption</Goal_Type>
</Goals>
<Plans>
<Name>EmpireAdvanceTechPlan</Name>
<Name>PlantSpyPlan</Name>
<Name>RebelAdvanceTechPlan</Name>
<Name>HuttsAdvanceTechPlan</Name>
</Plans>
</Turn_Off>
<Turn_On>
<Goals>
<Category>Always</Category>
<Category>Offensive</Category>
<Category>Defensive</Category>
<Category>Information</Category>
<Category>Infrastructure</Category>
<Category>Hero</Category>
<Category>StoryArc</Category>
</Goals>
<Plans>
<Goal_Category>Always</Goal_Category>
<Goal_Category>Offensive</Goal_Category>
<Goal_Category>Defensive</Goal_Category>
<Goal_Category>Infrastructure</Goal_Category>
<Goal_Category>Information</Goal_Category>
<Goal_Category>Hero</Goal_Category>
<Goal_Category>StoryArc</Goal_Category>
</Plans>
</Turn_On>
</Underworld_Galactic_Default>
</AITemplates>

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<?xml version="1.0"?>
<AITemplates>
<Basic_Empire_Default>
<Priority>1</Priority>
<Trigger>One</Trigger>
<Budget>
<Always>Zero</Always>
<Offensive>BasicEmpireOffensiveBudgetAllocation</Offensive>
<Defensive>Zero</Defensive>
<Infrastructure>BasicEmpireInfrastructureBudgetAllocation</Infrastructure>
<Information>BasicEmpireInformationBudgetAllocation</Information>
<Hero>Zero</Hero>
<MajorItem>BasicEmpireMajorItemBudgetAllocation</MajorItem>
<StoryArc>Zero</StoryArc>
</Budget>
<!--TURNED OFF BECAUSE OF UNEXPECTED BEHAVIOR...USING EXPLICIT SCRIPTED RELEASE FUNDS FOR THE TIME BEING
<Tactical_Budget_Allowance>
<Defensive>1.0</Defensive>
<MajorItem>0.5</MajorItem>
<Offensive>0.1</Offensive>
</Tactical_Budget_Allowance>-->
<Turn_Off>
<Plans>
<Name>RebelAdvanceTechPlan</Name>
<Name>HuttsAdvanceTechPlan</Name>
</Plans>
</Turn_Off>
<Turn_On>
<Goals>
<Category>Always</Category>
<Category>Offensive</Category>
<Category>Defensive</Category>
<Category>Information</Category>
<Category>Infrastructure</Category>
<Category>Hero</Category>
<Category>StoryArc</Category>
</Goals>
<Plans>
<Goal_Category>Always</Goal_Category>
<Goal_Category>Offensive</Goal_Category>
<Goal_Category>Defensive</Goal_Category>
<Goal_Category>Infrastructure</Goal_Category>
<Goal_Category>Information</Goal_Category>
<Goal_Category>Hero</Goal_Category>
<Goal_Category>StoryArc</Goal_Category>
</Plans>
</Turn_On>
</Basic_Empire_Default>
<!--MAJOR ITEM PURCHASE TEMPLATES
Sometimes we want to purchase major items during a fleeting window of opportunity. These purchases
require a template to ensure spending on occurs as fast as possible (no pause). The template switch alone
causes the entire budget to be redistributed, with a heavy emphasis on the expensive item budget category.
A perception will determine the fraction of the current gross budget (cash on hand plus income stream) required to
build the item without interruption. A desirability equation will decide if the item is wanted and if this fraction
is acceptable. The same fraction percaption will be used in determining the expensive item budget and (1 - fraction) *
the normal working budget for other categories. This will effectively cut their budget and cancel goals which can't
be maintained while we're making the major purchase. If we have sufficient cash or income streams, unrelated goals won't
be cancelled.-->
<Tech_Upgrade>
<Priority>4</Priority>
<Trigger>Empire_Tech_Trigger</Trigger>
<Un_Trigger>Empire_Tech_Untrigger</Un_Trigger>
<Budget>
<MajorItem>EmpireTechUpgradeMajorItemAllocation</MajorItem>
<Offensive>EmpireTechUpgradeOffensiveAllocation</Offensive>
<Defensive>Zero</Defensive>
<Infrastructure>EmpireTechUpgradeInfrastructureAllocation</Infrastructure>
<Information>EmpireTechUpgradeInformationAllocation</Information>
</Budget>
<Turn_Off>
<Goals>
<Goal_Type>Flush_MajorItem_Budget</Goal_Type>
</Goals>
</Turn_Off>
<Turn_On>
<Goals>
<Category>MajorItem</Category>
</Goals>
<Plans>
<Goal_Category>MajorItem</Goal_Category>
</Plans>
</Turn_On>
</Tech_Upgrade>
</AITemplates>

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<?xml version="1.0"?>
<AITemplates>
<None_Template>
<Priority>1</Priority>
<Trigger>One</Trigger>
<Budget>
<Offensive>One</Offensive>
<Defensive>Zero</Defensive>
</Budget>
<Tactical_Budget_Allowance>
<Offensive>0.0</Offensive>
<Defensive>0.0</Defensive>
</Tactical_Budget_Allowance>
<Turn_Off>
<Goals>
<Category>Infrastructure</Category>
<Category>Defensive</Category>
<Category>Offensive</Category>
</Goals>
</Turn_Off>
</None_Template>
<Test_Space>
<Priority>1</Priority>
<Trigger>One</Trigger>
<Budget>
<Hero>ReallyBig</Hero>
<High_Priority>High</High_Priority>
<Map_Control>Medium_High</Map_Control>
<Med_Priority>Medium</Med_Priority>
<Tactical_Targeted>GenericSpaceTargetedOffensiveBudgetAllocation</Tactical_Targeted>
<Defensive>GenericSpaceDefensiveBudgetAllocation</Defensive>
<Tactical_Untargeted>GenericSpaceUntargetedOffensiveBudgetAllocation</Tactical_Untargeted>
<NoBudget>ReallyBig</NoBudget>
<StoryArc>ReallyBig</StoryArc>
</Budget>
<Turn_Off>
<Goals>
<Category>Macro_Goal</Category>
</Goals>
<Plans>
<Goal_Category>Macro_Goal</Goal_Category>
</Plans>
</Turn_Off>
<Turn_On>
<Goals>
<Category>Hero</Category>
<Category>NoBudget</Category>
<Category>Tactical_Targeted</Category>
<Category>Defensive</Category>
<Category>Tactical_Untargeted</Category>
<Category>StoryArc</Category>
<Category>High_Priority</Category>
<Category>Med_Priority</Category>
<Category>Map_Control</Category>
</Goals>
<Plans>
<Goal_Category>Hero</Goal_Category>
<Goal_Category>NoBudget</Goal_Category>
<Goal_Category>Tactical_Targeted</Goal_Category>
<Goal_Category>Defensive</Goal_Category>
<Goal_Category>Tactical_Untargeted</Goal_Category>
<Goal_Category>StoryArc</Goal_Category>
<Goal_Category>High_Priority</Goal_Category>
<Goal_Category>Med_Priority</Goal_Category>
<Goal_Category>Map_Control</Goal_Category>
</Plans>
</Turn_On>
</Test_Space>
<Test_Land>
<Priority>1</Priority>
<Trigger>One</Trigger>
<Budget>
<Hero>ReallyBig</Hero>
<High_Priority>High</High_Priority>
<Map_Control>Medium_High</Map_Control>
<Med_Priority>Medium</Med_Priority>
<Tactical_Targeted>GenericSpaceTargetedOffensiveBudgetAllocation</Tactical_Targeted>
<Defensive>GenericSpaceDefensiveBudgetAllocation</Defensive>
<Tactical_Untargeted>GenericSpaceUntargetedOffensiveBudgetAllocation</Tactical_Untargeted>
<StoryArc>ReallyBig</StoryArc>
</Budget>
<Turn_On>
<Goals>
<Category>Hero</Category>
<Category>Tactical_Targeted</Category>
<Category>Defensive</Category>
<Category>Tactical_Untargeted</Category>
<Category>StoryArc</Category>
<Category>High_Priority</Category>
<Category>Med_Priority</Category>
<Category>Map_Control</Category>
</Goals>
<Plans>
<Goal_Category>Hero</Goal_Category>
<Goal_Category>Tactical_Targeted</Goal_Category>
<Goal_Category>Defensive</Goal_Category>
<Goal_Category>Tactical_Untargeted</Goal_Category>
<Goal_Category>StoryArc</Goal_Category>
<Goal_Category>High_Priority</Goal_Category>
<Goal_Category>Med_Priority</Goal_Category>
<Goal_Category>Map_Control</Goal_Category>
</Plans>
</Turn_On>
</Test_Land>
<StoryArcHumanOnly>
<Priority>1</Priority>
<Trigger>One</Trigger>
<Budget>
<StoryArcHuman>ReallyBig</StoryArcHuman>
</Budget>
<Tactical_Budget_Allowance>
<StoryArcHuman>1.0</StoryArcHuman>
</Tactical_Budget_Allowance>
<Turn_On>
<Goals>
<Category>StoryArcHuman</Category>
</Goals>
<Plans>
<Goal_Category>StoryArcHuman</Goal_Category>
</Plans>
</Turn_On>
</StoryArcHumanOnly>
<Shutdown_Offense>
<Priority>3</Priority>
<Trigger>Should_Shutdown_Offense_For_Story_Campaign</Trigger>
<Turn_Off>
<Goals>
<Goal_Type>Conquer_To_Reconnect</Goal_Type>
<Goal_Type>Lift_Blockade</Goal_Type>
<Goal_Type>Conquer_Opponent</Goal_Type>
<Goal_Type>Raid</Goal_Type>
<Goal_Type>Death_Star_Use</Goal_Type>
<Goal_Type>Unrestricted_Grab_Space</Goal_Type>
<Goal_Type>Unrestricted_Grab_Land</Goal_Type>
</Goals>
</Turn_Off>
</Shutdown_Offense>
<Remove_Corruption_Only_Template>
<Priority>1</Priority>
<Trigger>One</Trigger>
<Budget>
<Offensive>One</Offensive>
<Defensive>Zero</Defensive>
</Budget>
<Tactical_Budget_Allowance>
<Offensive>0.0</Offensive>
<Defensive>0.0</Defensive>
</Tactical_Budget_Allowance>
<Turn_Off>
<Goals>
<Category>Hero</Category>
<Category>Infrastructure</Category>
<Category>Defensive</Category>
<Category>Offensive</Category>
</Goals>
</Turn_Off>
<Turn_On>
<Goals>
<Goal_Type>Remove_Corruption</Goal_Type>
</Goals>
</Turn_On>
</Remove_Corruption_Only_Template>
</AITemplates>

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<?xml version="1.0"?>
<AITemplates>
<Basic_Hutts_Default>
<Priority>1</Priority>
<Trigger>One</Trigger>
<Budget>
<Always>Zero</Always>
<Offensive>BasicHuttsOffensiveBudgetAllocation</Offensive>
<Defensive>Zero</Defensive>
<Infrastructure>BasicHuttsInfrastructureBudgetAllocation</Infrastructure>
<Information>BasicHuttsInformationBudgetAllocation</Information>
<Hero>Zero</Hero>
<MajorItem>BasicHuttsMajorItemBudgetAllocation</MajorItem>
<StoryArc>Zero</StoryArc>
</Budget>
<!--TURNED OFF BECAUSE OF UNEXPECTED BEHAVIOR...USING EXPLICIT SCRIPTED RELEASE FUNDS FOR THE TIME BEING
<Tactical_Budget_Allowance>
<Defensive>1.0</Defensive>
<MajorItem>0.5</MajorItem>
<Offensive>0.1</Offensive>
</Tactical_Budget_Allowance>-->
<Turn_Off>
<Plans>
<Name>RebelAdvanceTechPlan</Name>
<Name>EmpireAdvanceTechPlan</Name>
<Name>PlantSpyPlan</Name>
</Plans>
</Turn_Off>
<Turn_On>
<Goals>
<Category>Always</Category>
<Category>Offensive</Category>
<Category>Defensive</Category>
<Category>Information</Category>
<Category>Infrastructure</Category>
<Category>Hero</Category>
<Category>StoryArc</Category>
</Goals>
<Plans>
<Goal_Category>Always</Goal_Category>
<Goal_Category>Offensive</Goal_Category>
<Goal_Category>Defensive</Goal_Category>
<Goal_Category>Infrastructure</Goal_Category>
<Goal_Category>Information</Goal_Category>
<Goal_Category>Hero</Goal_Category>
<Goal_Category>StoryArc</Goal_Category>
</Plans>
</Turn_On>
</Basic_Hutts_Default>
<!--MAJOR ITEM PURCHASE TEMPLATES
Sometimes we want to purchase major items during a fleeting window of opportunity. These purchases
require a template to ensure spending on occurs as fast as possible (no pause). The template switch alone
causes the entire budget to be redistributed, with a heavy emphasis on the expensive item budget category.
A perception will determine the fraction of the current gross budget (cash on hand plus income stream) required to
build the item without interruption. A desirability equation will decide if the item is wanted and if this fraction
is acceptable. The same fraction percaption will be used in determining the expensive item budget and (1 - fraction) *
the normal working budget for other categories. This will effectively cut their budget and cancel goals which can't
be maintained while we're making the major purchase. If we have sufficient cash or income streams, unrelated goals won't
be cancelled.-->
<Tech_Upgrade_Hutts>
<Priority>4</Priority>
<Trigger>Hutts_Tech_Trigger</Trigger>
<Un_Trigger>Hutts_Tech_Untrigger</Un_Trigger>
<Budget>
<MajorItem>HuttsTechUpgradeMajorItemAllocation</MajorItem>
<Offensive>HuttsTechUpgradeOffensiveAllocation</Offensive>
<Defensive>Zero</Defensive>
<Infrastructure>HuttsTechUpgradeInfrastructureAllocation</Infrastructure>
<Information>Zero</Information>
</Budget>
<Turn_Off>
<Goals>
<Goal_Type>Flush_MajorItem_Budget</Goal_Type>
</Goals>
</Turn_Off>
<Turn_On>
<Goals>
<Category>MajorItem</Category>
</Goals>
<Plans>
<Goal_Category>MajorItem</Goal_Category>
</Plans>
</Turn_On>
</Tech_Upgrade_Hutts>
</AITemplates>

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<?xml version="1.0"?>
<AITemplates>
<Basic_Rebel_Default>
<Priority>1</Priority>
<Trigger>One</Trigger>
<Budget>
<Always>Zero</Always>
<Offensive>BasicRebelOffensiveBudgetAllocation</Offensive>
<Defensive>Zero</Defensive>
<Infrastructure>BasicRebelInfrastructureBudgetAllocation</Infrastructure>
<Information>BasicRebelInformationBudgetAllocation</Information>
<Hero>Zero</Hero>
<StoryArc>Zero</StoryArc>
</Budget>
<!--TURNED OFF BECAUSE OF UNEXPECTED BEHAVIOR...USING EXPLICIT SCRIPTED RELEASE FUNDS FOR THE TIME BEING
<Tactical_Budget_Allowance>
<Defensive>1.0</Defensive>
<Offensive>0.1</Offensive>
</Tactical_Budget_Allowance>-->
<Turn_Off>
<Plans>
<Name>EmpireAdvanceTechPlan</Name>
<Name>PlantSpyPlan</Name>
<Name>HuttsAdvanceTechPlan</Name>
</Plans>
</Turn_Off>
<Turn_On>
<Goals>
<Category>Always</Category>
<Category>Offensive</Category>
<Category>Defensive</Category>
<Category>Information</Category>
<Category>Infrastructure</Category>
<Category>Hero</Category>
<Category>StoryArc</Category>
</Goals>
<Plans>
<Goal_Category>Always</Goal_Category>
<Goal_Category>Offensive</Goal_Category>
<Goal_Category>Defensive</Goal_Category>
<Goal_Category>Infrastructure</Goal_Category>
<Goal_Category>Information</Goal_Category>
<Goal_Category>Hero</Goal_Category>
<Goal_Category>StoryArc</Goal_Category>
</Plans>
</Turn_On>
</Basic_Rebel_Default>
</AITemplates>

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<?xml version="1.0"?>
<AITemplates>
<Ewok_Land>
<Priority>1</Priority>
<Trigger>One</Trigger>
<Budget>
<Tactical_Targeted>GenericSpaceTargetedOffensiveBudgetAllocation</Tactical_Targeted>
<Defensive>GenericSpaceDefensiveBudgetAllocation</Defensive>
<Tactical_Untargeted>GenericSpaceUntargetedOffensiveBudgetAllocation</Tactical_Untargeted>
<StoryArc>ReallyBig</StoryArc>
</Budget>
<Turn_On>
<Goals>
<Category>Tactical_Targeted</Category>
<Category>Defensive</Category>
<Category>Tactical_Untargeted</Category>
<Category>StoryArc</Category>
</Goals>
<Plans>
<Goal_Category>Tactical_Targeted</Goal_Category>
<Goal_Category>Defensive</Goal_Category>
<Goal_Category>Tactical_Untargeted</Goal_Category>
<Goal_Category>StoryArc</Goal_Category>
</Plans>
</Turn_On>
</Ewok_Land>
</AITemplates>

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<?xml version="1.0"?>
<GameConstants>
<Credits_Accumulation_Factor_Rebel>.0003</Credits_Accumulation_Factor_Rebel>
<Credits_Accumulation_Factor_Empire>.0003</Credits_Accumulation_Factor_Empire>
<Hyperspace_Speed_Factor_Rebel>2.5</Hyperspace_Speed_Factor_Rebel>
<Hyperspace_Speed_Factor_Empire>2.5</Hyperspace_Speed_Factor_Empire>
<Production_Speed_Factor>0.2</Production_Speed_Factor>
<Starting_Galactic_Camera_Position>0.0, 0.0, 0.0</Starting_Galactic_Camera_Position>
<Camera_Stop_Left>-50.0f</Camera_Stop_Left>
<Camera_Stop_Right>50.0f</Camera_Stop_Right>
<Camera_Z_Position>-80.0</Camera_Z_Position>
<Fleet_Movement_Line_Texture_Name>w_galaxy_line.tga</Fleet_Movement_Line_Texture_Name>
<Fleet_Hyperspace_Band_Texture_Name>w_galaxy_line.tga</Fleet_Hyperspace_Band_Texture_Name>
<Good_Fleet_Maintenance_Cost_Factor>1.0</Good_Fleet_Maintenance_Cost_Factor>
<Evil_Fleet_Maintenance_Cost_Factor>1.0</Evil_Fleet_Maintenance_Cost_Factor>
<Good_Starship_Maintenance_Cost_Factor>0.0000</Good_Starship_Maintenance_Cost_Factor>
<Evil_Starship_Maintenance_Cost_Factor>0.03</Evil_Starship_Maintenance_Cost_Factor>
<Fleet_Maintenance_Update_Delay_Seconds>10.0</Fleet_Maintenance_Update_Delay_Seconds>
<Space_Auto_Resolve_Delay_Seconds>1.0</Space_Auto_Resolve_Delay_Seconds>
<Land_Auto_Resolve_Delay_Seconds>1.0</Land_Auto_Resolve_Delay_Seconds>
<Political_Control_Change_Time_Seconds>7</Political_Control_Change_Time_Seconds>
<TacticalEdgeScrollRegion>2</TacticalEdgeScrollRegion>
<TacticalMaxScrollSpeed>2000</TacticalMaxScrollSpeed>
<TacticalMinScrollSpeed>1000</TacticalMinScrollSpeed>
<TacticalOffscreenScrollRegion>50</TacticalOffscreenScrollRegion>
<Landbase_Health_Quadratic>1,600,3,2400,5,9600</Landbase_Health_Quadratic>
<Landbase_Damage_Quadratic>5,10,10</Landbase_Damage_Quadratic>
<Starbase_Health_Quadratic>1,600,3,2400,5,9600</Starbase_Health_Quadratic>
<Starbase_Damage_Quadratic>5,10,10</Starbase_Damage_Quadratic>
<Political_Income_Quadratic>0,1,0</Political_Income_Quadratic>
<GMC_InitialiLookatDistanceFromOrigin>250.0</GMC_InitialiLookatDistanceFromOrigin>
<GMC_InitialLookdownPullbackDistance>1200.0</GMC_InitialLookdownPullbackDistance>
<GMC_InitialDesiredLookdownPullbackDistance>1100.0</GMC_InitialDesiredLookdownPullbackDistance>
<GMC_InitialLookdownAngleDegrees>-160.0</GMC_InitialLookdownAngleDegrees>
<GMC_InitialDiscRotationAngleDegrees>100.0</GMC_InitialDiscRotationAngleDegrees>
<GMC_MinLookdownAngle>45.0</GMC_MinLookdownAngle>
<GMC_MaxLookdownAngle>45.0</GMC_MaxLookdownAngle>
<GMC_MaxRollAngle>15.0</GMC_MaxRollAngle>
<GMC_MaxRotationAngle>0.0</GMC_MaxRotationAngle>
<GMC_MinPullbackDistance>1200.0</GMC_MinPullbackDistance>
<GMC_MaxPullbackDistance>1200.0</GMC_MaxPullbackDistance>
<GMC_PullbackFromOriginDistFactor>100.0</GMC_PullbackFromOriginDistFactor>
<GMC_LookdownPullbackRate>5.0</GMC_LookdownPullbackRate>
<GMC_EdgeHorizontalRotateRate>0.0</GMC_EdgeHorizontalRotateRate>
<GMC_EdgeVerticalTiltRate>0.010</GMC_EdgeVerticalTiltRate>
<MaximumPoliticalControl> 5 </MaximumPoliticalControl>
<MaximumStarbaseLevel> 5 </MaximumStarbaseLevel>
<MaximumGroundbaseLevel> 5 </MaximumGroundbaseLevel>
<MaximumSpecialStructures> 5 </MaximumSpecialStructures>
<MaximumFleetMovementDistance> 150.0 </MaximumFleetMovementDistance>
<TradeRouteMovementFactor> 1.0 </TradeRouteMovementFactor>
<Tooltip_Delay>500</Tooltip_Delay>
<ShieldRechargeIntervalInSecs>5.0</ShieldRechargeIntervalInSecs>
<EnergyRechargeIntervalInSecs>5.0</EnergyRechargeIntervalInSecs>
<EnergyToShieldExchangeRate>1.0</EnergyToShieldExchangeRate>
<AIUsesFogOfWar> false </AIUsesFogOfWar>
<AutomaticAutoResolve> true </AutomaticAutoResolve>
<MaxInfluenceTransitionAlignmentBonus>0.50</MaxInfluenceTransitionAlignmentBonus>
<MaxInfluenceTransitionAlignmentPenalty>0.50</MaxInfluenceTransitionAlignmentPenalty>
<MaxCreditIncomeAlignmentBonus>0.50</MaxCreditIncomeAlignmentBonus>
<MaxCreditIncomeAlignmentPenalty>0.50</MaxCreditIncomeAlignmentPenalty>
<MaxCombatAccuracyAlignmentBonus>0.25</MaxCombatAccuracyAlignmentBonus>
<MaxCombatDamageAlignmentBonus>0.25</MaxCombatDamageAlignmentBonus>
<MaxCombatSensorRangeAlignmentBonus>0.25</MaxCombatSensorRangeAlignmentBonus>
<Max_Galactic_Zoom_Distance>350</Max_Galactic_Zoom_Distance>
<Min_Galactic_Zoom_Speed>200</Min_Galactic_Zoom_Speed>
<Max_Galactic_Zoom_Speed>1500</Max_Galactic_Zoom_Speed>
<Galactic_Zoom_Acceleration>1500</Galactic_Zoom_Acceleration>
</GameConstants>

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<?xml version="1.0"?>
<AmbientMapSounds>
<!--The entries below are referenced from GameConstants.xml-->
<!--Ambient Sound SFXEvents are in SFXEventsAmbient.xml-->
<!--Entry: SFXEvent name, closest surround dist, farthest surround dist, min second delay, max second delay-->
<AmbientMapSound Name="Ambient_Map_Sounds_Swamp">
<!-- MBL STUB TEST DATA -->
<Ambient> Ambient_Test_Swamp_Cricket, 30, 100, 1, 5 </Ambient>
<Ambient> Ambient_Test_Swamp_Frog, 30, 100, 5, 10 </Ambient>
<Ambient> Ambient_Test_Swamp_Bird, 30, 100, 9, 15 </Ambient>
</AmbientMapSound>
<Ambient_Map_Sound Name="Temperate"/> <!--TO BE DETERMINED-->
<Ambient_Map_Sound Name="Arctic"/> <!--TO BE DETERMINED-->
<Ambient_Map_Sound Name="Desert"/> <!--TO BE DETERMINED-->
<Ambient_Map_Sound Name="Forest"/> <!--TO BE DETERMINED-->
<Ambient_Map_Sound Name="Volcanic"/> <!--TO BE DETERMINED-->
<Ambient_Map_Sound Name="Urban"/> <!--TO BE DETERMINED-->
</AmbientMapSounds>

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113
DATA/XML/AUDIO.XML Normal file
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<?xml version="1.0"?>
<Audio>
<!--Audio 3D distance factors for Galactic mode-->
<Audio_Galactic_3D_Saturation_Distance_Mod>1.0</Audio_Galactic_3D_Saturation_Distance_Mod>
<Audio_Galactic_3D_Rolloff_Distance_Mod>1.0</Audio_Galactic_3D_Rolloff_Distance_Mod>
<Audio_Galactic_3D_Listener_Z_Pullback_Dist>0.0</Audio_Galactic_3D_Listener_Z_Pullback_Dist>
<!--Audio 3D distance factors for Space mode-->
<Audio_Space_3D_Saturation_Distance_Mod>1.5</Audio_Space_3D_Saturation_Distance_Mod> <!--The higher the multiplier, the larger the saturation distances are scaled-->
<Audio_Space_3D_Rolloff_Distance_Mod>2.0</Audio_Space_3D_Rolloff_Distance_Mod> <!--The higher the multiplier, the quicker the rolloff over distance-->
<Audio_Space_3D_Listener_Z_Pullback_Dist>60.0</Audio_Space_3D_Listener_Z_Pullback_Dist> <!--The higher the Z elevation, this higher above the map the listener is-->
<!--Audio 3D distance factors for Land mode-->
<Audio_Land_3D_Saturation_Distance_Mod>1.0</Audio_Land_3D_Saturation_Distance_Mod> <!--The higher the multiplier, the larger the saturation distances are scaled -->
<Audio_Land_3D_Rolloff_Distance_Mod>10.0</Audio_Land_3D_Rolloff_Distance_Mod> <!--The higher the multiplier, the sooner the rolloff over distance -->
<Audio_Land_3D_Listener_Z_Pullback_Dist>60.0</Audio_Land_3D_Listener_Z_Pullback_Dist> <!--The higher the Z elevation, this higher above the map the listener is-->
<!--The higher the above number, the less "centered" on the screen the units SFX will be - advise not going over 100-->
<!--Mapping of enumated map environment types to ambient map SFX beds (map environment type to AmbientMapSound entry (see AmbientMapSounds.xml + SFXEventsAmbient.xml)-->
<Ambient_Map_Sounds>Temperate, Ambient_Map_Sounds_Temperate</Ambient_Map_Sounds>
<Ambient_Map_Sounds>Arctic, Ambient_Map_Sounds_Arctic</Ambient_Map_Sounds>
<Ambient_Map_Sounds>Desert, Ambient_Map_Sounds_Desert</Ambient_Map_Sounds>
<Ambient_Map_Sounds>Forest, Ambient_Map_Sounds_Forest</Ambient_Map_Sounds>
<Ambient_Map_Sounds>Swamp, Ambient_Map_Sounds_Swamp</Ambient_Map_Sounds>
<Ambient_Map_Sounds>Volcanic, Ambient_Map_Sounds_Volcanic</Ambient_Map_Sounds>
<Ambient_Map_Sounds>Urban, Ambient_Map_Sounds_Urban</Ambient_Map_Sounds>
<!--SFX event to play when a player captures control of a planet an gets the one-time cash reward-->
<SFXEvent_Planet_Capture_Bonus_Reward>Unit_Light_Saber_On</SFXEvent_Planet_Capture_Bonus_Reward>
<!--General GUI SFXEvent for playing a bad / negative reinforcement sound-->
<SFXEvent_GUI_Negative_Feedback>GUI_Bad_Sound</SFXEvent_GUI_Negative_Feedback>
<!--Planet revealed-->
<SFXEvent_Planet_Revealed>GUI_Planet_Mouse_Over</SFXEvent_Planet_Revealed> <!--Plays anytime control is gained-->
<!--Giving teamate credits in multiplayer-->
<SFXEvent_MP_Give_Teammate_Credits>GUI_Credits</SFXEvent_MP_Give_Teammate_Credits>
<!--Delay duing "peace" to wait before transitioning tactical battle music back to ambient music-->
<Music_Land_Battle_To_Ambient_Peace_Seconds>15.0</Music_Land_Battle_To_Ambient_Peace_Seconds>
<Music_Space_Battle_To_Ambient_Peace_Seconds>15.0</Music_Space_Battle_To_Ambient_Peace_Seconds>
<!--Battle load screen music-->
<Music_Event_Battle_Load_Screen>Tactical_Battle_Loading_Loop_Event</Music_Event_Battle_Load_Screen>
<!--Battle end summary screen music-->
<Music_Event_Battle_End_Summary_Screen_Win/>
<Music_Event_Battle_End_Summary_Screen_Lose/>
<Telekinesis_SFXEvent_Loop>Unit_Force_Telekinesis</Telekinesis_SFXEvent_Loop>
<Telekinesis_SFXEvent_Damage>Unit_Force_Damage</Telekinesis_SFXEvent_Damage>
<Telekinesis_SFXEvent_Slam>Unit_Anim_Tank_Ground_Slam</Telekinesis_SFXEvent_Slam>
<!--Command bar button command HUD V/O-->
<SFXEvent_Command_Bar_Attack/>
<SFXEvent_Command_Bar_Attack_Move/>
<SFXEvent_Command_Bar_Move/>
<SFXEvent_Command_Bar_Waypoint/>
<SFXEvent_Command_Bar_Stop/>
<SFXEvent_Command_Bar_Guard/>
<!--Delay between base attack announcements-->
<Delay_Between_Space_Base_Attack_Announcement_Seconds>60</Delay_Between_Space_Base_Attack_Announcement_Seconds>
<Delay_Between_Land_Base_Attack_Announcement_Seconds>60</Delay_Between_Land_Base_Attack_Announcement_Seconds>
<!--A testing value to turn off weapon behavior and hard point weapon firing SFX. Default is False.-->
<Test_Disable_Weapon_Fire_SFX>False</Test_Disable_Weapon_Fire_SFX>
<!--List of supported 3D providers for Miles Sound System 6.6H / 6.6G-->
<MSS_3D_Provider_Name>"Miles Fast 2D Positional Audio"</MSS_3D_Provider_Name>
<MSS_3D_Provider_Name>"Creative Labs EAX 4 (TM)"</MSS_3D_Provider_Name>
<MSS_3D_Provider_Name>"Creative Labs EAX 3 (TM)"</MSS_3D_Provider_Name>
<MSS_3D_Provider_Name>"Creative Labs EAX 2 (TM)"</MSS_3D_Provider_Name>
<MSS_3D_Provider_Name>"Creative Labs EAX (TM)"</MSS_3D_Provider_Name>
<MSS_3D_Provider_Name>"Dolby Surround"</MSS_3D_Provider_Name>
<!--Not supported per LucasArts...
<MSS_3D_Provider_Name>"Aureal A3D Interactive (TM)"</MSS_3D_Provider_Name>
<MSS_3D_Provider_Name>"Aureal A3D 2.0 (TM)"</MSS_3D_Provider_Name>
<MSS_3D_Provider_Name>"DirectSound3D Software Emulation"</MSS_3D_Provider_Name>
<MSS_3D_Provider_Name>"DirectSound3D Hardware Support"</MSS_3D_Provider_Name>
<MSS_3D_Provider_Name>"DirectSound3D 7+ Software - Pan and Volume"</MSS_3D_Provider_Name>
<MSS_3D_Provider_Name>"DirectSound3D 7+ Software - Light HRTF"</MSS_3D_Provider_Name>
<MSS_3D_Provider_Name>"DirectSound3D 7+ Software - Full HRTF"</MSS_3D_Provider_Name>
<MSS_3D_Provider_Name>"RAD Game Tools RSX 3D Audio"</MSS_3D_Provider_Name>-->
<!--MSS Mixahead settings for dealing with times of sustained disk I/O-->
<!--From MSS 6.6G/H:
DIG_DS_FRAGMENT_CNT
On Win32, this preference determines the maximum buffer fragments that the MSS mixer uses when it replaces the DirectSound mixer.
This preference doesn't have any effect on latency - it just controls the maximum value that the DIG_DS_MIX_FRAGMENT_CNT can be set to.
Units: Buffer fragments.
Default Value: 96 on Win32
DS_MIX_FRAGMENT_CNT
This preference determines the number of buffer fragments that the MSS mixer mixes ahead when it replaces the DirectSound mixer.
This preference multiplied by the DIG_DS_FRAGMENT_SIZE determines the current digital latency.
You can change this preference at runtime, so if you are getting skipping during a CPU intensive operation, you can bump up this preference,
call AIL_serve to fill the digital buffers, run the CPU intensive operation, and then set this preference back to its default.
This will eliminate virtually all skipping problems.
This value must be less than DIG_DS_FRAGMENT_CNT.
Units: Buffer fragments.
Default Value: 8.-->
<Default_MSS_DIG_DS_MIX_FRAGMENT_CNT>8</Default_MSS_DIG_DS_MIX_FRAGMENT_CNT> <!--MSS Default is 8, Must be less than DIG_DS_FRAGMENT_CNT-->
<Default_MSS_DIG_DS_FRAGMENT_CNT>96</Default_MSS_DIG_DS_FRAGMENT_CNT> <!--MSS Default is 96, Must be more than DIG_DS_MIX_FRAGMENT_CNT-->
<Sustained_IO_MSS_DIG_DS_MIX_FRAGMENT_CNT>200</Sustained_IO_MSS_DIG_DS_MIX_FRAGMENT_CNT> <!--Must be less than DIG_DS_FRAGMENT_CNT (1000/8=125)-->
<Sustained_IO_MSS_DIG_DS_FRAGMENT_CNT>200</Sustained_IO_MSS_DIG_DS_FRAGMENT_CNT> <!--Must be more than DIG_DS_MIX_FRAGMENT_CNT(1000/8=125)-->
</Audio>

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<?xml version="1.0"?>
<BlackMarketItems>
<!--9/12/06 JAC-Changed rebel tech levels to be of range 1-5 to be consistant with empire tech level range.
Game code will compensate for the fact that rebels really have tech levels 0-4.-->
<Item Name="Buzz_Droid_Tech">
<Uncommon_Price_Multiplier>5.5</Uncommon_Price_Multiplier>
<Faction>Empire</Faction>
<Tech_Level>1</Tech_Level>
<Ability_Names>Buzz_Droids_Viper</Ability_Names>
<Base_Cost_Credits>1000</Base_Cost_Credits>
<Icon_Name>i_sa_bl_buzz_droids.tga</Icon_Name>
<Localized_Name>TEXT_BM_BUZZ_DROID_TECH</Localized_Name>
<Localized_Description>TEXT_TOOLTIP_BM_BUZZ_DROID_TECH</Localized_Description>
<Used_By_Units>Starviper_Fighter</Used_By_Units>
<Tutorial_Tech_Level>0</Tutorial_Tech_Level>
<Tutorial_Base_Cost_Credits>1000</Tutorial_Base_Cost_Credits>
<Build_Initially_Locked>No</Build_Initially_Locked>
</Item>
<Item Name="Proximity_Mine_Tech">
<Uncommon_Price_Multiplier>5.5</Uncommon_Price_Multiplier>
<Faction>Rebel</Faction>
<Tech_Level>1</Tech_Level>
<Ability_Names>Grenadier_Proximity, Grenadier_Proximity_Solo</Ability_Names>
<Base_Cost_Credits>1000</Base_Cost_Credits>
<Icon_Name>i_sa_bl_proximity_mines.tga</Icon_Name>
<Localized_Name>TEXT_BM_DEF_MINES</Localized_Name>
<Localized_Description>TEXT_TOOLTIP_BM_DEF_MINES</Localized_Description>
<Used_By_Units>Underworld_Merc</Used_By_Units>
<Build_Initially_Locked>No</Build_Initially_Locked>
</Item>
<Item Name="Disruptor_Tech">
<Uncommon_Price_Multiplier>5.5</Uncommon_Price_Multiplier>
<Faction>Empire</Faction>
<Tech_Level>2</Tech_Level>
<Ability_Names>Disruptor_Permanent_Swap</Ability_Names>
<Base_Cost_Credits>2000</Base_Cost_Credits>
<Icon_Name>i_sa_bl_disruptor.tga</Icon_Name>
<Localized_Name>TEXT_BM_DISRUPTOR_TECH</Localized_Name>
<Localized_Description>TEXT_TOOLTIP_BM_DISRUPTOR_TECH</Localized_Description>
<Used_By_Units>Underworld_Disruptor_Merc</Used_By_Units>
<Tutorial_Tech_Level>0</Tutorial_Tech_Level>
<Tutorial_Base_Cost_Credits>1000</Tutorial_Base_Cost_Credits>
<Build_Initially_Locked>No</Build_Initially_Locked>
</Item>
<Item Name="Full_Salvo_Sync">
<Uncommon_Price_Multiplier>5.5</Uncommon_Price_Multiplier>
<Faction>Rebel</Faction>
<Tech_Level>2</Tech_Level>
<Ability_Names>Interceptor_Full_Salvo</Ability_Names>
<Base_Cost_Credits>2000</Base_Cost_Credits>
<Icon_Name>i_sa_bl_full_salvo.tga</Icon_Name>
<Localized_Name>TEXT_BM_WEAPON_SYNC</Localized_Name>
<Localized_Description>TEXT_TOOLTIP_BM_WEAPON_SYNC</Localized_Description>
<Used_By_Units>Interceptor4_Frigate</Used_By_Units>
<Build_Initially_Locked>No</Build_Initially_Locked>
</Item>
<Item Name="Core_Overload_Tech">
<Uncommon_Price_Multiplier>5.5</Uncommon_Price_Multiplier>
<Faction>Empire</Faction>
<Tech_Level>3</Tech_Level>
<Ability_Names>Krayt_Self_Destruct, Pulse_Tank_Self_Destruct, Vengeance_Self_Destruct</Ability_Names>
<Base_Cost_Credits>3000</Base_Cost_Credits>
<Icon_Name>i_sa_bl_self_destruct.tga</Icon_Name>
<Localized_Name>TEXT_BM_STRAT_DEMO</Localized_Name>
<Localized_Description>TEXT_TOOLTIP_BM_STRAT_DEMO</Localized_Description>
<Used_By_Units>Krayt_Class_Destroyer, MZ8_Pulse_Cannon_Tank, Vengeance_Frigate, Underworld_Defense_Station, Underworld_Defense_Station_GC</Used_By_Units>
<Tutorial_Tech_Level>3</Tutorial_Tech_Level>
<Tutorial_Base_Cost_Credits>100000</Tutorial_Base_Cost_Credits>
<Build_Initially_Locked>No</Build_Initially_Locked>
</Item>
<Item Name="Sensor_Jamming_Tech">
<Uncommon_Price_Multiplier>5.5</Uncommon_Price_Multiplier>
<Faction>Rebel</Faction>
<Tech_Level>3</Tech_Level>
<Ability_Names>Skipray_Sensor_Jamming, Aggressor_Sensor_Jamming, Gauntlet_Sensor_Jamming</Ability_Names>
<Base_Cost_Credits>2800</Base_Cost_Credits>
<Icon_Name>i_sa_bl_sensor_jamming.tga</Icon_Name>
<Localized_Name>TEXT_BM_SENSOR_JAMMING</Localized_Name>
<Localized_Description>TEXT_TOOLTIP_BM_SENSOR_JAMMING</Localized_Description>
<Used_By_Units>Skipray_Blastboat, UEAW_Aggressor_Assault_Fighter, Gauntlet_Heavy_Fighter</Used_By_Units>
<Build_Initially_Locked>No</Build_Initially_Locked>
</Item>
<Item Name="Vehicle_Cloaking_Tech">
<Uncommon_Price_Multiplier>5.5</Uncommon_Price_Multiplier>
<Faction>Empire</Faction>
<Tech_Level>4</Tech_Level>
<Ability_Names>Stealth_F9TZ, Stealth_Vengeance, Stealth_Peacebringer, Stealth_Def_Station</Ability_Names>
<Base_Cost_Credits>3900</Base_Cost_Credits>
<Icon_Name>i_sa_bl_stealth.tga</Icon_Name>
<Localized_Name>TEXT_BM_CLOAKING_TECH</Localized_Name>
<Localized_Description>TEXT_TOOLTIP_BM_CLOAKING_TECH</Localized_Description>
<Used_By_Units>Vengeance_Frigate, F9TZ_Cloaking_Transport, The_Peacebringer, Underworld_Defense_Station, Underworld_Defense_Station_GC</Used_By_Units>
<Tutorial_Tech_Level>4</Tutorial_Tech_Level>
<Tutorial_Base_Cost_Credits>100000</Tutorial_Base_Cost_Credits>
<Build_Initially_Locked>No</Build_Initially_Locked>
</Item>
<Item Name="Weaponized_Carbonite_Tech">
<Uncommon_Price_Multiplier>5.5</Uncommon_Price_Multiplier>
<Faction>Rebel</Faction>
<Tech_Level>4</Tech_Level>
<Ability_Names>MAL_Swap_Weapon</Ability_Names>
<Base_Cost_Credits>3700</Base_Cost_Credits>
<Icon_Name>I_SA_BL_CARBONITE.tga</Icon_Name>
<Localized_Name>TEXT_BM_WEAPONIZED_CARBONITE</Localized_Name>
<Localized_Description>TEXT_TOOLTIP_BM_WEAPONIZED_CARBONITE</Localized_Description>
<Used_By_Units>MAL_Rocket_Vehicle</Used_By_Units>
<Build_Initially_Locked>No</Build_Initially_Locked>
</Item>
<Item Name="Point_Defense_System_Tech">
<Uncommon_Price_Multiplier>5.5</Uncommon_Price_Multiplier>
<Faction>Empire</Faction>
<Tech_Level>5</Tech_Level>
<Ability_Names>Crusader_Laser_Defense, Munificent_Laser_Defense, Lucrehulk_Laser_Defense</Ability_Names>
<Base_Cost_Credits>4800</Base_Cost_Credits>
<Icon_Name>i_sa_bl_laser_defense.tga</Icon_Name>
<Localized_Name>TEXT_BM_POINT_DEFENSE</Localized_Name>
<Localized_Description>TEXT_TOOLTIP_BM_POINT_DEFENSE</Localized_Description>
<Used_By_Units>Crusader_Gunship, Munificent_Frigate, Lucrehulk_Battleship</Used_By_Units>
<Tutorial_Tech_Level>5</Tutorial_Tech_Level>
<Tutorial_Base_Cost_Credits>100000</Tutorial_Base_Cost_Credits>
<Build_Initially_Locked>No</Build_Initially_Locked>
</Item>
<Item Name="Shield_Leech_Tech">
<Uncommon_Price_Multiplier>5.5</Uncommon_Price_Multiplier>
<Faction>Rebel</Faction>
<Tech_Level>5</Tech_Level>
<Ability_Names>Kadalbe_Leech_Shields</Ability_Names>
<Base_Cost_Credits>4200</Base_Cost_Credits>
<Icon_Name>i_sa_bl_leech_shields.tga</Icon_Name>
<Localized_Name>TEXT_BM_SHIELD_REDIST</Localized_Name>
<Localized_Description>TEXT_TOOLTIP_BM_SHIELD_REDIST</Localized_Description>
<Used_By_Units>Kedalbe_Battleship</Used_By_Units>
<Build_Initially_Locked>No</Build_Initially_Locked>
</Item>
<!--GUEAW Hutt theft - commented out for now-->
<!-- <Item Name="Hunt_Tech">
<Uncommon_Price_Multiplier>5.0</Uncommon_Price_Multiplier>
<Faction>Hutts</Faction>
<Tech_Level>1</Tech_Level>
<Ability_Names></Ability_Names>
<Base_Cost_Credits>500</Base_Cost_Credits>
<Icon_Name>i_sa_bl_buzz_droids.tga</Icon_Name>
<Localized_Name>TEXT_BM_BUZZ_DROID_TECH</Localized_Name>
<Localized_Description>TEXT_TOOLTIP_BM_BUZZ_DROID_TECH</Localized_Description>
<Used_By_Units>Prowler-B</Used_By_Units>
<Build_Initially_Locked>No</Build_Initially_Locked>
</Item>
<Item Name="Rocket_Swap_Tech">
<Uncommon_Price_Multiplier>5.0</Uncommon_Price_Multiplier>
<Faction>Hutts</Faction>
<Tech_Level>2</Tech_Level>
<Ability_Names></Ability_Names>
<Base_Cost_Credits>1500</Base_Cost_Credits>
<Icon_Name>i_sa_bl_buzz_droids.tga</Icon_Name>
<Localized_Name>TEXT_BM_BUZZ_DROID_TECH</Localized_Name>
<Localized_Description>TEXT_TOOLTIP_BM_BUZZ_DROID_TECH</Localized_Description>
<Used_By_Units>B2_Battledroid</Used_By_Units>
<Build_Initially_Locked>No</Build_Initially_Locked>
</Item>
<Item Name="Tractor_Beam_Tech">
<Uncommon_Price_Multiplier>5.0</Uncommon_Price_Multiplier>
<Faction>Hutts</Faction>
<Tech_Level>3</Tech_Level>
<Ability_Names>Pellaeon_Tractor_Beam_Attack_Ability</Ability_Names>
<Base_Cost_Credits>2000</Base_Cost_Credits>
<Icon_Name>i_sa_bl_buzz_droids.tga</Icon_Name>
<Localized_Name>TEXT_BM_BUZZ_DROID_TECH</Localized_Name>
<Localized_Description>TEXT_TOOLTIP_BM_BUZZ_DROID_TECH</Localized_Description>
<Used_By_Units>Pelleaon_Star_Destroyer</Used_By_Units>
<Build_Initially_Locked>No</Build_Initially_Locked>
</Item>
<Item Name="FoW_Ping_Tech">
<Uncommon_Price_Multiplier>5.0</Uncommon_Price_Multiplier>
<Faction>Hutts</Faction>
<Tech_Level>4</Tech_Level>
<Ability_Names></Ability_Names>
<Base_Cost_Credits>2500</Base_Cost_Credits>
<Icon_Name>i_sa_bl_buzz_droids.tga</Icon_Name>
<Localized_Name>TEXT_BM_BUZZ_DROID_TECH</Localized_Name>
<Localized_Description>TEXT_TOOLTIP_BM_BUZZ_DROID_TECH</Localized_Description>
<Used_By_Units>Fanblade_Fighter, Lucrehulk_Battleship</Used_By_Units>
<Build_Initially_Locked>No</Build_Initially_Locked>
</Item>
<Item Name="ION_Megaweapon_Tech">
<Uncommon_Price_Multiplier>5.0</Uncommon_Price_Multiplier>
<Faction>Hutts</Faction>
<Tech_Level>5</Tech_Level>
<Ability_Names></Ability_Names>
<Base_Cost_Credits>5000</Base_Cost_Credits>
<Icon_Name>i_sa_bl_buzz_droids.tga</Icon_Name>
<Localized_Name>TEXT_BM_BUZZ_DROID_TECH</Localized_Name>
<Localized_Description>TEXT_TOOLTIP_BM_BUZZ_DROID_TECH</Localized_Description>
<Used_By_Units>Malevolence</Used_By_Units>
<Build_Initially_Locked>No</Build_Initially_Locked>
</Item>-->
</BlackMarketItems>

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<?xml version="1.0"?>
<Campaign_Files>
<File>Campaigns_Tutorial.xml</File>
<File>Campaigns_Story_Underworld.xml</File>
<File>Campaigns_Story_Empire.xml</File>
<File>Campaigns_Story_Rebel.xml</File>
<File>Campaigns_Singleplayer.xml</File>
<File>Campaigns_Multiplayer.xml</File>
</Campaign_Files>

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@@ -0,0 +1,991 @@
<?xml version="1.0" encoding="utf-8"?>
<Campaigns>
<Campaign Name="Full_Story_Campaign_Empire">
<Text_ID>TEXT_CAMPAIGN_FULL_STORY_EMPIRE</Text_ID>
<Description_Text>TEXT_CAMPAIGN_FULL_STORY_EMPIRE</Description_Text>
<Markup_Filename>Empire, DefaultGalacticHints</Markup_Filename>
<Markup_Filename>Rebel, DefaultGalacticHints</Markup_Filename>
<Markup_Filename>Pirates, DefaultGalacticHints</Markup_Filename>
<Markup_Filename>Hutts, DefaultGalacticHints</Markup_Filename>
<Campaign_Set>Story_Campaign_Empire</Campaign_Set>
<Camera_Shift_X>40.0</Camera_Shift_X>
<Camera_Shift_Y>0.0</Camera_Shift_Y>
<Camera_Distance>1200.0</Camera_Distance>
<Locations>
Galaxy_Core_Art_Model,
Abregado_Rae,
AetenII,
Alderaan_Alive,
AlzocIII,
Anaxes,
Atzerri,
Bespin,
Bestine,
Bothawui,
Byss,
Carida,
Corellia,
Corulag,
Coruscant,
Dagobah,
Dantooine,
Endor,
Eriadu,
Fondor,
Fresia,
Geonosis,
Hoth,
Ilum,
Jabiim,
Kashyyyk,
Kessel,
Korriban,
Kuat,
Manaan,
MonCalimari,
Naboo,
NalHutta,
Polus,
Ryloth,
Shola,
Sullust,
Taris,
Tatooine,
Thyferra,
VergessoAsteroids,
Wayland,
Yavin,
Ebaq9,
Yaga_Minor,
Hypori,
Kamino
</Locations>
<Autoresolve_Exclusion_Locations>
Fondor, land,
Geonosis, land,
Jabiim, space,
Jabiim, land
</Autoresolve_Exclusion_Locations>
<!--SoaFE: We are using a mix of Equal Footing and Custom (Needed) Trade Routes-->
<Trade_Routes>
StoryEmpire_Coruscant_Ilum,
StoryEmpire_Geonosis_Vergesso,
StoryEmpire_Dantooine_Taris,
StoryEmpire_Taris_Korriban,
StoryEmpire_Korriban_MonCalimari,
StoryEmpire_MonCalimari_Kessel,
StoryEmpire_Kessel_NalHutta,
StoryEmpire_NalHutta_Kamino,
StoryEmpire_NalHutta_Kashyyyk,
Yaga_Minor_Polus,
Polus_Taris,
Korriban_Yavin,
Endor_Sullust,
Bespin_Eriadu,
Taris_Corulag,
Corulag_Alderaan_Alive,
Alderaan_Alive_Kuat,
Kuat_Corellia,
Corellia_Atzerri,
Atzerri_Eriadu,
Carida_Corulag,
Corulag_Anaxes,
Anaxes_Coruscant,
Coruscant_Fresia,
Coruscant_Corellia,
Corellia_Tatooine,
Tatooine_Geonosis,
Geonosis_Ryloth,
Ryloth_Hypori,
Corellia_Bestine,
Bespin_Hoth,
Abregado_Rae_Fondor,
Fondor_Thyferra,
Thyferra_Sullust,
Sullust_Eriadu,
Eriadu_Dagobah,
Ilum_AetenII
</Trade_Routes>
<Planet_Auto_Reveal>False</Planet_Auto_Reveal>
<Is_Listed>True</Is_Listed>
<Is_Autoresolve_Allowed>True</Is_Autoresolve_Allowed>
<Is_Story_Campaign>True</Is_Story_Campaign>
<Supports_Custom_Settings>False</Supports_Custom_Settings>
<Home_Location>Rebel, Dantooine</Home_Location>
<Home_Location>Empire, Coruscant</Home_Location>
<Starting_Active_Player>Empire</Starting_Active_Player>
<Empire_Story_Name>Story_Plots_Campaign_Empire.xml</Empire_Story_Name>
<AI_Player_Control>Pirates, None</AI_Player_Control>
<AI_Player_Control>Hutts, None</AI_Player_Control>
<AI_Player_Control>Rebel, None</AI_Player_Control>
<Good_Victory_Conditions>
Galactic_All_Planets_Controlled,
Galactic_Opponent_Controls_No_Planets,
Galactic_Super_Weapon_Destruction
</Good_Victory_Conditions>
<Evil_Victory_Conditions>
Galactic_All_Planets_Controlled,
Galactic_Opponent_Controls_No_Planets,
Galactic_Super_Weapon_Destroys_Last_Enemy_Planet
</Evil_Victory_Conditions>
<!-- Special Case Production Placement -->
<Special_Case_Production>Empire, Atzerri, Ground_Hutt_Palace_E</Special_Case_Production>
<Special_Case_Production>Rebel, Atzerri, Ground_Hutt_Palace_R</Special_Case_Production>
<Special_Case_Production>Empire, NalHutta, Ground_Hutt_Palace_E</Special_Case_Production>
<Special_Case_Production>Rebel, NalHutta, Ground_Hutt_Palace_R</Special_Case_Production>
<Special_Case_Production>Empire, Ryloth, Ground_Hutt_Palace_E</Special_Case_Production>
<Special_Case_Production>Rebel, Ryloth, Ground_Hutt_Palace_R</Special_Case_Production>
<Special_Case_Production>Empire, Tatooine, Ground_Hutt_Palace_E</Special_Case_Production>
<Special_Case_Production>Rebel, Tatooine, Ground_Hutt_Palace_R</Special_Case_Production>
<Special_Case_Production>Empire, Abregado_Rae, Ground_Cantina_E</Special_Case_Production>
<Special_Case_Production>Rebel, Abregado_Rae, Ground_Cantina_R</Special_Case_Production>
<Special_Case_Production>Empire, Atzerri, Ground_Cantina_E</Special_Case_Production>
<Special_Case_Production>Rebel, Atzerri, Ground_Cantina_R</Special_Case_Production>
<Special_Case_Production>Empire, Corellia, Ground_Cantina_E</Special_Case_Production>
<Special_Case_Production>Rebel, Corellia, Ground_Cantina_R</Special_Case_Production>
<Special_Case_Production>Empire, Ryloth, Ground_Cantina_E</Special_Case_Production>
<Special_Case_Production>Rebel, Ryloth, Ground_Cantina_R</Special_Case_Production>
<Special_Case_Production>Empire, Tatooine, Ground_Cantina_E</Special_Case_Production>
<Special_Case_Production>Rebel, Tatooine, Ground_Cantina_R</Special_Case_Production>
<!-- Empire Starting Tech - do not modify these without consulting campaign designers -->
<Starting_Credits>Empire, 20000</Starting_Credits>
<Starting_Tech_Level>Empire, 1</Starting_Tech_Level>
<Max_Tech_Level>Empire, 5</Max_Tech_Level>
<!-- Rebel Starting Values - Do not modify these without consulting campaign designers -->
<Starting_Credits>Rebel, 1000</Starting_Credits>
<Starting_Tech_Level>Rebel, 0</Starting_Tech_Level>
<Max_Tech_Level>Rebel, 4</Max_Tech_Level>
<!-- Pirate Starting Values - Do not modify these without consulting campaign designers -->
<Starting_Credits>Pirates, 10000</Starting_Credits>
<!-- Hutt Starting Values - Do not modify these without consulting campaign designers -->
<Starting_Credits>Hutts, 10000</Starting_Credits>
<Starting_Tech_Level>Hutts, 1</Starting_Tech_Level>
<Max_Tech_Level>Hutts, 3</Max_Tech_Level>
<!-- These are the initial planets the player starts with
Anaxes, Coruscant, Avacado Ray, Taris, Thyferra -->
<!-- Anaxes-->
<Starting_Forces>Empire, Anaxes, Empire_Star_Base_1</Starting_Forces>
<Starting_Forces>Empire, Anaxes, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Anaxes, Imperial_Light_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Anaxes, Imperial_Stormtrooper_Squad</Starting_Forces>
<!-- Coruscant -->
<Starting_Forces>Empire, Coruscant, Empire_Star_Base_2</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Acclamator_Assault_Ship</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Coruscant, E_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, Coruscant, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Imperial_Heavy_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Imperial_Heavy_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Imperial_Anti_Infantry_Brigade</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Imperial_Anti_Infantry_Brigade</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Imperial_Light_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Imperial_Light_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Imperial_Stormtrooper_Squad</Starting_Forces>
<!-- Ebaq 9 - Starts as pirate -->
<Starting_Forces>Pirates, Ebaq9, Pirate_Asteroid_Base</Starting_Forces>
<Starting_Forces>Pirates, Ebaq9, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Ebaq9, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Ebaq9, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Ebaq9, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Ebaq9, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Ebaq9, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Ebaq9, IPV1_System_Patrol_Craft</Starting_Forces>
<Starting_Forces>Pirates, Ebaq9, IPV1_System_Patrol_Craft</Starting_Forces>
<!-- Taris - 6 - Starts as pirate // SoaFE: Moved to later in the campaign -->
<Starting_Forces>Pirates, Taris, Pirate_Asteroid_Base</Starting_Forces>
<Starting_Forces>Pirates, Taris, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Taris, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Taris, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Taris, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Taris, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Taris, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Taris, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Taris, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Taris, P_Ground_Command_Center</Starting_Forces>
<Starting_Forces>Pirates, Taris, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Taris, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Taris, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Taris, Pirate_PLEX_Squad</Starting_Forces>
<!-- Thyferra -->
<Starting_Forces>Empire, Thyferra, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Thyferra, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Thyferra, Imperial_Heavy_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Thyferra, Imperial_Heavy_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Thyferra, Imperial_Anti_Infantry_Brigade</Starting_Forces>
<Starting_Forces>Empire, Thyferra, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Thyferra, Tartan_Patrol_Cruiser</Starting_Forces>
<!-- Abregado_Rae -->
<Starting_Forces>Empire, Abregado_Rae, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Abregado_Rae, E_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, Abregado_Rae, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Abregado_Rae, Imperial_Heavy_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Abregado_Rae, Imperial_Anti_Infantry_Brigade</Starting_Forces>
<!-- Fondor - 3 - EM02 -->
<Starting_Forces>Rebel, Fondor, R_Ground_Officer_Academy</Starting_Forces>
<Starting_Forces>Rebel, Fondor, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Fondor, Rebel_Ground_Mining_Facility</Starting_Forces>
<Starting_Forces>Rebel, Fondor, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Fondor, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Fondor, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Fondor, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Fondor, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Fondor, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Fondor, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Fondor, Rebel_Light_Tank_Brigade</Starting_Forces>
<!-- Ilum introduced during Boba Fett mission pirate controlled -->
<Starting_Forces>Pirates, Ilum, P_Ground_Command_Center</Starting_Forces>
<Starting_Forces>Pirates, Ilum, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Ilum, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Ilum, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Ilum, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Ilum, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Ilum, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Ilum, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Ilum, Pirate_Skiff_Team</Starting_Forces>
<Starting_Forces>Pirates, Ilum, Pirate_Skiff_Team</Starting_Forces>
<Starting_Forces>Pirates, Ilum, Pirate_Skiff_Team</Starting_Forces>
<Starting_Forces>Pirates, Ilum, Pirate_Asteroid_Base</Starting_Forces>
<Starting_Forces>Pirates, Ilum, Pirate_Fighter_Squadron</Starting_Forces>
<!-- Rebel Starting Units - Geonosis Mission Reveal (First Primary Reveal)
Corulag Bestine Endor Bespin Dagobah Vergesso Naboo Eriadu Byss Sullust & Geonosis -->
<!-- Corulag - 6 -->
<Starting_Forces>Pirates, Corulag, P_Ground_Command_Center</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_Skiff_Team</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_Skiff_Team</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_Asteroid_Base</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Corulag, Pirate_Frigate</Starting_Forces>
<!-- Bestine - 4 -->
<Starting_Forces>Pirates, Bestine, P_Ground_Command_Center</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_Skiff_Team</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_Skiff_Team</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_Asteroid_Base</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Bestine, Pirate_Frigate</Starting_Forces>
<!-- Endor - 4 starts neutral-->
<!-- Bespin - 0? -->
<Starting_Forces>Rebel, Bespin, Rebel_Star_Base_2</Starting_Forces>
<Starting_Forces>Rebel, Bespin, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Bespin, Corellian_Corvette</Starting_Forces>
<!-- Dagobah - 2 -->
<Starting_Forces>Rebel, Dagobah, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Dagobah, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Dagobah, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Dagobah, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Dagobah, Rebel_Light_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Dagobah, Rebel_Star_Base_2</Starting_Forces>
<Starting_Forces>Rebel, Dagobah, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Dagobah, Z95_Headhunter_Rebel_Squadron</Starting_Forces>
<!-- VergessoAsteroids - 0 - Pirates-->
<Starting_Forces>Pirates, VergessoAsteroids, Pirate_Asteroid_Base</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Cobra_Squadron</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Cobra_Squadron</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Cobra_Squadron</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Cobra_Squadron</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Prowler-A_Squadron</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Prowler-A_Squadron</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Prowler-A_Squadron</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Prowler-A_Squadron</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, IPV1_System_Patrol_Craft</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, IPV1_System_Patrol_Craft</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, IPV1_System_Patrol_Craft</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Vonosmas_Corvette</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Vonosmas_Corvette</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Vonosmas_Corvette</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Guardian_Star_Defender</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Guardian_Star_Defender</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, VergessoAsteroids, Pirate_Frigate</Starting_Forces>
<!-- Naboo - 5 starts neutral-->
<!-- Eriadu - 5 -->
<Starting_Forces>Rebel, Eriadu, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, R_Ground_Officer_Academy</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Communications_Array_R</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Rebel_Ground_Mining_Facility</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Rebel_Light_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Rebel_Star_Base_2</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Z95_Headhunter_Rebel_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Corellian_Gunboat</Starting_Forces>
<!-- Byss starts neutral-->
<!-- Sullust - 4 - Rebel-->
<Starting_Forces>Rebel, Sullust, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Sullust, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Sullust, R_Ground_Officer_Academy</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Rebel_Ground_Mining_Facility</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Rebel_Light_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Rebel_Star_Base_2</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Z95_Headhunter_Rebel_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Z95_Headhunter_Rebel_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Rebel_X-Wing_Squadron</Starting_Forces>
<!-- Geonosis - 8 -->
<Starting_Forces>Rebel, Geonosis, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Geonosis, R_Ground_Officer_Academy</Starting_Forces>
<Starting_Forces>Rebel, Geonosis, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Geonosis, Communications_Array_R</Starting_Forces>
<Starting_Forces>Rebel, Geonosis, Rebel_Ground_Mining_Facility</Starting_Forces>
<Starting_Forces>Rebel, Geonosis, Rebel_Ground_Mining_Facility</Starting_Forces>
<Starting_Forces>Rebel, Geonosis, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Geonosis, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Geonosis, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Geonosis, Rebel_Light_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Geonosis, Rebel_Star_Base_2</Starting_Forces>
<!-- next set of planet reveals - happens at Mon Calamari mission
Ryloth, Nal Hutta, Corellia, Kuat, Kessel, Korriban, Mon Calamari -->
<!-- Ryloth - 5 - -->
<Starting_Forces>Rebel, Ryloth, R_Ground_Base_Shield</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, R_Ground_Heavy_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Rebel_Light_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Rebel_Artillery_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Rebel_Star_Base_3</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Corellian_Gunboat</Starting_Forces>
<!-- NalHutta - 8 - pirate controlled --><!--SoaFE: Changing to Hutts-->
<Starting_Forces>Hutts, NalHutta, H_Ground_Command_Center</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, H_Ground_Barracks</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, H_Ground_Barracks</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_PLEX_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_PLEX_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Medium_Tank_Company</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Medium_Tank_Company</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Twilek_Commando_Company</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_Skiff_Team</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_Skiff_Team</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_Asteroid_Base</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Viper_Squadron</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Viper_Squadron</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Viper_Squadron</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Viper_Squadron</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Viper_Squadron</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, ShadowClaw_Corvette</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, ShadowClaw_Corvette</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, ShadowClaw_Corvette</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, ShadowClaw_Corvette</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, ShadowClaw_Corvette</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_Marauder</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_Marauder</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_Marauder</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_Marauder</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_Marauder</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_Dreadnaught</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_Dreadnaught</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_Dreadnaught</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_Dreadnaught</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_Refurbished_Venator</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_Refurbished_Venator</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_Refurbished_Venator</Starting_Forces>
<Starting_Forces>Hutts, NalHutta, Hutt_Refurbished_Venator</Starting_Forces>
<!-- Kamino - SoaFE Added - Hutt Controlled -->
<Starting_Forces>Hutts, Kamino, H_Ground_Barracks</Starting_Forces>
<Starting_Forces>Hutts, Kamino, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Kamino, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Kamino, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Kamino, Hutt_PLEX_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Kamino, Hutt_PLEX_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Kamino, Twilek_Commando_Company</Starting_Forces>
<Starting_Forces>Hutts, Kamino, Hutt_Skiff_Team</Starting_Forces>
<Starting_Forces>Hutts, Kamino, Hutt_Skiff_Team</Starting_Forces>
<Starting_Forces>Hutts, Kamino, Hutt_Asteroid_Base</Starting_Forces>
<Starting_Forces>Hutts, Kamino, Viper_Squadron</Starting_Forces>
<Starting_Forces>Hutts, Kamino, Viper_Squadron</Starting_Forces>
<Starting_Forces>Hutts, Kamino, Viper_Squadron</Starting_Forces>
<Starting_Forces>Hutts, Kamino, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, Kamino, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, Kamino, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, Kamino, ShadowClaw_Corvette</Starting_Forces>
<Starting_Forces>Hutts, Kamino, ShadowClaw_Corvette</Starting_Forces>
<Starting_Forces>Hutts, Kamino, ShadowClaw_Corvette</Starting_Forces>
<Starting_Forces>Hutts, Kamino, Hutt_Marauder</Starting_Forces>
<Starting_Forces>Hutts, Kamino, Hutt_Marauder</Starting_Forces>
<Starting_Forces>Hutts, Kamino, Hutt_Marauder</Starting_Forces>
<Starting_Forces>Hutts, Kamino, Hutt_Dreadnaught</Starting_Forces>
<Starting_Forces>Hutts, Kamino, Hutt_Dreadnaught</Starting_Forces>
<Starting_Forces>Hutts, Kamino, Hutt_Refurbished_Venator</Starting_Forces>
<Starting_Forces>Hutts, Kamino, Hutt_Refurbished_Venator</Starting_Forces>
<!-- Hypori - SoaFE Added - Hutt Controlled -->
<Starting_Forces>Hutts, Hypori, H_Ground_Barracks</Starting_Forces>
<Starting_Forces>Hutts, Hypori, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Hypori, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Hypori, Hutt_PLEX_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Hypori, Hutt_PLEX_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Hypori, Hutt_Asteroid_Base</Starting_Forces>
<Starting_Forces>Hutts, Hypori, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, Hypori, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, Hypori, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, Hypori, ShadowClaw_Corvette</Starting_Forces>
<Starting_Forces>Hutts, Hypori, ShadowClaw_Corvette</Starting_Forces>
<Starting_Forces>Hutts, Hypori, Hutt_Dreadnaught</Starting_Forces>
<Starting_Forces>Hutts, Hypori, Hutt_Dreadnaught</Starting_Forces>
<Starting_Forces>Hutts, Hypori, Hutt_Refurbished_Venator</Starting_Forces>
<Starting_Forces>Hutts, Hypori, Hutt_Refurbished_Venator</Starting_Forces>
<!-- Corellia - 4 - pirate controlled -->
<Starting_Forces>Pirates, Corellia, P_Ground_Command_Center</Starting_Forces>
<!-- <Starting_Forces>Pirates, Corellia, P_Ground_Base_Shield_Small</Starting_Forces>-->
<Starting_Forces>Pirates, Corellia, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Skiff_Team</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Skiff_Team</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Asteroid_Base</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Frigate</Starting_Forces>
<!-- Kuat - 3 starts neutral -->
<!-- Kessel - Now Hutt Controlled -->
<Starting_Forces>Hutts, Kessel, H_Ground_Barracks</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Hutts_Ground_Mining_Facility_GC</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Hutt_PLEX_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Hutt_PLEX_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Hutt_PLEX_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Hutt_PLEX_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Hutt_Asteroid_Base</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Viper_Squadron</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Viper_Squadron</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Viper_Squadron</Starting_Forces>
<Starting_Forces>Hutts, Kessel, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, Kessel, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, Kessel, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Viper_Squadron</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Viper_Squadron</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Viper_Squadron</Starting_Forces>
<Starting_Forces>Hutts, Kessel, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, Kessel, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, Kessel, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Hutt_Marauder</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Hutt_Marauder</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Hutt_Marauder</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Hutt_Dreadnaught</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Hutt_Dreadnaught</Starting_Forces>
<Starting_Forces>Hutts, Kessel, Hutt_Dreadnaught</Starting_Forces>
<!-- Korriban - 3 -->
<Starting_Forces>Pirates, Korriban, Pirate_Asteroid_Base</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Korriban, P_Ground_Command_Center</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Skiff_Team</Starting_Forces>
<Starting_Forces>Pirates, Korriban, Pirate_Skiff_Team</Starting_Forces>
<!-- MonCalimari - 3 (mission here) -->
<Starting_Forces>Rebel, MonCalimari, Ground_Ion_Cannon</Starting_Forces>
<Starting_Forces>Rebel, MonCalimari, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, MonCalimari, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, MonCalimari, Rebel_Artillery_Brigade</Starting_Forces>
<Starting_Forces>Rebel, MonCalimari, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, MonCalimari, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, MonCalimari, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, MonCalimari, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, MonCalimari, Rebel_Light_Tank_Brigade</Starting_Forces>
<!-- Jabiim is revealed at the end of Act II - Starting units spawned in LUA to prevent AI control -->
<!-- Jabiim - 2 -->
<Starting_Forces>Rebel, Jabiim, Ground_Ion_Cannon</Starting_Forces>
<Starting_Forces>Rebel, Jabiim, R_Ground_Base_Shield</Starting_Forces>
<Starting_Forces>Rebel, Jabiim, Rebel_Ground_Mining_Facility</Starting_Forces>
<Starting_Forces>Rebel, Jabiim, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Jabiim, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Jabiim, Rebel_Star_Base_3</Starting_Forces>
<!-- Act III Planet Reveals:
Manaan AetenII Dantooine Wayland Fresia & Bothawui, Atzerri -->
<!-- Manaan - 2 -->
<Starting_Forces>Rebel, Manaan, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Manaan, R_Ground_Heavy_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Manaan, Rebel_Light_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Manaan, Rebel_Artillery_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Manaan, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Manaan, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Manaan, Rebel_Heavy_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Manaan, Rebel_Star_Base_3</Starting_Forces>
<Starting_Forces>Rebel, Manaan, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Manaan, Corellian_Gunboat</Starting_Forces>
<Starting_Forces>Rebel, Manaan, Alliance_Assault_Frigate</Starting_Forces>
<!-- AetenII - 3 -->
<Starting_Forces>Rebel, AetenII, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, AetenII, R_Ground_Heavy_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, AetenII, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, AetenII, Rebel_Light_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, AetenII, Rebel_Artillery_Brigade</Starting_Forces>
<Starting_Forces>Rebel, AetenII, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, AetenII, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, AetenII, Rebel_Heavy_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, AetenII, Rebel_Star_Base_3</Starting_Forces>
<Starting_Forces>Rebel, AetenII, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, AetenII, Corellian_Gunboat</Starting_Forces>
<Starting_Forces>Rebel, AetenII, Alliance_Assault_Frigate</Starting_Forces>
<!-- Dantooine - 5 - -->
<Starting_Forces>Rebel, Dantooine, R_Ground_Base_Shield</Starting_Forces>
<Starting_Forces>Rebel, Dantooine, Rebel_Ground_Mining_Facility</Starting_Forces>
<Starting_Forces>Rebel, Dantooine, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Dantooine, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Dantooine, R_Ground_Heavy_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Dantooine, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Dantooine, Rebel_Light_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Dantooine, Rebel_Artillery_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Dantooine, Rebel_Heavy_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Dantooine, Rebel_Speeder_Wing</Starting_Forces>
<Starting_Forces>Rebel, Dantooine, Rebel_Star_Base_2</Starting_Forces>
<Starting_Forces>Rebel, Dantooine, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Dantooine, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, Dantooine, Marauder_Missile_Cruiser</Starting_Forces>
<!-- Wayland - 6 -->
<Starting_Forces>Pirates, Wayland, Pirate_Asteroid_Base</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Wayland, P_Ground_Command_Center</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Skiff_Team</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Skiff_Team</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Wayland, Pirate_Swamp_Speeder_Team</Starting_Forces>
<!-- Fresia - 2 -->
<Starting_Forces>Rebel, Fresia, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Fresia, R_Ground_Heavy_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Fresia, Rebel_Light_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Fresia, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Fresia, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Fresia, Rebel_Artillery_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Fresia, Rebel_Heavy_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Fresia, Rebel_Star_Base_5</Starting_Forces>
<Starting_Forces>Rebel, Fresia, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Fresia, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Fresia, Corellian_Gunboat</Starting_Forces>
<Starting_Forces>Rebel, Fresia, Marauder_Missile_Cruiser</Starting_Forces>
<Starting_Forces>Rebel, Fresia, Alliance_Assault_Frigate</Starting_Forces>
<!-- Bothawui - 6 - Mission Specific Map (Default unit for control here) -->
<Starting_Forces>Rebel, Bothawui, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Bothawui, Rebel_Infantry_Squad</Starting_Forces>
<!-- Atzerri - 5 -->
<Starting_Forces>Rebel, Atzerri, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Atzerri, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Atzerri, R_Ground_Heavy_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Atzerri, R_Ground_Base_Shield</Starting_Forces>
<Starting_Forces>Rebel, Atzerri, Rebel_Light_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Atzerri, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Atzerri, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Atzerri, Rebel_Infiltrator_Team</Starting_Forces>
<Starting_Forces>Rebel, Atzerri, Rebel_Heavy_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Atzerri, Rebel_Star_Base_2</Starting_Forces>
<Starting_Forces>Rebel, Atzerri, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Atzerri, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Atzerri, Corellian_Gunboat</Starting_Forces>
<Starting_Forces>Rebel, Atzerri, Marauder_Missile_Cruiser</Starting_Forces>
<Starting_Forces>Rebel, Atzerri, Alliance_Assault_Frigate</Starting_Forces>
<!-- Tatooine is mission specific content -->
<!-- Alderaan is mission specific content -->
<!-- FINAL 5 PLANETS
Yavin AlzocIII Shola Hoth Polus -->
<!-- Yavin - 6 -->
<!-- dme 11/8/05- changing to fighter heavy battle -->
<Starting_Forces>Rebel, Yavin, Ground_Ion_Cannon</Starting_Forces>
<Starting_Forces>Rebel, Yavin, R_Ground_Base_Shield</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_Ground_Mining_Facility</Starting_Forces>
<Starting_Forces>Rebel, Yavin, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Yavin, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Yavin, R_Ground_Heavy_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_Artillery_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_Heavy_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_Speeder_Wing</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_Star_Base_5</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Nebulon_B_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Marauder_Missile_Cruiser</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Alliance_Assault_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Alliance_Assault_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Alliance_Assault_Frigate</Starting_Forces>
<!-- Alzoc III - 5 -->
<!-- dme 11/8/05- changing to Marauder & Nebulon B heavy battle -->
<Starting_Forces>Rebel, AlzocIII, Ground_Ion_Cannon</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, R_Ground_Base_Shield</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Rebel_Ground_Mining_Facility</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, R_Ground_Heavy_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Rebel_Light_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Rebel_Artillery_Brigade</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Rebel_Heavy_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Rebel_Speeder_Wing</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Rebel_Star_Base_5</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Marauder_Missile_Cruiser</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Marauder_Missile_Cruiser</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Marauder_Missile_Cruiser</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Marauder_Missile_Cruiser</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Nebulon_B_Frigate</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Nebulon_B_Frigate</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Nebulon_B2_Frigate</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Nebulon_B2_Frigate</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Alliance_Assault_Frigate</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Alliance_Assault_Frigate</Starting_Forces>
<!-- Shola - 6 -->
<!-- dme 11/8/05- changing to Corvette & Assault Frigate heavy battle -->
<Starting_Forces>Rebel, Shola, Ground_Ion_Cannon</Starting_Forces>
<Starting_Forces>Rebel, Shola, R_Ground_Base_Shield</Starting_Forces>
<Starting_Forces>Rebel, Shola, R_Galactic_Turbolaser_Tower_Defenses</Starting_Forces>
<Starting_Forces>Rebel, Shola, Rebel_Ground_Mining_Facility</Starting_Forces>
<Starting_Forces>Rebel, Shola, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Shola, R_Ground_Heavy_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Shola, Rebel_Light_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Shola, Rebel_Artillery_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Shola, Rebel_Artillery_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Shola, Rebel_Heavy_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Shola, Rebel_Speeder_Wing</Starting_Forces>
<Starting_Forces>Rebel, Shola, Rebel_Star_Base_5</Starting_Forces>
<Starting_Forces>Rebel, Shola, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, Shola, Alliance_Assault_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Shola, Alliance_Assault_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Shola, Marauder_Missile_Cruiser</Starting_Forces>
<Starting_Forces>Rebel, Shola, Calamari_Cruiser</Starting_Forces>
<Starting_Forces>Rebel, Shola, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, Shola, Nebulon_C_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Shola, Nebulon_C_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Shola, MC30_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Shola, Calamari_Cruiser</Starting_Forces>
<!-- Hoth - 4 -->
<!-- dme 11/8/05- changing to Mixed bag/hero heavy battle -->
<Starting_Forces>Rebel, Hoth, Ground_Ion_Cannon</Starting_Forces>
<Starting_Forces>Rebel, Hoth, R_Ground_Officer_Academy</Starting_Forces>
<Starting_Forces>Rebel, Hoth, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Hoth, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Rebel_Star_Base_5</Starting_Forces>
<Starting_Forces>Rebel, Hoth, MC80_HomeOneType</Starting_Forces>
<Starting_Forces>Rebel, Hoth, MC80_HomeOneType</Starting_Forces>
<Starting_Forces>Rebel, Hoth, MC80_HomeOneType</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Calamari_Cruiser</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Calamari_Cruiser</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Calamari_Cruiser</Starting_Forces>
<Starting_Forces>Rebel, Hoth, MC30_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Hoth, MC30_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Hoth, MC30_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Corellian_Gunboat</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Corellian_Gunboat</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Corellian_Gunboat</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Corellian_Gunboat</Starting_Forces>
<Starting_Forces>Rebel, Hoth, MC30_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Hoth, MC30_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Hoth, MC30_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Corellian_Gunboat</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Corellian_Gunboat</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Corellian_Gunboat</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Corellian_Gunboat</Starting_Forces>
<Starting_Forces>Rebel, Hoth, MC99_Star_Dreadnaught</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Rebel_Speeder_Wing</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Rebel_Light_Tank_Brigade</Starting_Forces>
<!-- Polus - 3 -->
<!-- dme 11/8/05- changing to Gunboat & Mon Calamari Cruiser heavy battle -->
<Starting_Forces>Rebel, Polus, Ground_Ion_Cannon</Starting_Forces>
<Starting_Forces>Rebel, Polus, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Polus, Ground_Infiltrator_Facility</Starting_Forces>
<Starting_Forces>Rebel, Polus, Rebel_Infiltrator_Team</Starting_Forces>
<Starting_Forces>Rebel, Polus, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Polus, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Polus, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Polus, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Polus, Rebel_Star_Base_5</Starting_Forces>
<Starting_Forces>Rebel, Polus, Corellian_Gunboat</Starting_Forces>
<Starting_Forces>Rebel, Polus, Calamari_Cruiser</Starting_Forces>
<Starting_Forces>Rebel, Polus, Marauder_Missile_Cruiser</Starting_Forces>
<Starting_Forces>Rebel, Polus, Nebulon_B_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Polus, Alliance_Assault_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Polus, Corellian_Gunboat</Starting_Forces>
<Starting_Forces>Rebel, Polus, Alliance_Assault_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Polus, Nebulon_C_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Polus, Nebulon_B_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Polus, Nebulon_C_Frigate</Starting_Forces>
</Campaign>
</Campaigns>

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<?xml version="1.0" encoding="utf-8"?>
<Campaigns>
<!--Maybe someday I'll get around to doing this but not very likely...-->
</Campaigns>

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<?xml version="1.0"?>
<Story_Campaign_Underworld_Data>
<Campaign Name="Full_Story_Campaign_Underworld">
<Markup_Filename>Empire, DefaultGalacticHints</Markup_Filename>
<Markup_Filename>Rebel, DefaultGalacticHints</Markup_Filename>
<Markup_Filename>Underworld, DefaultGalacticHints</Markup_Filename>
<Markup_Filename>Hutts, DefaultGalacticHints</Markup_Filename>
<Campaign_Set>Underworld_Story_Campaign</Campaign_Set>
<Text_ID>TEXT_CAMPAIGN_UNDERWORLD_SCRIPTED</Text_ID>
<Description_Text>TEXT_CAMPAIGN_UNDERWORLD_SCRIPTED</Description_Text>
<Camera_Shift_X>40.0</Camera_Shift_X>
<Camera_Shift_Y>0.0</Camera_Shift_Y>
<Camera_Distance>1400.0</Camera_Distance>
<Planet_Auto_Reveal>False</Planet_Auto_Reveal>
<Is_Listed>False</Is_Listed>
<Is_Autoresolve_Allowed>True</Is_Autoresolve_Allowed>
<Is_Story_Campaign>True</Is_Story_Campaign>
<Locations>
Galaxy_Core_Art_Model,
AlzocIII,
Bespin_Story,
Bonadan,
Carida,
Coruscant,
Dathomir,
Endor,
Felucia,
Fondor,
Ilum,
Honoghr_Story,
Hoth,
Hypori,
Kamino,
Kessel,
Kuat,
Mandalore_Story,
Mustafar,
Muunilinst,
Myrkr,
NalHutta_Story,
Polus,
Ryloth,
Saleucami,
Shola,
Sullust,
Taris,
Tatooine,
The_Maw,
Utapau,
Yavin,
Lok,
Dagobah,
Naboo,
Eriadu,
Telos
</Locations>
<Trade_Routes>
Story_Ryloth_Shola,
Story_Shola_Honoghr_Story,
Story_Shola_NalHutta_Story,
Story_NalHutta_Story_Mandalore_Story,
Story_Mandalore_Story_Kuat,
Story_NalHutta_Story_Saleucami,
Story_Yavin_Telos,
Story_Telos_Dathomir,
Story_Coruscant_Fondor,
Story_Fondor_Sullust,
Story_Sullust_Endor,
Story_Ryloth_AlzocIII,
Story_AlzocIII_Eriadu,
Story_Eriadu_Bespin_Story,
Story_Bonadan_Muunilinst,
Story_Muunilinst_Ilum,
Story_Muunilinst_Coruscant
</Trade_Routes>
<!-- The human story plot will also manage the AI -->
<Underworld_Story_Name>Story_Plots_Campaign_Underworld.XML</Underworld_Story_Name>
<Home_Location>Rebel, Sullust</Home_Location>
<Home_Location>Empire, Coruscant</Home_Location>
<Home_Location>Underworld, Ryloth</Home_Location>
<Home_Location>Hutts, NalHutta_Story</Home_Location>
<Starting_Active_Player>Underworld</Starting_Active_Player>
<AI_Player_Control>Empire, None</AI_Player_Control>
<AI_Player_Control>Hutts, None</AI_Player_Control>
<AI_Player_Control>Pirates, None</AI_Player_Control>
<AI_Player_Control>Rebel, None</AI_Player_Control>
<AI_Player_Control>Underworld, ScriptableHuman</AI_Player_Control> <!--should this have been SandboxHuman or disabled?-->
<Supports_Custom_Settings>False</Supports_Custom_Settings>
<!-- Rebel Starting Forces -->
<Starting_Credits>Rebel, 5000</Starting_Credits>
<Starting_Tech_Level>Rebel, 2</Starting_Tech_Level>
<Max_Tech_Level>Rebel, 4</Max_Tech_Level>
<!-- Hoth -->
<Starting_Forces>Rebel, Hoth, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Hoth, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Rebel_Star_Base_1</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Nebulon_B_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Alliance_Assault_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Hoth, Y-Wing_Squadron</Starting_Forces>
<!-- Utapau -->
<Starting_Forces>Rebel, Utapau, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Utapau, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Utapau, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Utapau, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Utapau, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Utapau, Rebel_Star_Base_2</Starting_Forces>
<Starting_Forces>Rebel, Utapau, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Utapau, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Utapau, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, Utapau, Nebulon_B_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Utapau, Calamari_Cruiser</Starting_Forces>
<Starting_Forces>Rebel, Utapau, Y-Wing_Squadron</Starting_Forces>
<!-- Yavin -->
<Starting_Forces>Rebel, Yavin, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Nebulon_B_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Nebulon_B_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Yavin, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Yavin, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_Light_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Yavin, Rebel_Light_Tank_Brigade</Starting_Forces>
<!-- Alzoc III -->
<Starting_Forces>Rebel, AlzocIII, Rebel_Star_Base_2</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, A_Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, A_Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, B-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, B-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, MC30_Frigate</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, MC30_Frigate</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, MC30_Frigate</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, AlzocIII, Rebel_Tank_Buster_Squad</Starting_Forces>
<!-- Naboo -->
<Starting_Forces>Rebel, Naboo, Rebel_Star_Base_3</Starting_Forces>
<Starting_Forces>Rebel, Naboo, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Naboo, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Naboo, A_Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Naboo, A_Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Naboo, B-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Naboo, B-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Naboo, Nebulon_B2_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Naboo, Nebulon_B2_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Naboo, Nebulon_C_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Naboo, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Naboo, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Naboo, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Naboo, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Naboo, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Naboo, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Naboo, Rebel_Light_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Naboo, Rebel_Light_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Naboo, Rebel_Medium_Tank_Brigade</Starting_Forces>
<!-- Polus -->
<Starting_Forces>Rebel, Polus, Rebel_Star_Base_5</Starting_Forces>
<Starting_Forces>Rebel, Polus, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Polus, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Polus, A_Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Polus, A_Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Polus, B-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Polus, B-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Polus, MC30_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Polus, MC30_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Polus, Calamari_Cruiser</Starting_Forces>
<Starting_Forces>Rebel, Polus, Calamari_Cruiser</Starting_Forces>
<!-- Sullust -->
<Starting_Forces>Rebel, Sullust, Rebel_Star_Base_5</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Sullust, A_Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Sullust, A_Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Sullust, A_Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Sullust, B-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Sullust, B-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Corellian_Gunboat</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Corellian_Gunboat</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Alliance_Assault_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Alliance_Assault_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Calamari_Cruiser</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Calamari_Cruiser</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Calamari_Cruiser</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Calamari_Cruiser</Starting_Forces>
<Starting_Forces>Rebel, Sullust, Home_One</Starting_Forces>
<!-- Tatooine -->
<Starting_Forces>Rebel, Tatooine, Rebel_Star_Base_2</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Corellian_Gunboat</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Alliance_Assault_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Alliance_Assault_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, R_Ground_Heavy_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, R_Ground_Base_Shield_740</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Ground_Ion_Cannon</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Rebel_Ground_Mining_Facility</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Rebel_Light_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Rebel_Light_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Rebel_Artillery_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Rebel_Heavy_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Rebel_Speeder_Wing</Starting_Forces>
<Starting_Forces>Rebel, Tatooine, Garm_Bel_Iblis_Team</Starting_Forces>
<!-- Lok -->
<Starting_Forces>Rebel, Lok, Rebel_Star_Base_2</Starting_Forces>
<Starting_Forces>Rebel, Lok, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Lok, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Lok, A_Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Lok, A_Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Lok, B-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Lok, B-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Lok, Nebulon_B_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Lok, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Lok, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Lok, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Lok, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Lok, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Lok, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Lok, Rebel_Light_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Lok, Rebel_Light_Tank_Brigade</Starting_Forces>
<!-- Eriadu -->
<Starting_Forces>Rebel, Eriadu, Rebel_Star_Base_4</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Rebel_X-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Corellian_Gunboat</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Nebulon_B2_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Nebulon_B2_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Nebulon_B2_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Alliance_Assault_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Alliance_Assault_Frigate</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, R_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, R_Ground_Heavy_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, R_Ground_Base_Shield_740</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Rebel_Light_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Rebel_Light_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Rebel_Artillery_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Rebel_Heavy_Tank_Brigade</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Rebel_Speeder_Wing</Starting_Forces>
<Starting_Forces>Rebel, Eriadu, Rebel_Medium_Tank_Brigade</Starting_Forces>
<!-- Empire Starting Forces -->
<Starting_Credits>Empire, 5000</Starting_Credits>
<Starting_Tech_Level>Empire, 3</Starting_Tech_Level>
<Max_Tech_Level>Empire, 5</Max_Tech_Level>
<!-- Kessel -->
<Starting_Forces>Empire, Kessel, Escort_Carrier</Starting_Forces>
<Starting_Forces>Empire, Kessel, Escort_Carrier</Starting_Forces>
<Starting_Forces>Empire, Kessel, Victory_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Kessel, Victory_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Kessel, Victory_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Kessel, Acclamator_Assault_Ship</Starting_Forces>
<Starting_Forces>Empire, Kessel, Acclamator_Assault_Ship</Starting_Forces>
<Starting_Forces>Empire, Kessel, Acclamator_Assault_Ship</Starting_Forces>
<Starting_Forces>Empire, Kessel, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Kessel, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Kessel, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Kessel, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Kessel, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Kessel, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Kessel, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Kessel, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Kessel, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Kessel, Imperial_Sniper_Team</Starting_Forces>
<Starting_Forces>Empire, Kessel, Imperial_Sniper_Team</Starting_Forces>
<Starting_Forces>Empire, Kessel, Imperial_Sniper_Team</Starting_Forces>
<Starting_Forces>Empire, Kessel, Imperial_Light_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Kessel, Imperial_Light_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Kessel, Imperial_Light_Scout_Squad</Starting_Forces>
<!-- Bespin -->
<Starting_Forces>Empire, Bespin_Story, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Bespin_Story, E_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, Bespin_Story, Empire_Ground_Mining_Facility</Starting_Forces>
<Starting_Forces>Empire, Bespin_Story, Empire_Ground_Mining_Facility</Starting_Forces>
<Starting_Forces>Empire, Bespin_Story, DarkTrooper_P1_Company</Starting_Forces>
<Starting_Forces>Empire, Bespin_Story, DarkTrooper_P2_Company</Starting_Forces>
<Starting_Forces>Empire, Bespin_Story, DarkTrooper_P3_Company</Starting_Forces>
<Starting_Forces>Empire, Bespin_Story, DarkTrooper_P3_Company</Starting_Forces>
<Starting_Forces>Empire, Bespin_Story, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Bespin_Story, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Bespin_Story, Imperial_Light_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Bespin_Story, Noghri_Assassin_Squad</Starting_Forces>
<Starting_Forces>Empire, Bespin_Story, Darth_Team_Land_Bounty_Hunter_Immune</Starting_Forces>
<Starting_Forces>Empire, Bespin_Story, Lancet_Air_Wing</Starting_Forces>
<!-- Bonadan -->
<Starting_Forces>Empire, Bonadan, Empire_Star_Base_2</Starting_Forces>
<Starting_Forces>Empire, Bonadan, Victory_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Bonadan, Acclamator_Assault_Ship</Starting_Forces>
<Starting_Forces>Empire, Bonadan, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Bonadan, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Bonadan, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Bonadan, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Bonadan, Imperial_Light_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Bonadan, Imperial_Heavy_Scout_Squad</Starting_Forces>
<!-- Carida -->
<Starting_Forces>Empire, Carida, Empire_Star_Base_2</Starting_Forces>
<Starting_Forces>Empire, Carida, Victory_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Carida, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Carida, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Carida, Star_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Carida, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Carida, Ground_Empire_Hypervelocity_Gun</Starting_Forces>
<Starting_Forces>Empire, Carida, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Carida, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Carida, Imperial_Light_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Carida, Imperial_Heavy_Scout_Squad</Starting_Forces>
<!-- Dathomir -->
<Starting_Forces>Empire, Dathomir, Empire_Star_Base_3</Starting_Forces>
<Starting_Forces>Empire, Dathomir, Empire_Orbital_Long_Range_Scanner</Starting_Forces>
<Starting_Forces>Empire, Dathomir, Victory_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Dathomir, Victory_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Dathomir, Victory_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Dathomir, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Dathomir, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Dathomir, Star_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Dathomir, Star_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Dathomir, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Dathomir, E_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, Dathomir, E_Ground_Heavy_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, Dathomir, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Dathomir, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Dathomir, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Dathomir, Imperial_Light_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Dathomir, HAV_Juggernaut_Company</Starting_Forces>
<Starting_Forces>Empire, Dathomir, Imperial_Heavy_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Dathomir, Imperial_Heavy_Scout_Squad</Starting_Forces>
<!-- Muunilinst -->
<Starting_Forces>Empire, Muunilinst, Empire_Star_Base_1</Starting_Forces>
<Starting_Forces>Empire, Muunilinst, Star_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Muunilinst, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Muunilinst, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Muunilinst, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Muunilinst, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Muunilinst, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Muunilinst, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Muunilinst, Imperial_Light_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Muunilinst, Imperial_Heavy_Scout_Squad</Starting_Forces>
<!-- Ilum -->
<Starting_Forces>Empire, Ilum, Vinterdictor_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Ilum, Vinterdictor_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Ilum, Escort_Carrier</Starting_Forces>
<Starting_Forces>Empire, Ilum, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Ilum, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Ilum, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Ilum, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Ilum, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Ilum, Imperial_Light_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Ilum, Imperial_AT_RT_Scout_Squad</Starting_Forces>
<!-- Mustafar -->
<Starting_Forces>Empire, Mustafar, Empire_Star_Base_2</Starting_Forces>
<Starting_Forces>Empire, Mustafar, Acclamator_Assault_Ship</Starting_Forces>
<Starting_Forces>Empire, Mustafar, Acclamator_Assault_Ship</Starting_Forces>
<Starting_Forces>Empire, Mustafar, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Mustafar, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Mustafar, Ground_Empire_Hypervelocity_Gun</Starting_Forces>
<Starting_Forces>Empire, Mustafar, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Mustafar, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Mustafar, Imperial_Light_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Mustafar, Imperial_Heavy_Scout_Squad</Starting_Forces>
<!-- Dagobah -->
<Starting_Forces>Empire, Dagobah, Empire_Star_Base_1</Starting_Forces>
<Starting_Forces>Empire, Dagobah, Vinterdictor_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Dagobah, Acclamator_Assault_Ship</Starting_Forces>
<Starting_Forces>Empire, Dagobah, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Dagobah, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Dagobah, Ground_Empire_Hypervelocity_Gun</Starting_Forces>
<Starting_Forces>Empire, Dagobah, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Dagobah, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Dagobah, Imperial_Light_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Dagobah, Imperial_Armor_Group</Starting_Forces>
<!-- The Maw -->
<Starting_Forces>Empire, The_Maw, Empire_Star_Base_5</Starting_Forces>
<Starting_Forces>Empire, The_Maw, ISD_Basilisk</Starting_Forces>
<Starting_Forces>Empire, The_Maw, ISD_Hydra</Starting_Forces>
<Starting_Forces>Empire, The_Maw, ISD_Manticore</Starting_Forces>
<Starting_Forces>Empire, The_Maw, ISD_Gorgon</Starting_Forces>
<!-- Honoghr -->
<Starting_Forces>Empire, Honoghr_Story, Empire_Star_Base_1</Starting_Forces>
<Starting_Forces>Empire, Honoghr_Story, Acclamator_Assault_Ship</Starting_Forces>
<Starting_Forces>Empire, Honoghr_Story, Acclamator_Assault_Ship</Starting_Forces>
<Starting_Forces>Empire, Honoghr_Story, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Honoghr_Story, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Honoghr_Story, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Honoghr_Story, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Honoghr_Story, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Honoghr_Story, Imperial_Light_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Honoghr_Story, Imperial_Light_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Honoghr_Story, Imperial_Heavy_Scout_Squad</Starting_Forces>
<!-- Kamino -->
<Starting_Forces>Empire, Kamino, Empire_Star_Base_3</Starting_Forces>
<Starting_Forces>Empire, Kamino, Victory_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Kamino, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Kamino, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Kamino, TIE_Defender_Squadron</Starting_Forces>
<Starting_Forces>Empire, Kamino, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Kamino, E_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, Kamino, E_Ground_Heavy_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, Kamino, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Kamino, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Kamino, Imperial_Light_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Kamino, Imperial_Heavy_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Kamino, DarkTrooper_P2_Company</Starting_Forces>
<Starting_Forces>Empire, Kamino, Imperial_Anti_Infantry_Brigade</Starting_Forces>
<Starting_Forces>Empire, Kamino, Lancet_Air_Wing</Starting_Forces>
<!-- Kuat -->
<Starting_Forces>Empire, Kuat, Empire_Star_Base_5</Starting_Forces>
<Starting_Forces>Empire, Kuat, Victory_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Kuat, Victory_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Kuat, Victory_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Kuat, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Kuat, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Kuat, TIE_Defender_Squadron</Starting_Forces>
<Starting_Forces>Empire, Kuat, Star_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Kuat, Star_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Kuat, Star_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Kuat, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Kuat, E_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, Kuat, E_Ground_Heavy_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, Kuat, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Kuat, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Kuat, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Kuat, Imperial_Light_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Kuat, HAV_Juggernaut_Company</Starting_Forces>
<Starting_Forces>Empire, Kuat, Imperial_Heavy_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Kuat, Imperial_Heavy_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Kuat, Imperial_Heavy_Assault_Company</Starting_Forces>
<Starting_Forces>Empire, Kuat, Imperial_Heavy_Assault_Company</Starting_Forces>
<Starting_Forces>Empire, Kuat, Lancet_Air_Wing</Starting_Forces>
<!-- Coruscant -->
<Starting_Forces>Empire, Coruscant, Empire_Star_Base_5</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Victory_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Victory_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Star_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Star_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Star_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Coruscant, TIE_Defender_Squadron</Starting_Forces>
<Starting_Forces>Empire, Coruscant, TIE_Defender_Squadron</Starting_Forces>
<Starting_Forces>Empire, Coruscant, TIE_Defender_Squadron</Starting_Forces>
<Starting_Forces>Empire, Coruscant, TIE_Phantom_Squadron</Starting_Forces>
<Starting_Forces>Empire, Coruscant, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Coruscant, E_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, Coruscant, E_Ground_Heavy_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, Coruscant, E_Ground_Advanced_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, Coruscant, E_Galactic_Turbolaser_Tower_Defenses</Starting_Forces>
<Starting_Forces>Empire, Coruscant, E_Ground_Base_Shield_740</Starting_Forces>
<Starting_Forces>Empire, Coruscant, E_Ground_Magnepulse_Cannon_GC</Starting_Forces>
<Starting_Forces>Empire, Coruscant, E_Ground_Officer_Academy</Starting_Forces>
<Starting_Forces>Empire, Coruscant, HAV_Juggernaut_Company</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Imperial_Light_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Lancet_Air_Wing</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Imperial_Anti_Infantry_Brigade</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Imperial_Heavy_Assault_Company</Starting_Forces>
<Starting_Forces>Empire, Coruscant, Imperial_Heavy_Assault_Company</Starting_Forces>
<!-- Endor -->
<Starting_Forces>Empire, Endor, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Endor, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Endor, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Endor, Star_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Endor, Star_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Endor, Star_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Endor, Star_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Endor, Star_Destroyer</Starting_Forces>
<!--<Starting_Forces>Empire, Endor, Executor_Super_Star_Destroyer</Starting_Forces>-->
<Starting_Forces>Empire, Endor, TIE_Defender_Squadron</Starting_Forces>
<Starting_Forces>Empire, Endor, TIE_Defender_Squadron</Starting_Forces>
<Starting_Forces>Empire, Endor, Death_Star_II</Starting_Forces>
<Starting_Forces>Empire, Endor, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Endor, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Endor, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Endor, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Endor, Imperial_Light_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Endor, Imperial_Heavy_Assault_Company</Starting_Forces>
<Starting_Forces>Empire, Endor, Imperial_Heavy_Assault_Company</Starting_Forces>
<!-- Fondor -->
<Starting_Forces>Empire, Fondor, Empire_Star_Base_2</Starting_Forces>
<Starting_Forces>Empire, Fondor, Victory_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Fondor, Victory_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Fondor, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Fondor, Tartan_Patrol_Cruiser</Starting_Forces>
<!-- Taris -->
<Starting_Forces>Empire, Taris, Empire_Star_Base_3</Starting_Forces>
<Starting_Forces>Empire, Taris, Victory_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Taris, Victory_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Taris, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Taris, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Taris, Star_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Taris, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Taris, E_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, Taris, E_Ground_Heavy_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, Taris, E_Ground_Advanced_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, Taris, Ground_Empire_Hypervelocity_Gun</Starting_Forces>
<Starting_Forces>Empire, Taris, E_Ground_Base_Shield_740</Starting_Forces>
<Starting_Forces>Empire, Taris, HAV_Juggernaut_Company</Starting_Forces>
<Starting_Forces>Empire, Taris, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Taris, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Taris, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Taris, Imperial_Light_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Taris, Lancet_Air_Wing</Starting_Forces>
<Starting_Forces>Empire, Taris, Lancet_Air_Wing</Starting_Forces>
<Starting_Forces>Empire, Taris, Imperial_Anti_Infantry_Brigade</Starting_Forces>
<Starting_Forces>Empire, Taris, Imperial_Heavy_Assault_Company</Starting_Forces>
<Starting_Forces>Empire, Taris, Imperial_Heavy_Assault_Company</Starting_Forces>
<!-- Pirates Starting Forces -->
<!-- Felucia -->
<Starting_Credits>Pirates, 100000</Starting_Credits>
<Starting_Forces>Pirates, Felucia, Pirate_Asteroid_Base</Starting_Forces>
<Starting_Forces>Pirates, Felucia, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Felucia, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Felucia, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Felucia, IPV1_System_Patrol_Craft</Starting_Forces>
<Starting_Forces>Pirates, Felucia, IPV1_System_Patrol_Craft</Starting_Forces>
<Starting_Forces>Pirates, Felucia, IPV1_System_Patrol_Craft</Starting_Forces>
<Starting_Forces>Pirates, Felucia, Vonosmas_Corvette</Starting_Forces>
<Starting_Forces>Pirates, Felucia, Vonosmas_Corvette</Starting_Forces>
<Starting_Forces>Pirates, Felucia, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Felucia, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Felucia, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Felucia, P_Ground_Command_Center</Starting_Forces>
<Starting_Forces>Pirates, Felucia, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Felucia, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Felucia, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Felucia, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Felucia, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Felucia, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Felucia, Pirate_Skiff_Team</Starting_Forces>
<Starting_Forces>Pirates, Felucia, Pirate_Skiff_Team</Starting_Forces>
<!-- Mandalore -->
<Starting_Forces>Pirates, Mandalore_Story, Pirate_Asteroid_Base</Starting_Forces>
<Starting_Forces>Pirates, Mandalore_Story, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Mandalore_Story, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Mandalore_Story, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Mandalore_Story, IPV1_System_Patrol_Craft</Starting_Forces>
<Starting_Forces>Pirates, Mandalore_Story, IPV1_System_Patrol_Craft</Starting_Forces>
<Starting_Forces>Pirates, Mandalore_Story, IPV1_System_Patrol_Craft</Starting_Forces>
<Starting_Forces>Pirates, Mandalore_Story, Vonosmas_Corvette</Starting_Forces>
<Starting_Forces>Pirates, Mandalore_Story, Vonosmas_Corvette</Starting_Forces>
<Starting_Forces>Pirates, Mandalore_Story, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Mandalore_Story, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Mandalore_Story, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Mandalore_Story, P_Ground_Command_Center</Starting_Forces>
<Starting_Forces>Pirates, Mandalore_Story, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Mandalore_Story, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Mandalore_Story, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Mandalore_Story, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Mandalore_Story, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Mandalore_Story, Pirate_Pod_Walker_Team</Starting_Forces>
<Starting_Forces>Pirates, Mandalore_Story, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Mandalore_Story, Pirate_Pod_Walker_Team</Starting_Forces>
<!-- Myrkr -->
<Starting_Forces>Pirates, Myrkr, Pirate_Asteroid_Base</Starting_Forces>
<Starting_Forces>Pirates, Myrkr, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Myrkr, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Myrkr, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Myrkr, IPV1_System_Patrol_Craft</Starting_Forces>
<Starting_Forces>Pirates, Myrkr, IPV1_System_Patrol_Craft</Starting_Forces>
<Starting_Forces>Pirates, Myrkr, IPV1_System_Patrol_Craft</Starting_Forces>
<Starting_Forces>Pirates, Myrkr, Vonosmas_Corvette</Starting_Forces>
<Starting_Forces>Pirates, Myrkr, Vonosmas_Corvette</Starting_Forces>
<Starting_Forces>Pirates, Myrkr, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Myrkr, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Myrkr, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Myrkr, P_Ground_Command_Center</Starting_Forces>
<Starting_Forces>Pirates, Myrkr, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Myrkr, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Myrkr, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Myrkr, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Myrkr, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Myrkr, Pirate_Pod_Walker_Team</Starting_Forces>
<Starting_Forces>Pirates, Myrkr, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Myrkr, Pirate_Pod_Walker_Team</Starting_Forces>
<!-- Telos -->
<Starting_Forces>Pirates, Telos, Pirate_Asteroid_Base_Strong</Starting_Forces>
<Starting_Forces>Pirates, Telos, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Telos, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Telos, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Telos, Prowler-A_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Telos, Prowler-A_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Telos, Prowler-A_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Telos, Vonosmas_Corvette</Starting_Forces>
<Starting_Forces>Pirates, Telos, Vonosmas_Corvette</Starting_Forces>
<Starting_Forces>Pirates, Telos, Vonosmas_Corvette</Starting_Forces>
<Starting_Forces>Pirates, Telos, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Telos, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Telos, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Telos, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Telos, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, Telos, P_Ground_Command_Center</Starting_Forces>
<Starting_Forces>Pirates, Telos, P_Ground_Outpost</Starting_Forces>
<Starting_Forces>Pirates, Telos, Pirate_Ground_Mining_Facility_GC</Starting_Forces>
<Starting_Forces>Pirates, Telos, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Telos, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Telos, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Telos, Pirate_PLEX_Squad</Starting_Forces>
<Starting_Forces>Pirates, Telos, Valahari_Fighter_Company</Starting_Forces>
<Starting_Forces>Pirates, Telos, Pirate_Pod_Walker_Team</Starting_Forces>
<Starting_Forces>Pirates, Telos, Valahari_Fighter_Company</Starting_Forces>
<Starting_Forces>Pirates, Telos, Pirate_Pod_Walker_Team</Starting_Forces>
<!-- HUTT STARTING UNITS -->
<Starting_Credits>Hutts, 5000</Starting_Credits>
<Starting_Tech_Level>Hutts, 2</Starting_Tech_Level>
<Max_Tech_Level>Hutts, 5</Max_Tech_Level>
<!-- Saleucami -->
<!--<Starting_Forces>Hutts, Saleucami, Hutt_Asteroid_Base</Starting_Forces>-->
<Starting_Forces>Hutts, Saleucami, Hutt_Command_Center_Palace</Starting_Forces> <!-- Cannot be sabotaged -->
<Starting_Forces>Hutts, Saleucami, Hutt_Communications_Array</Starting_Forces> <!-- Cannot be sabotaged -->
<Starting_Forces>Hutts, Saleucami, Hutt_Ground_Base_Shield</Starting_Forces> <!-- Must be sabotaged -->
<Starting_Forces>Hutts, Saleucami, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Saleucami, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Saleucami, Hutt_Skiff_Team</Starting_Forces>
<Starting_Forces>Hutts, Saleucami, Hutt_PLEX_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Saleucami, Hutt_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Hutts, Saleucami, Hutt_Pod_Walker_Team</Starting_Forces>
<Starting_Forces>Hutts, Saleucami, Twilek_Commando_Company</Starting_Forces>
<Starting_Forces>Hutts, Saleucami, Field_Com_Hutts_Team</Starting_Forces>
<!-- Nal Hutta -->
<Starting_Forces>Hutts, NalHutta_Story, Hutt_Asteroid_Base</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Hutt_IPV1_Craft</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Hutt_IPV1_Craft</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Hutt_IPV1_Craft</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Hutt_Marauder</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Hutt_Marauder</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Hutt_Marauder</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Hutt_Dreadnaught</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Hutt_Dreadnaught</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Hutt_Dreadnaught</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Hutt_Refurbished_Venator</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Hutt_Refurbished_Venator</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Hutt_Refurbished_Venator</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, H_Ground_Command_Center</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, H_Ground_Communications_Array</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, H_Ground_Base_Shield_740</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Hutt_PLEX_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Hutt_PLEX_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Medium_Tank_Company</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Medium_Tank_Company</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Twilek_Commando_Company</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Field_Com_Hutts_Team</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Vaksai_Gunship_Company</Starting_Forces>
<Starting_Forces>Hutts, NalHutta_Story, Hutt_SailBarge_Company</Starting_Forces>
<!-- Shola -->
<Starting_Forces>Hutts, Shola, Hutt_Asteroid_Base</Starting_Forces>
<Starting_Forces>Hutts, Shola, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, Shola, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, Shola, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, Shola, VWing_Squadron_H</Starting_Forces>
<Starting_Forces>Hutts, Shola, Hutt_IPV1_Craft</Starting_Forces>
<Starting_Forces>Hutts, Shola, Hutt_IPV1_Craft</Starting_Forces>
<Starting_Forces>Hutts, Shola, Hutt_Marauder</Starting_Forces>
<Starting_Forces>Hutts, Shola, Hutt_Marauder</Starting_Forces>
<Starting_Forces>Hutts, Shola, H_Ground_Command_Center</Starting_Forces>
<Starting_Forces>Hutts, Shola, Hutts_Ground_Mining_Facility_GC</Starting_Forces>
<Starting_Forces>Hutts, Shola, Hutt_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Hutts, Shola, Hutt_Pod_Walker_Team</Starting_Forces>
<Starting_Forces>Hutts, Shola, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Shola, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Shola, AALL6_Company</Starting_Forces>
<!-- Hypori -->
<Starting_Forces>Hutts, Hypori, Hutt_Soldier_Squad</Starting_Forces>
<!-- Underworld Starting Forces -->
<Starting_Credits>Underworld, 0</Starting_Credits>
<Starting_Tech_Level>Underworld, 1</Starting_Tech_Level>
<Max_Tech_Level>Underworld, 5</Max_Tech_Level>
<!-- Ryloth -->
<Starting_Forces>Underworld, Ryloth, Underworld_Star_Base_3</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, StarViper_Squadron</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, StarViper_Squadron</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, StarViper_Squadron</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, Skipray_Squadron</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, Skipray_Squadron</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, Skipray_Squadron</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, Tyber_Zann_Team_No_Peacebringer</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, Urai_Fen_Team</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, U_Ground_Palace</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, U_Ground_Barracks</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, Underworld_Merc_Squad</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, Underworld_Merc_Squad</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, Underworld_Merc_Squad</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, Swamp_Speeder_Team_U</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, Swamp_Speeder_Team_U</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, Swamp_Speeder_Team_U</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, Pod_Walker_Company_U</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, Pod_Walker_Company_U</Starting_Forces>
</Campaign>
</Story_Campaign_Underworld_Data>

View File

@@ -0,0 +1,378 @@
<?xml version="1.0" encoding="UTF-8"?>
<Campaigns>
<!--Not Used-->
<!--<Campaign Name="Tutorial_Zero">
<Campaign_Set>Tutorial_Zero_Rebel_Only</Campaign_Set>
<Text_ID>TEXT_STORY_TUTORIAL_REBEL_ACT00_00</Text_ID>
<Description_Text>TEXT_STORY_TUTORIAL_REBEL_DESC_ACT00</Description_Text>
<Camera_Shift_X>80.0</Camera_Shift_X>
<Camera_Shift_Y>-50.0</Camera_Shift_Y>
<Camera_Distance>500.0</Camera_Distance>
<Is_Listed>false</Is_Listed>
<Tutorial>true</Tutorial>
<Rebel_Story_Name>Story_Plots_Tutorial_Zero.xml</Rebel_Story_Name>
<Locations>Galaxy_Core_Art_Model, Tatooine, Kashyyyk, Bothawui, NalHutta, Kuat, Corellia, Geonosis</Locations>
<Planet_Auto_Reveal>FALSE</Planet_Auto_Reveal>
<Trade_Routes>Alderaan_Corellia</Trade_Routes>
<Starting_Active_Player>Rebel</Starting_Active_Player>
<AI_Player_Control>Empire, None</AI_Player_Control>
<AI_Player_Control>Pirates, None</AI_Player_Control>
<Starting_Credits>Rebel, 1000</Starting_Credits>
<Starting_Tech_Level>Rebel, 0</Starting_Tech_Level>
<Supports_Custom_Settings>False</Supports_Custom_Settings>
<Starting_Forces>Rebel, Corellia, Z95_Headhunter_Rebel_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Corellia, Z95_Headhunter_Rebel_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Corellia, Z95_Headhunter_Rebel_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Corellia, Z95_Headhunter_Rebel_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Corellia, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Corellia, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Corellia, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, Corellia, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, Corellia, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, Corellia, Ground_Ion_Cannon</Starting_Forces>
<Starting_Forces>Rebel, Corellia, Rebel_Star_Base_1</Starting_Forces>
<Starting_Forces>Rebel, Corellia, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Corellia, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Corellia, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Corellia, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Z95_Headhunter_Rebel_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Z95_Headhunter_Rebel_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Y-Wing_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Corellian_Corvette</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Rebel_Star_Base_1</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Kashyyyk, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Kashyyyk, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Kashyyyk, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Kashyyyk, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Empire_Star_Base_1</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Interdictor_Cruiser</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Empire_Star_Base_1</Starting_Forces>
<Starting_Forces>Empire, NalHutta, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Power_Generator_E</Starting_Forces>
<Starting_Forces>Empire, NalHutta, E_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, Geonosis, Empire_Star_Base_1</Starting_Forces>
<Starting_Forces>Empire, Geonosis, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Geonosis, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Geonosis, TIE_Scout_Squadron</Starting_Forces>
<Starting_Forces>Empire, Geonosis, TIE_Scout_Squadron</Starting_Forces>
<Starting_Forces>Empire, Geonosis, TIE_Scout_Squadron</Starting_Forces>
<Starting_Forces>Empire, Geonosis, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Geonosis, Power_Generator_E</Starting_Forces>
<Starting_Forces>Empire, Geonosis, E_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, Kuat, Interdictor_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Kuat, Empire_Star_Base_1</Starting_Forces>
<Starting_Forces>Empire, Kuat, TIE_Scout_Squadron</Starting_Forces>
<Starting_Forces>Empire, Kuat, TIE_Scout_Squadron</Starting_Forces>
<Starting_Forces>Empire, Kuat, TIE_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Empire, Kuat, TIE_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Empire, Kuat, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Kuat, Power_Generator_E</Starting_Forces>
<Starting_Forces>Empire, Kuat, E_Ground_Light_Vehicle_Factory</Starting_Forces>
</Campaign>-->
<Campaign Name="Tutorial_One">
<Campaign_Set>Tutorial_I_Rebel_Only</Campaign_Set>
<Text_ID>TEXT_STORY_TUTORIAL_REBEL_ACT01_00</Text_ID>
<Description_Text>TEXT_STORY_TUTORIAL_REBEL_DESC_ACT01</Description_Text>
<Camera_Shift_X>30.0</Camera_Shift_X>
<Camera_Shift_Y>-10.0</Camera_Shift_Y>
<Camera_Distance>500.0</Camera_Distance>
<Is_Listed>false</Is_Listed>
<Tutorial>true</Tutorial>
<Rebel_Story_Name>Story_Plots_Tutorial_I.xml</Rebel_Story_Name>
<Locations>Galaxy_Core_Art_Model, Tatooine, Kashyyyk, Bothawui, NalHutta, Kuat, Corellia, Ryloth</Locations>
<Trade_Routes>Tutorial_I_Kashyyyk_NalHutta</Trade_Routes>
<Starting_Active_Player>Rebel</Starting_Active_Player>
<AI_Player_Control>Empire, None</AI_Player_Control>
<AI_Player_Control>Pirates, None</AI_Player_Control>
<Starting_Credits>Rebel, 5000</Starting_Credits>
<Starting_Tech_Level>Rebel, 1</Starting_Tech_Level>
<Supports_Custom_Settings>False</Supports_Custom_Settings>
<Starting_Forces>Rebel, Tatooine, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Kashyyyk, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Empire_Star_Base_1</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Interdictor_Cruiser</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Tartan_Patrol_Cruiser</Starting_Forces>
</Campaign>
<Campaign Name="Tutorial_Two">
<Campaign_Set>Tutorial_II_Rebel_Only</Campaign_Set>
<Text_ID>TEXT_STORY_TUTORIAL_REBEL_ACT02_00</Text_ID>
<Description_Text>TEXT_STORY_TUTORIAL_REBEL_DESC_ACT02</Description_Text>
<Camera_Shift_X>80.0</Camera_Shift_X>
<Camera_Shift_Y>-50.0</Camera_Shift_Y>
<Camera_Distance>500.0</Camera_Distance>
<Is_Listed>false</Is_Listed>
<Tutorial>true</Tutorial>
<Rebel_Story_Name>Story_Plots_Tutorial_II.xml</Rebel_Story_Name>
<Locations>Galaxy_Core_Art_Model, Tatooine, Kashyyyk, Bothawui, NalHutta, Kuat, Corellia, Ryloth</Locations>
<Trade_Routes>Tutorial_II_Ryloth_Bothawui, Tutorial_II_Bothawui_Kashyyyk, Tutorial_II_Bothawui_NalHutta</Trade_Routes>
<Planet_Auto_Reveal>FALSE</Planet_Auto_Reveal>
<Starting_Active_Player>Rebel</Starting_Active_Player>
<Starting_Credits>Rebel, 30000</Starting_Credits>
<Starting_Tech_Level>Rebel, 1</Starting_Tech_Level>
<Supports_Custom_Settings>False</Supports_Custom_Settings>
<Starting_Forces>Rebel, Kashyyyk, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Kashyyyk, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Kashyyyk, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Kashyyyk, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Kashyyyk, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Rebel, Kashyyyk, Rebel_Tank_Buster_Squad</Starting_Forces>
<Starting_Forces>Empire, Tatooine, Empire_Star_Base_2</Starting_Forces>
<Starting_Forces>Empire, Tatooine, Star_Destroyer</Starting_Forces>
<Starting_Forces>Empire, Tatooine, Interdictor_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Tatooine, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Tatooine, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, Tatooine, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Empire_Star_Base_1</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Interdictor_Cruiser</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, NalHutta, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, NalHutta, E_Ground_Power_Generator</Starting_Forces>
<Starting_Forces>Empire, NalHutta, E_Ground_Light_Vehicle_Factory</Starting_Forces>
</Campaign>
<Campaign Name="Tutorial_Three">
<Campaign_Set>Tutorial_III_Rebel_Only</Campaign_Set>
<Text_ID>TEXT_STORY_TUTORIAL_EMPIRE_ACT03_00</Text_ID>
<Description_Text>TEXT_STORY_TUTORIAL_EMPIRE_DESC_ACT03</Description_Text>
<Camera_Shift_X>10.0</Camera_Shift_X>
<Camera_Shift_Y>-40.0</Camera_Shift_Y>
<Camera_Distance>550.0</Camera_Distance>
<Is_Listed>false</Is_Listed>
<Tutorial>true</Tutorial>
<Home_Location>Empire, NalHutta</Home_Location>
<Empire_Story_Name>Story_Plots_Tutorial_III.xml</Empire_Story_Name>
<Locations>Galaxy_Core_Art_Model, Tatooine, Kashyyyk, Bothawui, NalHutta, Kuat, Corellia, Ryloth</Locations>
<Trade_Routes>Tutorial_I_Kashyyyk_NalHutta</Trade_Routes>
<Planet_Auto_Reveal>FALSE</Planet_Auto_Reveal>
<Starting_Active_Player>Empire</Starting_Active_Player>
<Starting_Credits>Empire, 0</Starting_Credits>
<Starting_Tech_Level>Empire, 0</Starting_Tech_Level>
<Supports_Custom_Settings>False</Supports_Custom_Settings>
<Starting_Forces>Rebel, Kashyyyk, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Kashyyyk, Z95_Headhunter_Rebel_Squadron</Starting_Forces>
<Starting_Forces>Rebel, Kashyyyk, Z95_Headhunter_Rebel_Squadron</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Empire_Star_Base_1</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Tartan_Patrol_Cruiser</Starting_Forces>
</Campaign>
<Campaign Name="Tutorial_Four">
<Campaign_Set>Tutorial_IV_Empire_Only</Campaign_Set>
<Text_ID>TEXT_STORY_TUTORIAL_EMPIRE_ACT04_00</Text_ID>
<Description_Text>TEXT_STORY_TUTORIAL_EMPIRE_DESC_ACT04</Description_Text>
<Camera_Shift_X>10.0</Camera_Shift_X>
<Camera_Shift_Y>-40.0</Camera_Shift_Y>
<Camera_Distance>550.0</Camera_Distance>
<Is_Listed>false</Is_Listed>
<Tutorial>true</Tutorial>
<Empire_Story_Name>Story_Plots_Tutorial_IV.xml</Empire_Story_Name>
<Locations>Galaxy_Core_Art_Model, Tatooine, Kashyyyk, Bothawui, NalHutta_Tutorial_4, Kuat, Corellia, Ryloth</Locations>
<Planet_Auto_Reveal>FALSE</Planet_Auto_Reveal>
<Trade_Routes>Tutorial_IV_Corellia_Kashyyyk, Tutorial_IV_Kashyyyk_NalHutta, Tutorial_IV_NalHutta_Ryloth</Trade_Routes>
<Starting_Active_Player>Empire</Starting_Active_Player>
<Starting_Credits>Empire, 10000</Starting_Credits>
<Starting_Tech_Level>Empire, 1</Starting_Tech_Level>
<Max_Tech_Level>Empire, 2</Max_Tech_Level>
<Supports_Custom_Settings>False</Supports_Custom_Settings>
<Starting_Forces>Rebel, Ryloth, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Tutorial_4, Empire_Star_Base_1</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Tutorial_4, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Tutorial_4, Ground_Hutt_Palace_E</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Tutorial_4, Power_Generator_E</Starting_Forces>
<Starting_Forces>Rebel, NalHutta_Tutorial_4, Smuggler_Team_R</Starting_Forces>
<Starting_Forces>Pirates, MonCalimari, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, MonCalimari, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, MonCalimari, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, MonCalimari, Pirate_Frigate</Starting_Forces>
<Starting_Forces>Pirates, MonCalimari, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, MonCalimari, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, MonCalimari, Pirate_Swamp_Speeder_Team</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Fighter_Squadron</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_Soldier_Squad</Starting_Forces>
<Starting_Forces>Pirates, Corellia, Pirate_PLEX_Squad</Starting_Forces>
</Campaign>
<Campaign Name="Tutorial_Five">
<Campaign_Set>Tutorial_V_Empire_Only</Campaign_Set>
<Text_ID>TEXT_STORY_TUTORIAL_EMPIRE_ACT05_00</Text_ID>
<Description_Text>TEXT_STORY_TUTORIAL_EMPIRE_DESC_ACT05</Description_Text>
<Camera_Shift_X>10.0</Camera_Shift_X>
<Camera_Shift_Y>-40.0</Camera_Shift_Y>
<Camera_Distance>550.0</Camera_Distance>
<Is_Listed>false</Is_Listed>
<Tutorial>true</Tutorial>
<Empire_Story_Name>Story_Plots_Tutorial_V.xml</Empire_Story_Name>
<Locations>Galaxy_Core_Art_Model, Tatooine, Kashyyyk, Bothawui, NalHutta, Kuat, Corellia, Ryloth</Locations>
<Planet_Auto_Reveal>FALSE</Planet_Auto_Reveal>
<Trade_Routes>Tutorial_V_NalHutta_Ryloth</Trade_Routes>
<Starting_Active_Player>Empire</Starting_Active_Player>
<Starting_Credits>Empire, 1000</Starting_Credits>
<Starting_Tech_Level>Empire, 0</Starting_Tech_Level>
<Supports_Custom_Settings>False</Supports_Custom_Settings>
<Starting_Forces>Rebel, Tatooine, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, R_Ground_Barracks</Starting_Forces>
<Starting_Forces>Rebel, Ryloth, Rebel_Infantry_Squad</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Acclamator_Assault_Ship_Class_II</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Acclamator_Assault_Ship_Class_II</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Empire_Star_Base_2</Starting_Forces>
<Starting_Forces>Empire, NalHutta, E_Ground_Officer_Academy</Starting_Forces>
<Starting_Forces>Empire, NalHutta, E_Ground_Research_Facility</Starting_Forces>
<Starting_Forces>Empire, NalHutta, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Ground_Hutt_Palace_E</Starting_Forces>
<Starting_Forces>Empire, NalHutta, E_Ground_Power_Generator</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Field_Com_Empire_Team</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, NalHutta, Imperial_Stormtrooper_Squad</Starting_Forces>
</Campaign>
<Campaign Name="Tutorial_Six">
<Campaign_Set>Tutorial_VI_Rebel_Only</Campaign_Set>
<Text_ID>TEXT_STORY_TUTORIAL_MP_ACT06_00</Text_ID>
<Description_Text>TEXT_STORY_TUTORIAL_MP_DESC_ACT06</Description_Text>
<Camera_Shift_X>30.0</Camera_Shift_X>
<Camera_Shift_Y>-10.0</Camera_Shift_Y>
<Camera_Distance>500.0</Camera_Distance>
<Is_Listed>false</Is_Listed>
<Tutorial>true</Tutorial>
<Rebel_Story_Name>Story_Plots_Tutorial_VI.xml</Rebel_Story_Name>
<Locations>Galaxy_Core_Art_Model, Tatooine, Endor</Locations>
<Starting_Active_Player>Rebel</Starting_Active_Player>
<AI_Player_Control>Empire, None</AI_Player_Control>
<AI_Player_Control>Pirates, None</AI_Player_Control>
<Starting_Credits>Rebel, 10000</Starting_Credits>
<Starting_Tech_Level>Rebel, 1</Starting_Tech_Level>
<Supports_Custom_Settings>False</Supports_Custom_Settings>
</Campaign>
<Campaign Name="Tutorial_Seven">
<Campaign_Set>Tutorial_VII_Rebel_Only</Campaign_Set>
<Text_ID>TEXT_STORY_TUTORIAL_MP_ACT07_00</Text_ID>
<Description_Text>TEXT_STORY_TUTORIAL_MP_DESC_ACT07</Description_Text>
<Camera_Shift_X>30.0</Camera_Shift_X>
<Camera_Shift_Y>-10.0</Camera_Shift_Y>
<Camera_Distance>500.0</Camera_Distance>
<Is_Listed>false</Is_Listed>
<Tutorial>true</Tutorial>
<Rebel_Story_Name>Story_Plots_Tutorial_VII.xml</Rebel_Story_Name>
<Locations>Galaxy_Core_Art_Model, Tatooine, Kashyyyk, Bothawui, NalHutta, Kuat, Corellia, Ryloth</Locations>
<Starting_Active_Player>Rebel</Starting_Active_Player>
<AI_Player_Control>Empire, None</AI_Player_Control>
<AI_Player_Control>Pirates, None</AI_Player_Control>
<Starting_Credits>Rebel, 10000</Starting_Credits>
<Starting_Tech_Level>Rebel, 1</Starting_Tech_Level>
<Supports_Custom_Settings>False</Supports_Custom_Settings>
</Campaign>
<Campaign Name="Tutorial_Underworld">
<Campaign_Set>Tutorial_Underworld</Campaign_Set>
<Text_ID>TEXT_CAMPAIGN_UNDERWORLD_TUTORIAL</Text_ID>
<Description_Text>TEXT_CAMPAIGN_SINGLE_FOCUS_DESCRIPTION</Description_Text>
<Is_Listed>true</Is_Listed>
<Tutorial>true</Tutorial>
<Camera_Shift_X>160.0</Camera_Shift_X>
<Camera_Shift_Y>-320.0</Camera_Shift_Y>
<Camera_Distance>1200.0</Camera_Distance>
<Planet_Auto_Reveal>False</Planet_Auto_Reveal>
<Locations>
Galaxy_Core_Art_Model,
Felucia,
Mandalore_Prologue,
NalHutta_Prologue,
Ryloth
</Locations>
<Trade_Routes>
Tutorial_VIII_Felucia_NalHutta,
Tutorial_VIII_NalHutta_Ryloth,
Tutorial_VIII_Ryloth_Mandalore
</Trade_Routes>
<Home_Location>Rebel, Felucia</Home_Location>
<Home_Location>Empire, NalHutta</Home_Location>
<Home_Location>Underworld, Ryloth</Home_Location>
<Starting_Active_Player>Underworld</Starting_Active_Player>
<Rebel_Story_Name>Story_Plots_Rebel_AI_Heroes_Tutorial.xml</Rebel_Story_Name>
<Empire_Story_Name>Story_Plots_Empire_AI_Heroes_Tutorial.xml</Empire_Story_Name>
<Underworld_Story_Name>Story_Plots_Underworld_Tutorial.xml</Underworld_Story_Name>
<AI_Player_Control>Empire, None</AI_Player_Control>
<AI_Player_Control>Rebel, None</AI_Player_Control>
<AI_Player_Control>Underworld, SandboxHuman</AI_Player_Control>
<AI_Player_Control>Pirates, None</AI_Player_Control>
<Markup_Filename>Empire, DefaultGalacticHints</Markup_Filename>
<Markup_Filename>Pirates, DefaultGalacticHints</Markup_Filename>
<Markup_Filename>Rebel, DefaultGalacticHints</Markup_Filename>
<Markup_Filename>Underworld, DefaultGalacticHints</Markup_Filename>
<Supports_Custom_Settings>False</Supports_Custom_Settings>
<Show_Completed_Tab>True</Show_Completed_Tab>
<Good_Victory_Conditions>
Galactic_All_Planets_Controlled
</Good_Victory_Conditions>
<Evil_Victory_Conditions>
Galactic_All_Planets_Controlled,
Galactic_Super_Weapon_Destroys_Last_Enemy_Planet
</Evil_Victory_Conditions>
<Special_Case_Production>Empire, NalHutta, Ground_Cantina_E</Special_Case_Production>
<Special_Case_Production>Rebel, NalHutta, Ground_Cantina_R</Special_Case_Production>
<Special_Case_Production>Empire, NalHutta, Ground_Hutt_Palace_E</Special_Case_Production>
<Special_Case_Production>Rebel, NalHutta, Ground_Hutt_Palace_R</Special_Case_Production>
<Special_Case_Production>Empire, Tatooine, Ground_Cantina_E</Special_Case_Production>
<Special_Case_Production>Rebel, Tatooine, Ground_Cantina_R</Special_Case_Production>
<Special_Case_Production>Empire, Tatooine, Ground_Hutt_Palace_E</Special_Case_Production>
<Special_Case_Production>Rebel, Tatooine, Ground_Hutt_Palace_R</Special_Case_Production>
<Starting_Credits>Rebel, 8000</Starting_Credits>
<Starting_Tech_Level>Rebel, 2</Starting_Tech_Level>
<Max_Tech_Level>Rebel, 4</Max_Tech_Level>
<Starting_Credits>Empire, 10000</Starting_Credits>
<Starting_Tech_Level>Empire, 3</Starting_Tech_Level>
<Max_Tech_Level>Empire, 5</Max_Tech_Level>
<Starting_Forces>Empire, Felucia, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, Felucia, E_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, Felucia, E_Ground_Heavy_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, Felucia, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, Felucia, Imperial_Heavy_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, Felucia, Imperial_Anti_Infantry_Brigade</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Prologue, Empire_Star_Base_5</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Prologue, TIE_Defender_Squadron</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Prologue, TIE_Defender_Squadron</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Prologue, Tartan_Patrol_Cruiser</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Prologue, Victory_Destroyer</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Prologue, Star_Destroyer</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Prologue, Star_Destroyer</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Prologue, Star_Destroyer</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Prologue, E_Ground_Barracks</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Prologue, E_Ground_Light_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Prologue, E_Ground_Heavy_Vehicle_Factory</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Prologue, Imperial_Stormtrooper_Squad</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Prologue, DarkTrooper_P1_Company</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Prologue, DarkTrooper_P2_Company</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Prologue, DarkTrooper_P3_Company</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Prologue, Imperial_Heavy_Scout_Squad</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Prologue, Imperial_Anti_Infantry_Brigade</Starting_Forces>
<Starting_Forces>Empire, NalHutta_Prologue, Imperial_Heavy_Assault_Company</Starting_Forces>
<Starting_Forces>Hutts, Mandalore_Prologue, Hutt_Command_Center_Palace</Starting_Forces>
<Starting_Forces>Hutts, Mandalore_Prologue, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Mandalore_Prologue, Hutt_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Mandalore_Prologue, Hutt_PLEX_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Mandalore_Prologue, Hutt_PLEX_Soldier_Squad</Starting_Forces>
<Starting_Forces>Hutts, Mandalore_Prologue, Hutt_Pod_Walker_Team</Starting_Forces>
<Starting_Forces>Hutts, Mandalore_Prologue, Hutt_Swamp_Speeder_Team</Starting_Forces>
<Starting_Credits>Underworld, 10000</Starting_Credits>
<Starting_Tech_Level>Underworld, 2</Starting_Tech_Level>
<Max_Tech_Level>Underworld, 5</Max_Tech_Level>
<Starting_Forces>Underworld, Ryloth, Underworld_Star_Base_3</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, Underworld_Saboteur_Team</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, U_Ground_Palace</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, Underworld_Disruptor_Merc_Squad</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, Underworld_Merc_Squad</Starting_Forces>
<Starting_Forces>Underworld, Ryloth, F9TZ_Cloaking_Transport_Company</Starting_Forces>
</Campaign>
</Campaigns>

View File

@@ -0,0 +1,159 @@
<?xml version="1.0"?>
<CIN_GroundInfantry_Units>
<CIN_GroundInfantry Name="CIN_Scout_Trooper">
<LOD_Bias>5</LOD_Bias>
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Text_ID>TEXT_UNIT_SCOUT_TROOPER</Text_ID>
<Land_Model_Name>EV_Bike.ALO</Land_Model_Name>
<Select_Box_Scale>20</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Mass>1.0</Mass>
<Max_Speed>4.0</Max_Speed>
<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
<Scale_Factor>1.0</Scale_Factor>
<CanCellStack>yes</CanCellStack>
<Is_Sprite>No</Is_Sprite>
<Type>Hover</Type>
<Deploys>No</Deploys>
<Affiliation>Empire</Affiliation>
<Political_Control>0</Political_Control>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>2</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Build_Cost_Credits>150</Build_Cost_Credits>
<Build_Time_Seconds>25</Build_Time_Seconds>
<Size_Value>25</Size_Value>
<Damage>15</Damage>
<Sensor_Range>40</Sensor_Range>
<Shield_Points>0</Shield_Points>
<Tactical_Health>90</Tactical_Health>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Energy_Capacity>50</Energy_Capacity>
<Energy_Refresh_Rate>10</Energy_Refresh_Rate>
<Stealth_Capable>No</Stealth_Capable>
<Victory_Relevant>yes</Victory_Relevant>
<Projectile_Types>Proj_Vehicle_Laser_Green</Projectile_Types>
<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>100.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 12.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 12.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 12.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 12.0</Targeting_Fire_Inaccuracy>
<SFXEvent_Select>Unit_Select_Storm_Trooper</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Storm_Trooper</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Storm_Trooper</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Storm_Trooper</SFXEvent_Guard>
<SFXEvent_Fire>Unit_Scout_Trooper_Fire</SFXEvent_Fire>
<Death_SFXEvent_Start_Die>Unit_Speeder_Bike_Death_SFX</Death_SFXEvent_Start_Die>
<MovementClass>Hover</MovementClass>
<OccupationStyle>1x1</OccupationStyle>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>18.0, 7.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Is_Squashable>Yes</Is_Squashable>
<Create_Team>Yes</Create_Team>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
</CIN_GroundInfantry>
<CIN_GroundInfantry Name="CIN_Stormtrooper">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Text_ID>TEXT_UNIT_STORMTROOPER</Text_ID>
<Land_Model_Name>EI_TROOPER.ALO</Land_Model_Name>
<Behavior>SELECTABLE</Behavior>
<LandBehavior>WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<CanCellStack>yes</CanCellStack>
<Select_Box_Scale>10</Select_Box_Scale>
<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
<Mass>1.0</Mass>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<Rotation_Animation_Speed>20.0</Rotation_Animation_Speed>
<Max_Speed>0.8</Max_Speed>
<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
<Scale_Factor>1.0</Scale_Factor>
<Is_Sprite>No</Is_Sprite>
<Type>Walk</Type>
<Deploys>No</Deploys>
<Affiliation>Empire</Affiliation>
<Scale_Factor>1.0</Scale_Factor>
<Is_Sprite>No</Is_Sprite>
<Political_Control>0</Political_Control>
<Required_Timeline>0</Required_Timeline>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
<Required_Star_Base_Level>0</Required_Star_Base_Level>
<Build_Cost_Credits>75</Build_Cost_Credits>
<Build_Time_Seconds>15</Build_Time_Seconds>
<Size_Value>10</Size_Value>
<Damage>8</Damage>
<Sensor_Range>20</Sensor_Range>
<Shield_Points>0</Shield_Points>
<Tactical_Health>40</Tactical_Health>
<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
<Energy_Capacity>0</Energy_Capacity>
<Energy_Refresh_Rate>0</Energy_Refresh_Rate>
<Stealth_Capable>No</Stealth_Capable>
<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
<Victory_Relevant>yes</Victory_Relevant>
<Projectile_Types>Proj_Infantry_Blaster_Green</Projectile_Types>
<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>100.0</Targeting_Max_Attack_Distance>
<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>
<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy>Infantry, 12.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Vehicle, 8.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Air, 12.0</Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy>Structure, 12.0</Targeting_Fire_Inaccuracy>
<SFXEvent_Select>Unit_Select_Storm_Trooper</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Storm_Trooper</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Storm_Trooper</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Storm_Trooper</SFXEvent_Guard>
<SFXEvent_Fire>Unit_Storm_Trooper_Fire</SFXEvent_Fire>
<MovementClass>Infantry</MovementClass>
<OccupationStyle>1x1</OccupationStyle>
<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
<Is_Squashable>Yes</Is_Squashable>
<Create_Team>Yes</Create_Team>
</CIN_GroundInfantry>
<CIN_GroundInfantry Name="CIN_Prop_Rebel00">
<Text_ID>TEXT_NONE</Text_ID>
<Land_Model_Name>RI_infantry_dummy.alo</Land_Model_Name>
<Scale_Factor>2.0</Scale_Factor>
<Is_Decoration>Yes</Is_Decoration>
</CIN_GroundInfantry>
<CIN_GroundInfantry Name="CIN_Prop_Rebel01">
<Text_ID>TEXT_NONE</Text_ID>
<Land_Model_Name>RI_infantry_dummy2.alo</Land_Model_Name>
<Scale_Factor>2.0</Scale_Factor>
<Is_Decoration>Yes</Is_Decoration>
</CIN_GroundInfantry>
<CIN_GroundInfantry Name="CIN_Prop_Destroyer02">
<Text_ID>TEXT_NONE</Text_ID>
<Land_Model_Name>UI_droideka_dummy.alo</Land_Model_Name>
<Scale_Factor>2.0</Scale_Factor>
<Is_Decoration>Yes</Is_Decoration>
</CIN_GroundInfantry>
<CIN_GroundInfantry Name="CIN_Prop_Destroyer03">
<Text_ID>TEXT_NONE</Text_ID>
<Land_Model_Name>UI_droideka_dummy2.alo</Land_Model_Name>
<Scale_Factor>2.0</Scale_Factor>
<Is_Decoration>Yes</Is_Decoration>
</CIN_GroundInfantry>
</CIN_GroundInfantry_Units>

View File

@@ -0,0 +1,430 @@
<?xml version="1.0"?>
<Cin_GroundProps>
<Cin_GroundProp Name="Cin_X-WingProp">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>Prop_Rock_Cluster_00</Variant_Of_Existing_Type>
<Land_Model_Name>Cin_rv_XWingProp.alo</Land_Model_Name>
<LandBehavior>LAND_OBSTACLE, Selectable</LandBehavior>
<Obstacle_Width>30.0</Obstacle_Width>
<Obstacle_Height>30.0</Obstacle_Height>
<Obstacle_X_Offset>-10.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-10.0</Obstacle_Y_Offset>
<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
<Cinematic_Anim_Index>00</Cinematic_Anim_Index>
<User_Bound_Min>-3000, -3000, 0</User_Bound_Min>
<User_Bound_Max>3000, 3000, 3500</User_Bound_Max>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_destroyed_Empire_Wall">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Cin_X-WingProp</Variant_Of_Existing_Type>
<Land_Model_Name>EB_BaseWall-mid_dest.alo</Land_Model_Name>
<Obstacle_Width>1.0</Obstacle_Width>
<Obstacle_Height>1.0</Obstacle_Height>
<Obstacle_X_Offset>-1.0</Obstacle_X_Offset>
<Obstacle_Y_Offset>-1.0</Obstacle_Y_Offset>
<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
<Cinematic_Anim_Index>00</Cinematic_Anim_Index>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_DeathStar_Hangar">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>CIN_DeathStar_Hangar.alo</Land_Model_Name>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_sith_lefthall">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Scale_Factor>1</Scale_Factor>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>w_sith_lefthall.alo</Land_Model_Name>
</Cin_GroundProp>
<Cin_GroundProp Name="sith_master">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Scale_Factor>0.5</Scale_Factor>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>w_carbonite_sith_master.alo</Land_Model_Name>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_cave_door">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Scale_Factor>1</Scale_Factor>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>w_cave_door.alo</Land_Model_Name>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_sith_door">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Scale_Factor>1</Scale_Factor>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>w_sith_door.alo</Land_Model_Name>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_sith_righthall">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Scale_Factor>1</Scale_Factor>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>w_sith_righthall.alo</Land_Model_Name>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_sith_wall_arch">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Scale_Factor>1</Scale_Factor>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>w_wall_arch.alo</Land_Model_Name>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_sith_roof">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Scale_Factor>1</Scale_Factor>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>w_sith_roof.alo</Land_Model_Name>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_sith_console">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Scale_Factor>0.20</Scale_Factor>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>w_sith_console.alo</Land_Model_Name>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_w_tile">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Scale_Factor>0.50</Scale_Factor>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>w_tile.alo</Land_Model_Name>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_sith_statue">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Scale_Factor>2.5</Scale_Factor>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>w_cin_sith_statue.alo</Land_Model_Name>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_sith_arch">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Scale_Factor>1</Scale_Factor>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>w_sith_arch.alo</Land_Model_Name>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_sith_column">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Scale_Factor>0.75</Scale_Factor>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>w_sith_column.alo</Land_Model_Name>
</Cin_GroundProp>
<Cin_GroundProp Name="cin_carbonite_sith">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Scale_Factor>0.5</Scale_Factor>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>w_carbonite_sith.alo</Land_Model_Name>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_Trooper_Row">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>CIN_Trooper_Row.alo</Land_Model_Name>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_Biker_Row">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>CIN_Biker_Row.alo</Land_Model_Name>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_Officer_Row">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>CIN_Officer_Row.alo</Land_Model_Name>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_NavyTrooper_Row">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>CIN_NavyTrooper_Row.alo</Land_Model_Name>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_Lambda_Mouth">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>CIN_Lambda_Mouth.alo</Land_Model_Name>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_Lambda_Head">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>CIN_Lambda_Head.alo</Land_Model_Name>
</Cin_GroundProp>
<Cin_GroundProp Name="REb_CelebHall">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>CIN_Reb_CelebHall.alo</Land_Model_Name>
<User_Bound_Min>-3000, -3000, 0</User_Bound_Min>
<User_Bound_Max>3000, 3000, 3500</User_Bound_Max>
<Is_Editor_Placed>false</Is_Editor_Placed>
</Cin_GroundProp>
<Cin_GroundProp Name="REb_CelebCharacters">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>Cin_X-WingProp</Variant_Of_Existing_Type>
<Land_Model_Name>CIN_REb_CelebCharacters.alo</Land_Model_Name>
<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
<Cinematic_Anim_Index>00</Cinematic_Anim_Index>
<Is_Editor_Placed>false</Is_Editor_Placed>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_Rebel_NavyRow">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>CIN_Rbel_NavyRow.alo</Land_Model_Name>
<Is_Editor_Placed>false</Is_Editor_Placed>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_Rebel_soldier">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>CIN_Rbel_Soldier.alo</Land_Model_Name>
<Is_Editor_Placed>false</Is_Editor_Placed>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_Rebel_SoldierRow">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>CIN_Rbel_Soldier_Group.alo</Land_Model_Name>
<Is_Editor_Placed>false</Is_Editor_Placed>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_Rebel_Grey">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>CIN_Rbel_grey.alo</Land_Model_Name>
<Is_Editor_Placed>false</Is_Editor_Placed>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_Rebel_GreyGroup">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>CIN_Rbel_GreyGroup.alo</Land_Model_Name>
<Is_Editor_Placed>false</Is_Editor_Placed>
</Cin_GroundProp>
<Cin_GroundProp Name="Lambda_Shuttle_150">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>Cin_X-WingProp</Variant_Of_Existing_Type>
<Land_Model_Name>Cin_EV_lambdaShuttle_150.alo</Land_Model_Name>
<Scale_Factor>1.0</Scale_Factor>
<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
<Cinematic_Anim_Index>00</Cinematic_Anim_Index>
</Cin_GroundProp>
<Cin_GroundProp Name="Lambda_Shuttle_150X6-9">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>Cin_X-WingProp</Variant_Of_Existing_Type>
<Land_Model_Name>Cin_EV_lambdaShuttle_150.alo</Land_Model_Name>
<Scale_Factor>1.0</Scale_Factor>
<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
<Cinematic_Anim_Index>01</Cinematic_Anim_Index>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_Vader">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>Cin_X-WingProp</Variant_Of_Existing_Type>
<Land_Model_Name>Cin_EI_Vader.alo</Land_Model_Name>
<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
<Cinematic_Anim_Index>00</Cinematic_Anim_Index>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Is_Editor_Placed>false</Is_Editor_Placed>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_Vader_Shot_6-9">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Cin_Vader</Variant_Of_Existing_Type>
<Cinematic_Anim_Index>01</Cinematic_Anim_Index>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Is_Editor_Placed>false</Is_Editor_Placed>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_Emperor_Shot_5">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>Cin_X-WingProp</Variant_Of_Existing_Type>
<Land_Model_Name>Cin_EI_Palpatine.alo</Land_Model_Name>
<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
<Cinematic_Anim_Index>00</Cinematic_Anim_Index>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Blob_Shadow_Below_Detail_Level>99r</Blob_Shadow_Below_Detail_Level>
</Cin_GroundProp>
<Cin_GroundProp Name="Cin_Emperor_Shot_6-9">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Cin_Emperor_Shot_5</Variant_Of_Existing_Type>
<Cinematic_Anim_Index>01</Cinematic_Anim_Index>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
</Cin_GroundProp>
<Cin_GroundProp Name="FIN_At-AT">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>AT_AT_Walker</Variant_Of_Existing_Type>
<Max_Speed>0.50</Max_Speed>
<Scale_Factor>2</Scale_Factor>
<Death_Clone>Damage_Normal, FIN_At-AT_Death</Death_Clone>
</Cin_GroundProp>
<Cin_GroundProp Name="FIN_At-AT_Death">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>AT_AT_Walker_Death_Clone_00</Variant_Of_Existing_Type>
<Scale_Factor>2</Scale_Factor>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
</Cin_GroundProp>
<Cin_GroundProp Name="FIN_MPTL">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>MPTL</Variant_Of_Existing_Type>
<Scale_Factor>1.5</Scale_Factor>
<Max_Speed>.6</Max_Speed>
<Targeting_Max_Attack_Distance>1500.0</Targeting_Max_Attack_Distance>
<Projectile_Types>Cin_Proj_Ground_Proton_Torpedo</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Count>9</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>2.5</Projectile_Fire_Recharge_Seconds>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
</Cin_GroundProp>
<Cin_GroundProp Name="FIN_ATST">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>AT_ST_Walker</Variant_Of_Existing_Type>
<Max_Speed>1.2</Max_Speed>
<Scale_Factor>1.25</Scale_Factor>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
</Cin_GroundProp>
<Cin_GroundProp Name="FIN_SPMAT">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
<Variant_Of_Existing_Type>SPMAT_Walker</Variant_Of_Existing_Type>
<Max_Speed>0.8</Max_Speed>
<Scale_Factor>1.25</Scale_Factor>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
</Cin_GroundProp>
<Cin_GroundProp Name="FIN_T4B_Tank">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>T4B_Tank</Variant_Of_Existing_Type>
<Max_Speed>1.00</Max_Speed>
<Scale_Factor>1.4</Scale_Factor>
<Tactical_Health>200</Tactical_Health>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
</Cin_GroundProp>
<Cin_GroundProp Name="FIN_TIE_Crawler">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>TIE_Crawler</Variant_Of_Existing_Type>
<Max_Speed>2.40</Max_Speed>
<Scale_Factor>1.25</Scale_Factor>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
</Cin_GroundProp>
<Cin_GroundProp Name="FIN_Scout_Trooper">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Scout_Trooper</Variant_Of_Existing_Type>
<Max_Speed>5.0</Max_Speed>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
</Cin_GroundProp>
<Cin_GroundProp Name="FIN_Stormtrooper">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Stormtrooper</Variant_Of_Existing_Type>
<Max_Speed>2.40</Max_Speed>
<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
<Rotation_Animation_Speed>20.0</Rotation_Animation_Speed>
<Walk_Animation_Speed>.366</Walk_Animation_Speed>
<Max_Speed>0.8</Max_Speed>
<Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn>
<Scale_Factor>1.5</Scale_Factor>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
</Cin_GroundProp>
<Cin_GroundProp Name="FIN_Plex_Soldier">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Plex_Soldier</Variant_Of_Existing_Type>
<Movement_Animation_Speed>0.55</Movement_Animation_Speed>
<Max_Speed>0.8</Max_Speed>
<Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn>
<Scale_Factor>1.5</Scale_Factor>
<Land_Model_Name>RI_PlexS_Forest.alo</Land_Model_Name>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
</Cin_GroundProp>
<Cin_GroundProp Name="FIN_Rebel_Trooperr">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Rebel_Trooper</Variant_Of_Existing_Type>
<Movement_Animation_Speed>0.65</Movement_Animation_Speed>
<Max_Speed>1.1</Max_Speed>
<Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn>
<Scale_Factor>1.5</Scale_Factor>
<Land_Model_Name>RI_Infantry_forest.alo</Land_Model_Name>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
</Cin_GroundProp>
<Cin_GroundProp Name="FIN_SnowSpeeder_fast">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Snowspeeder</Variant_Of_Existing_Type>
<Max_Speed>10.0</Max_Speed>
<Max_Rate_Of_Turn>5.0</Max_Rate_Of_Turn>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
</Cin_GroundProp>
<Cin_GroundProp Name="FIN_TIE_Bomber_Bombing_Run">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>TIE_Bomber_Bombing_Run</Variant_Of_Existing_Type>
<Max_Speed>20.0</Max_Speed>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
</Cin_GroundProp>
<Cin_GroundProp Name="Fin_Fire_Huge">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>CIN_Fire_Huge.alo</Land_Model_Name>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
</Cin_GroundProp>
<Cin_GroundProp Name="Fin_Fire_Medium">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>CIN_Fire_Medium.alo</Land_Model_Name>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
</Cin_GroundProp>
<Cin_GroundProp Name="Empire_Droid">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Cin_destroyed_Empire_Wall</Variant_Of_Existing_Type>
<Land_Model_Name>CIN_Probe_Droid.alo</Land_Model_Name>
<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
<Cinematic_Anim_Index>00</Cinematic_Anim_Index>
</Cin_GroundProp>
</Cin_GroundProps>

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<?xml version="1.0"?>
<Cin_GroundStructures>
<Cin_GroundStructure Name="CIN_Empire_AA_Turret">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Empire_Anti_Aircraft_Turret</Variant_Of_Existing_Type>
<Targeting_Scan_Range>3800.0</Targeting_Scan_Range>
<Targeting_Max_Attack_Distance>3800.0</Targeting_Max_Attack_Distance>
<Projectile_Fire_Recharge_Seconds>0.1</Projectile_Fire_Recharge_Seconds>
<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
<Turret_Rotate_Speed>0.5</Turret_Rotate_Speed>
<Targeting_Fire_Inaccuracy>Air, 40</Targeting_Fire_Inaccuracy>
<Projectile_Types>CIN_Proj_Flak_Pod_Fast</Projectile_Types>
</Cin_GroundStructure>
</Cin_GroundStructures>

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<?xml version="1.0"?>
<CIN_GroundVehicles>
<Cin_GroundVehicle Name="Y-Wing_Intro_Ground">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Y-Wing_bombing</Variant_Of_Existing_Type>
<Max_Speed>8</Max_Speed>
<Min_Speed>8</Min_Speed>
<Max_Rate_Of_Turn>1</Max_Rate_Of_Turn>
<Projectile_Types>CIN_Proj_Ground_Proton_Torpedo_Fast</Projectile_Types>
<Targeting_Max_Attack_Distance>1800.0</Targeting_Max_Attack_Distance>
<Turret_Rotate_Extent_Degrees>50</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>50</Turret_Elevate_Extent_Degrees>
<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
<Damage_Hit_Particles>Medium_Explosion_Land</Damage_Hit_Particles>
<Projectile_Fire_Recharge_Seconds>3</Projectile_Fire_Recharge_Seconds>
<Hover_Offset>100.0</Hover_Offset>
<Custom_Soft_Footprint_Radius>0.1</Custom_Soft_Footprint_Radius>
</Cin_GroundVehicle>
<Cin_GroundVehicle Name="Y-Wing_Intro_GroundH">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Y-Wing_bombing</Variant_Of_Existing_Type>
<Max_Speed>9</Max_Speed>
<Min_Speed>9</Min_Speed>
<Max_Rate_Of_Turn>3</Max_Rate_Of_Turn>
<Targeting_Max_Attack_Distance>2600.0</Targeting_Max_Attack_Distance>
<Turret_Rotate_Extent_Degrees>50</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>50</Turret_Elevate_Extent_Degrees>
<Projectile_Fire_Pulse_Count>3</Projectile_Fire_Pulse_Count>
<Damage_Hit_Particles>Medium_Explosion_Land</Damage_Hit_Particles>
<Hover_Offset>100.0</Hover_Offset>
<Projectile_Fire_Recharge_Seconds>10</Projectile_Fire_Recharge_Seconds>
<Projectile_Types>CIN_Proj_Ground_Proton_Torpedo_Fast</Projectile_Types>
<Custom_Soft_Footprint_Radius>0.1</Custom_Soft_Footprint_Radius>
</Cin_GroundVehicle>
<Cin_GroundVehicle Name="Y-Wing_Intro_GroundLow">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Y-Wing_bombing</Variant_Of_Existing_Type>
<Max_Speed>3</Max_Speed>
<Min_Speed>3</Min_Speed>
<Max_Rate_Of_Turn>3</Max_Rate_Of_Turn>
<Projectile_Types>CIN_Proj_Ground_Proton_Torpedo_Fast</Projectile_Types>
<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
<Turret_Rotate_Extent_Degrees>50</Turret_Rotate_Extent_Degrees>
<Turret_Elevate_Extent_Degrees>50</Turret_Elevate_Extent_Degrees>
<Projectile_Fire_Pulse_Count>3</Projectile_Fire_Pulse_Count>
<Damage_Hit_Particles>Medium_Explosion_Land</Damage_Hit_Particles>
<Hover_Offset>50.0</Hover_Offset>
<Projectile_Fire_Recharge_Seconds>10</Projectile_Fire_Recharge_Seconds>
<Tactical_Health>1000</Tactical_Health>
</Cin_GroundVehicle>
<Cin_GroundVehicle Name="CIN_Gallofree_Y-Wing">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Y-Wing_Intro_Ground</Variant_Of_Existing_Type>
<Land_Model_Name>RV_TRANSPORT.ALO</Land_Model_Name>
<Max_Speed>6</Max_Speed>
<Min_Speed>6</Min_Speed>
</Cin_GroundVehicle>
<Cin_GroundVehicle Name="CIN_Gallofree_IntroOpen">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Max_Speed>3.0</Max_Speed>
<Variant_Of_Existing_Type>Gallofree_Ground_Fly</Variant_Of_Existing_Type>
<Max_Thrust>0.1</Max_Thrust>
<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
<Hover_Offset>220.0</Hover_Offset>
<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
<Cinematic_Anim_Index>00</Cinematic_Anim_Index>
<Obstacle_Width>0.01</Obstacle_Width>
<Obstacle_Height>0.01</Obstacle_Height>
<Obstacle_X_Offset>0.01</Obstacle_X_Offset>
<Obstacle_Y_Offset>0.01</Obstacle_Y_Offset>
</Cin_GroundVehicle>
<Cin_GroundVehicle Name="CIN_Gallofree_IntroOpen_01">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>CIN_Gallofree_IntroOpen</Variant_Of_Existing_Type>
<Cinematic_Anim_Index>01</Cinematic_Anim_Index>
</Cin_GroundVehicle>
<Cin_GroundVehicle Name="CIN_Gallofree_IntroOpen_02">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>CIN_Gallofree_IntroOpen</Variant_Of_Existing_Type>
<Cinematic_Anim_Index>02</Cinematic_Anim_Index>
<User_Bound_Min>-3000, -3000, 0</User_Bound_Min>
<User_Bound_Max>3000, 3000, 3500</User_Bound_Max>
</Cin_GroundVehicle>
<Cin_GroundVehicle Name="CIN_MPTL_Intro">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>MPTL</Variant_Of_Existing_Type>
<Targeting_Max_Attack_Distance>50.0</Targeting_Max_Attack_Distance>
</Cin_GroundVehicle>
<Cin_GroundVehicle Name="CIN_AT-AT_Vehicles">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>AT_AT_Walker</Variant_Of_Existing_Type>
<Turret_Targets_Ground_Infantry>9999</Turret_Targets_Ground_Infantry>
<Turret_Targets_Anything_Else>9999</Turret_Targets_Anything_Else>
<Turret_Targets_Air_Vehicles>9999</Turret_Targets_Air_Vehicles>
<Targeting_Max_Attack_Distance>270.0</Targeting_Max_Attack_Distance>
</Cin_GroundVehicle>
<Cin_GroundVehicle Name="CIN_T-4B_Vehicles">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>T4B_Tank</Variant_Of_Existing_Type>
<Turret_Targets_Ground_Infantry>9999</Turret_Targets_Ground_Infantry>
<Turret_Targets_Anything_Else>9999</Turret_Targets_Anything_Else>
<Targeting_Max_Attack_Distance>220.0</Targeting_Max_Attack_Distance>
</Cin_GroundVehicle>
<Cin_GroundVehicle Name="CIN_AT-ST">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>AT_ST_Walker</Variant_Of_Existing_Type>
<Turret_Targets_Ground_Infantry>9999</Turret_Targets_Ground_Infantry>
<Turret_Targets_Anything_Else>9999</Turret_Targets_Anything_Else>
<Targeting_Max_Attack_Distance>100.0</Targeting_Max_Attack_Distance>
</Cin_GroundVehicle>
<Cin_GroundVehicle Name="CIN_Gallofree">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Max_Speed>8</Max_Speed>
<Variant_Of_Existing_Type>Gallofree_Ground_Fly</Variant_Of_Existing_Type>
<Max_Thrust>0.1</Max_Thrust>
<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
<Hover_Offset>2000.0</Hover_Offset>
</Cin_GroundVehicle>
</CIN_GroundVehicles>

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DATA/XML/CIN_HARDPOINTS.XML Normal file
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<?xml version="1.0"?>
<HardPoints>
<HardPoint Name="CIN_HP_Star_Destroyer_Weapon_FL">
<Type>HARD_POINT_WEAPON_LASER</Type>
<Weapon_Hardpoint>Yes</Weapon_Hardpoint>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Tooltip_Text>TEXT_WEAPON_HARDPOINT</Tooltip_Text>
<Health>420.0</Health>
<Death_Explosion_Particles>Large_Explosion_Space_Empire</Death_Explosion_Particles>
<Model_To_Attach>Cine_EV_StarDestroyer_HP00_L-F.alo</Model_To_Attach>
<Attachment_Bone>HP_F-L_COLL</Attachment_Bone>
<Collision_Mesh>HP_F-L_COLL</Collision_Mesh>
<Damage_Decal>HP_F-L_BLAST</Damage_Decal>
<Damage_Particles>HP_F-L_EMITDAMAGE</Damage_Particles>
<Death_Breakoff_Prop>Hardpoint_Breakoff_Star_Dest_Weapon_FL</Death_Breakoff_Prop>
<Fire_Bone_A>FP_F-L_00</Fire_Bone_A>
<Fire_Bone_B>FP_F-L_01</Fire_Bone_B>
<Fire_Cone_Width>130.0</Fire_Cone_Width>
<Fire_Cone_Height>130.0</Fire_Cone_Height>
<Fire_Projectile_Type>Proj_Ship_Turbolaser_Green_Capital</Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>0.2</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>1.0</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>1</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
<Fire_Range_Distance>1000.0</Fire_Range_Distance>
<Fire_SFXEvent>Unit_Star_Destroyer_Fire</Fire_SFXEvent>
<Fire_Inaccuracy_Distance>Fighter, 70.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Bomber, 70.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Transport, 60.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Corvette, 30.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Frigate, 10.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Capital, 10.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Super, 1.0</Fire_Inaccuracy_Distance>
</HardPoint>
<HardPoint Name="CIN_HP_Star_Destroyer_Weapon_FR">
<Type>HARD_POINT_WEAPON_LASER</Type>
<Weapon_Hardpoint>Yes</Weapon_Hardpoint>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Tooltip_Text>TEXT_WEAPON_HARDPOINT</Tooltip_Text>
<Health>420.0</Health>
<Death_Explosion_Particles>Large_Explosion_Space_Empire</Death_Explosion_Particles>
<Model_To_Attach>Cine_EV_StarDestroyer_HP00_F-R.alo</Model_To_Attach>
<Attachment_Bone>HP_F-R_COLL</Attachment_Bone>
<Collision_Mesh>HP_F-R_COLL</Collision_Mesh>
<Damage_Decal>HP_F-R_BLAST</Damage_Decal>
<Damage_Particles>HP_F-R_EMITDAMAGE</Damage_Particles>
<Death_Breakoff_Prop>Hardpoint_Breakoff_Star_Dest_Weapon_FR</Death_Breakoff_Prop>
<Fire_Bone_A>FP_F-R_00</Fire_Bone_A>
<Fire_Bone_B>FP_F-R_01</Fire_Bone_B>
<Fire_Cone_Width>130.0</Fire_Cone_Width>
<Fire_Cone_Height>130.0</Fire_Cone_Height>
<Fire_Projectile_Type>Proj_Ship_Turbolaser_Green_Capital</Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>0.2</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>0.6</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>1</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
<Fire_Range_Distance>1000.0</Fire_Range_Distance>
<Fire_SFXEvent>Unit_Star_Destroyer_Fire</Fire_SFXEvent>
<Fire_Inaccuracy_Distance>Fighter, 70.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Bomber, 70.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Transport, 60.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Corvette, 30.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Frigate, 10.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Capital, 10.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Super, 1.0</Fire_Inaccuracy_Distance>
</HardPoint>
<HardPoint Name="CIN_HP_Star_Destroyer_Weapon_BL">
<Type>HARD_POINT_WEAPON_LASER</Type>
<Weapon_Hardpoint>Yes</Weapon_Hardpoint>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Tooltip_Text>TEXT_WEAPON_HARDPOINT</Tooltip_Text>
<Health>420.0</Health>
<Death_Explosion_Particles>Large_Explosion_Space_Empire</Death_Explosion_Particles>
<Model_To_Attach>Cine_EV_StarDestroyer_HP00_B-L.alo</Model_To_Attach>
<Attachment_Bone>HP_B-L_COLL</Attachment_Bone>
<Collision_Mesh>HP_B-L_COLL</Collision_Mesh>
<Damage_Decal>HP_B-L_BLAST</Damage_Decal>
<Damage_Particles>HP_B-L_EMITDAMAGE</Damage_Particles>
<Death_Breakoff_Prop>Hardpoint_Breakoff_Star_Dest_Weapon_BL</Death_Breakoff_Prop>
<Fire_Bone_A>FP_B-L_00</Fire_Bone_A>
<Fire_Bone_B>FP_B-L_01</Fire_Bone_B>
<Fire_Cone_Width>130.0</Fire_Cone_Width>
<Fire_Cone_Height>130.0</Fire_Cone_Height>
<Fire_Projectile_Type>Proj_Ship_Turbolaser_Green_Capital</Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>0.2</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>0.6</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>1</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
<Fire_Range_Distance>1000.0</Fire_Range_Distance>
<Fire_SFXEvent>Unit_Star_Destroyer_Fire</Fire_SFXEvent>
<Fire_Inaccuracy_Distance>Fighter, 70.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Bomber, 70.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Transport, 60.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Corvette, 30.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Frigate, 10.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Capital, 10.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Super, 1.0</Fire_Inaccuracy_Distance>
</HardPoint>
<HardPoint Name="CIN_HP_Star_Destroyer_Weapon_BR">
<Type>HARD_POINT_WEAPON_LASER</Type>
<Weapon_Hardpoint>Yes</Weapon_Hardpoint>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Tooltip_Text>TEXT_WEAPON_HARDPOINT</Tooltip_Text>
<Health>420.0</Health>
<Death_Explosion_Particles>Large_Explosion_Space_Empire</Death_Explosion_Particles>
<Model_To_Attach>Cine_EV_StarDestroyer_HP00_B-R.alo</Model_To_Attach>
<Attachment_Bone>HP_B-R_COLL</Attachment_Bone>
<Collision_Mesh>HP_B-R_COLL</Collision_Mesh>
<Damage_Decal>HP_B-R_BLAST</Damage_Decal>
<Damage_Particles>HP_B-R_EMITDAMAGE</Damage_Particles>
<Death_Breakoff_Prop>Hardpoint_Breakoff_Star_Dest_Weapon_BR</Death_Breakoff_Prop>
<Fire_Bone_A>FP_B-R_00</Fire_Bone_A>
<Fire_Bone_B>FP_B-R_01</Fire_Bone_B>
<Fire_Cone_Width>130.0</Fire_Cone_Width>
<Fire_Cone_Height>130.0</Fire_Cone_Height>
<Fire_Projectile_Type>Proj_Ship_Turbolaser_Green_Capital</Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>0.2</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>0.6</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>1</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
<Fire_Range_Distance>1000.0</Fire_Range_Distance>
<Fire_SFXEvent>Unit_Star_Destroyer_Fire</Fire_SFXEvent>
<Fire_Inaccuracy_Distance>Fighter, 70.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Bomber, 70.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Transport, 60.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Corvette, 30.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Frigate, 10.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Capital, 10.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Super, 1.0</Fire_Inaccuracy_Distance>
</HardPoint>
<HardPoint Name="CIN_HP_Star_Destroyer_Weapon_ML">
<Type>HARD_POINT_WEAPON_LASER</Type>
<Weapon_Hardpoint>Yes</Weapon_Hardpoint>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Tooltip_Text>TEXT_WEAPON_HARDPOINT</Tooltip_Text>
<Health>420.0</Health>
<Death_Explosion_Particles>Large_Explosion_Space_Empire</Death_Explosion_Particles>
<Model_To_Attach>Cine_EV_StarDestroyer_HP00_M-L.alo</Model_To_Attach>
<Attachment_Bone>HP_M-L_COLL</Attachment_Bone>
<Collision_Mesh>HP_M-L_COLL</Collision_Mesh>
<Damage_Decal>HP_M-L_BLAST</Damage_Decal>
<Damage_Particles>HP_M-L_EMITDAMAGE</Damage_Particles>
<Fire_Bone_A>FP_M-L_00</Fire_Bone_A>
<Fire_Bone_B>FP_M-L_01</Fire_Bone_B>
<Fire_Cone_Width>130.0</Fire_Cone_Width>
<Fire_Cone_Height>130.0</Fire_Cone_Height>
<Damage_Type>Damage_Capital_ION</Damage_Type>
<Fire_Projectile_Type>Proj_Ship_Ion_Cannon_Large</Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>0.2</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>0.6</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>1</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
<Fire_Range_Distance>800.0</Fire_Range_Distance>
<Fire_SFXEvent>Unit_Star_Destroyer_Fire</Fire_SFXEvent>
<Fire_Inaccuracy_Distance>Fighter, 20.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Bomber, 20.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Transport, 20.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Corvette, 20.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Frigate, 20.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Capital, 20.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Super, 20.0</Fire_Inaccuracy_Distance>
</HardPoint>
<HardPoint Name="CIN_HP_Star_Destroyer_Weapon_MR">
<Type>HARD_POINT_WEAPON_LASER</Type>
<Weapon_Hardpoint>Yes</Weapon_Hardpoint>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Tooltip_Text>TEXT_WEAPON_HARDPOINT</Tooltip_Text>
<Health>420.0</Health>
<Death_Explosion_Particles>Large_Explosion_Space_Empire</Death_Explosion_Particles>
<Model_To_Attach>Cine_EV_StarDestroyer_HP00_M-R.alo</Model_To_Attach>
<Attachment_Bone>HP_M-R_COLL</Attachment_Bone>
<Collision_Mesh>HP_M-R_COLL</Collision_Mesh>
<Damage_Decal>HP_M-R_BLAST</Damage_Decal>
<Damage_Particles>HP_M-R_EMITDAMAGE</Damage_Particles>
<Fire_Bone_A>FP_M-R_00</Fire_Bone_A>
<Fire_Bone_B>FP_M-R_01</Fire_Bone_B>
<Fire_Cone_Width>130.0</Fire_Cone_Width>
<Fire_Cone_Height>130.0</Fire_Cone_Height>
<Damage_Type>Damage_Capital_ION</Damage_Type>
<Fire_Projectile_Type>Proj_Ship_Ion_Cannon_Large</Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>0.2</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>0.6</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>1</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
<Fire_Range_Distance>800.0</Fire_Range_Distance>
<Fire_SFXEvent>Unit_Star_Destroyer_Fire</Fire_SFXEvent>
<Fire_Inaccuracy_Distance>Fighter, 20.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Bomber, 20.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Transport, 20.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Corvette, 20.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Frigate, 20.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Capital, 20.0</Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance>Super, 20.0</Fire_Inaccuracy_Distance>
</HardPoint>
<HardPoint Name="CIN_HP_Star_Destroyer_Shield_Generator">
<Type>HARD_POINT_SHIELD_GENERATOR</Type>
<Shield_Generator_Hardpoint>Yes</Shield_Generator_Hardpoint>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Tooltip_Text>TEXT_SHIELD_GENERATOR_HARDPOINT</Tooltip_Text>
<Health>420.0</Health>
<Death_Explosion_Particles>Large_Explosion_Space_Empire</Death_Explosion_Particles>
<Model_To_Attach>EV_StarDestroyer_HP00_M-C.alo</Model_To_Attach>
<Attachment_Bone>HP_M-C_COLL</Attachment_Bone>
<Collision_Mesh>HP_M-C_COLL</Collision_Mesh>
<Damage_Decal>HP_M-C_BLAST</Damage_Decal>
<Damage_Particles>HP_M-C_EMITDAMAGE</Damage_Particles>
</HardPoint>
<HardPoint Name="CIN_HP_Star_Destroyer_Engines">
<Type>HARD_POINT_ENGINE</Type>
<Engine_Hardpoint>Yes</Engine_Hardpoint>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Tooltip_Text>TEXT_ENGINE_HARDPOINT</Tooltip_Text>
<Health>420.0</Health>
<Death_Explosion_Particles>Large_Explosion_Space_Empire</Death_Explosion_Particles>
<Attachment_Bone>HP_E_COLL</Attachment_Bone>
<Collision_Mesh>HP_E_COLL</Collision_Mesh>
<Damage_Particles>HP_E_EMITDAMAGE</Damage_Particles>
<Engine_Particles>HP_E_MAINENGINES</Engine_Particles>
</HardPoint>
</HardPoints>

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<?xml version="1.0"?>
<CIN_Projectiles>
<Cin_Projectile Name="CIN_Proj_Ground_Proton_Torpedo_Fast">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Proj_Vehicle_Proton_Torpedo</Variant_Of_Existing_Type>
<Max_Speed>12.0</Max_Speed>
<Projectile_Max_Flight_Distance>2800.0</Projectile_Max_Flight_Distance>
<Projectile_Max_Scan_Range>2800.0</Projectile_Max_Scan_Range>
<Projectile_Damage>1.0</Projectile_Damage>
</Cin_Projectile>
<Cin_Projectile Name="CIN_Proj_Flak_Pod_Fast">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Proj_Turret_Flak_Pod</Variant_Of_Existing_Type>
<Max_Speed>100</Max_Speed>
<Projectile_Damage>1.0</Projectile_Damage>
<Projectile_Is_Missile>No</Projectile_Is_Missile>
<Projectile_Max_Flight_Distance>1500.0</Projectile_Max_Flight_Distance>
<Projectile_Max_Scan_Range>1500.0</Projectile_Max_Scan_Range>
<Projectile_Absorbed_By_Shields_Particle>Flak_Pod_Explosion</Projectile_Absorbed_By_Shields_Particle>
<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
</Cin_Projectile>
<Cin_Projectile Name="CIN_Proj_Ship_Small_Laser_Cannon_Green_Fast">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Projectile_Absorbed_By_Shields_Particle>Large_Damage_Space</Projectile_Absorbed_By_Shields_Particle>
<Variant_Of_Existing_Type>Proj_Ship_Small_Laser_Cannon_Green</Variant_Of_Existing_Type>
<Projectile_Absorbed_By_Shields_Particle>Small_Damage_Space</Projectile_Absorbed_By_Shields_Particle>
<Max_Speed>30</Max_Speed>
</Cin_Projectile>
<Cin_Projectile Name="CIN_Proj_Ship_Small_Laser_Cannon_Red_Fast">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Projectile_Absorbed_By_Shields_Particle>Large_Damage_Space</Projectile_Absorbed_By_Shields_Particle>
<Variant_Of_Existing_Type>Proj_Ship_Small_Laser_Cannon_Red</Variant_Of_Existing_Type>
<Projectile_Absorbed_By_Shields_Particle>Small_Damage_Space</Projectile_Absorbed_By_Shields_Particle>
<Max_Speed>30</Max_Speed>
</Cin_Projectile>
<Cin_Projectile Name="CIN_Proj_Ground_Proton_Torpedo">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Proj_Vehicle_Proton_Torpedo</Variant_Of_Existing_Type>
<Land_Model_Name>CIN_p_proton_torpedo.alo</Land_Model_Name>
<Max_Speed>12</Max_Speed>
<Projectile_Max_Flight_Distance>1500.0</Projectile_Max_Flight_Distance>
<Projectile_Max_Scan_Range>15000.0</Projectile_Max_Scan_Range>
<Projectile_Rocket_Curve_Distance>300</Projectile_Rocket_Curve_Distance>
<Projectile_Rocket_Curve_Offset>20</Projectile_Rocket_Curve_Offset>
<Projectile_Rocket_Straight_Distance>500</Projectile_Rocket_Straight_Distance>
<Projectile_Damage>1.0</Projectile_Damage>
</Cin_Projectile>
</CIN_Projectiles>

301
DATA/XML/CIN_SPACEPROPS.XML Normal file
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<?xml version="1.0"?>
<CIN_SpaceProps>
<CIN_SpaceProp Name="Tatooine_Backdrop_Large 3x">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Space_Model_Name>w_planet_tatooine_high.alo</Space_Model_Name>
<Is_Decoration>Yes</Is_Decoration>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<Idle_Anim_00_Rate_Mod>0.00</Idle_Anim_00_Rate_Mod>
<Scale_Factor>700.0</Scale_Factor>
<Behavior>IDLE</Behavior>
<Sort_Order_Adjust>-1</Sort_Order_Adjust>
<In_Background>yes</In_Background>
<Layer_Z_Adjust>-2500.0</Layer_Z_Adjust>
<Radar_Icon_Name>i_radar_planet.tga</Radar_Icon_Name>
</CIN_SpaceProp>
<CIN_SpaceProp Name="Tatooine_Backdrop_Large 6x">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Idle_Anim_00_Rate_Mod>0.00</Idle_Anim_00_Rate_Mod>
<Variant_Of_Existing_Type>Tatooine_Backdrop_Large 3x</Variant_Of_Existing_Type>
<Scale_Factor>1400.0</Scale_Factor>
</CIN_SpaceProp>
<CIN_SpaceProp Name="Corusant_Backdrop_Large 6x">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Tatooine_Backdrop_Large 3x</Variant_Of_Existing_Type>
<Space_Model_Name>Cin_Coruscant.alo</Space_Model_Name>
<Scale_Factor>2000.0</Scale_Factor>
<Is_Decoration>No</Is_Decoration>
</CIN_SpaceProp>
<CIN_SpaceProp Name="Alderaan_Backdrop_Large 6x">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Tatooine_Backdrop_Large 3x</Variant_Of_Existing_Type>
<Space_Model_Name>Cin_Planet_Alderaan_High.alo</Space_Model_Name>
<Scale_Factor>1100.0</Scale_Factor>
<Is_Decoration>No</Is_Decoration>
</CIN_SpaceProp>
<CIN_SpaceProp Name="Hoth_Backdrop_Large 6x">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Tatooine_Backdrop_Large 3x</Variant_Of_Existing_Type>
<Space_Model_Name>Cin_Planet_Hoth_High.alo</Space_Model_Name>
<Scale_Factor>1100.0</Scale_Factor>
<Is_Decoration>No</Is_Decoration>
</CIN_SpaceProp>
<CIN_SpaceProp Name="Kessel_Backdrop_Large 3x">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Kessel_Backdrop_Large</Variant_Of_Existing_Type>
<Scale_Factor>900.0</Scale_Factor>
</CIN_SpaceProp>
<Cin_SpaceProp Name="Star_Destroyer_Warp">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Space_Model_Name>Cin_EV_Stardestroyer_Warp.alo</Space_Model_Name>
<Is_Decoration>No</Is_Decoration>
<Scale_Factor>1.0</Scale_Factor>
<Sort_Order_Adjust>-1</Sort_Order_Adjust>
<Tactical_Health>100</Tactical_Health>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<Idle_Anim_00_Rate_Mod>1.0</Idle_Anim_00_Rate_Mod>
<Behavior>IDLE</Behavior>
<Layer_Z_Adjust>0</Layer_Z_Adjust>
<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
<Cinematic_Anim_Index>00</Cinematic_Anim_Index>
</Cin_SpaceProp>
<Cin_SpaceProp Name="Imperial_Bridge">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Space_Model_Name>Cin_bridge.alo</Space_Model_Name>
<Is_Decoration>No</Is_Decoration>
<Scale_Factor>1.0</Scale_Factor>
<Sort_Order_Adjust>-1</Sort_Order_Adjust>
<Tactical_Health>100</Tactical_Health>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<Idle_Anim_00_Rate_Mod>1.0</Idle_Anim_00_Rate_Mod>
<Behavior>IDLE</Behavior>
<Layer_Z_Adjust>0</Layer_Z_Adjust>
<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
<Cinematic_Anim_Index>00</Cinematic_Anim_Index>
</Cin_SpaceProp>
<Cin_SpaceProp Name="Cine_Vader">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Space_Model_Name>EI_VADER.alo</Space_Model_Name>
<Is_Decoration>No</Is_Decoration>
<Scale_Factor>1.0</Scale_Factor>
<Sort_Order_Adjust>-1</Sort_Order_Adjust>
<Tactical_Health>100</Tactical_Health>
<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
<Idle_Anim_00_Rate_Mod>1.0</Idle_Anim_00_Rate_Mod>
<Behavior>IDLE</Behavior>
<Layer_Z_Adjust>0</Layer_Z_Adjust>
<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
<Cinematic_Anim_Index>00</Cinematic_Anim_Index>
</Cin_SpaceProp>
<Cin_SpaceProp Name="FIN_Vader">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Cine_Vader</Variant_Of_Existing_Type>
<Cinematic_Anim_Index>01</Cinematic_Anim_Index>
</Cin_SpaceProp>
<Cin_SpaceProp Name="FIN_Officer">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>FIN_Vader</Variant_Of_Existing_Type>
<Space_Model_Name>Cin_Officer.alo</Space_Model_Name>
</Cin_SpaceProp>
<Cin_SpaceProp Name="Death_Star_Whole">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Imperial_Bridge</Variant_Of_Existing_Type>
<Space_Model_Name>Cin_DeathStar_High.alo</Space_Model_Name>
<Scale_Factor>1200.0</Scale_Factor>
<User_Bound_Min>-10000, -10000, 10000</User_Bound_Min>
<User_Bound_Max>10000, 10000, 10000</User_Bound_Max>
</Cin_SpaceProp>
<Cin_SpaceProp Name="Death_Star_Whole_small">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Imperial_Bridge</Variant_Of_Existing_Type>
<Space_Model_Name>Cin_DeathStar_High.alo</Space_Model_Name>
<Scale_Factor>600.0</Scale_Factor>
</Cin_SpaceProp>
<Cin_SpaceProp Name="Forest_Backdrop_Smaller">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Forest_Backdrop_Large</Variant_Of_Existing_Type>
<Scale_Factor>200.0</Scale_Factor>
<Space_Model_Name>W_planet_hoth_high.alo</Space_Model_Name>
</Cin_SpaceProp>
<Cin_SpaceProp Name="Death_Star_Whole_Vsmall">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Imperial_Bridge</Variant_Of_Existing_Type>
<Space_Model_Name>Cin_DeathStar_High.alo</Space_Model_Name>
<Scale_Factor>100.0</Scale_Factor>
<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
<Cinematic_Anim_Index>00</Cinematic_Anim_Index>
</Cin_SpaceProp>
<Cin_SpaceProp Name="Death_Star_Dish_Close">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Death_Star_Whole_Vsmall</Variant_Of_Existing_Type>
<Space_Model_Name>Cin_DStar_Dish_close.alo</Space_Model_Name>
<Scale_Factor>1</Scale_Factor>
</Cin_SpaceProp>
<Cin_SpaceProp Name="Death_Star_LeverPanel">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Death_Star_Whole_Vsmall</Variant_Of_Existing_Type>
<Space_Model_Name>Cin_DStar_LeverPanel.alo</Space_Model_Name>
<Scale_Factor>1</Scale_Factor>
</Cin_SpaceProp>
<Cin_SpaceProp Name="Death_Star_Hangar_Outside">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Imperial_Bridge</Variant_Of_Existing_Type>
<Space_Model_Name>Cin_DeathStar_Wall.alo</Space_Model_Name>
<Scale_Factor>50.0</Scale_Factor>
</Cin_SpaceProp>
<Cin_SpaceProp Name="X_Wing_DStar_Xplode">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Cine_Vader</Variant_Of_Existing_Type>
<Space_Model_Name>RV_Xwing.alo</Space_Model_Name>
<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
<Cinematic_Anim_Index>01</Cinematic_Anim_Index>
</Cin_SpaceProp>
<Cin_SpaceProp Name="X_Wing_DStar_Xplode_02">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>X_Wing_DStar_Xplode</Variant_Of_Existing_Type>
<Cinematic_Anim_Index>02</Cinematic_Anim_Index>
</Cin_SpaceProp>
<Cin_SpaceProp Name="X_Wing_DStar_Xplode_03">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>X_Wing_DStar_Xplode</Variant_Of_Existing_Type>
<Cinematic_Anim_Index>03</Cinematic_Anim_Index>
<User_Bound_Min>-10000, -10000, 10000</User_Bound_Min>
<User_Bound_Max>10000, 10000, 10000</User_Bound_Max>
</Cin_SpaceProp>
<Cin_SpaceProp Name="Protons_DStar_Xplode">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Cine_Vader</Variant_Of_Existing_Type>
<Space_Model_Name>Cin_DStar_protons.alo</Space_Model_Name>
<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
<Cinematic_Anim_Index>00</Cinematic_Anim_Index>
</Cin_SpaceProp>
<Cin_SpaceProp Name="TurretLasers_DStar_Xplode">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Protons_DStar_Xplode</Variant_Of_Existing_Type>
<Space_Model_Name>Cin_DStar_TurretLasers.alo</Space_Model_Name>
<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
<Cinematic_Anim_Index>00</Cinematic_Anim_Index>
</Cin_SpaceProp>
<CIN_SpaceProp Name="Fin_Calamari">
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>MC80_LibertyType</Variant_Of_Existing_Type>
<Max_Speed>3</Max_Speed>
<Max_Thrust>1</Max_Thrust>
<OverrideAcceleration>.1</OverrideAcceleration>
</CIN_SpaceProp>
<CIN_SpaceProp Name="Fin_Star_Destroyer">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Star_Destroyer</Variant_Of_Existing_Type>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Max_Speed>2</Max_Speed>
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, REVEAL, TARGETING, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING</SpaceBehavior>
<Shield_Points>2000</Shield_Points>
</CIN_SpaceProp>
<CIN_SpaceProp Name="Fin_Corvette">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Corellian_Corvette</Variant_Of_Existing_Type>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Max_Speed>4</Max_Speed>
</CIN_SpaceProp>
<CIN_SpaceProp Name="Fin_Nebulon_B">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Nebulon_B_Frigate</Variant_Of_Existing_Type>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Max_Speed>3</Max_Speed>
</CIN_SpaceProp>
<CIN_SpaceProp Name="Fin_A_Assault_Frigate">
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Alliance_Assault_Frigate</Variant_Of_Existing_Type>
<Max_Speed>3.5</Max_Speed>
</CIN_SpaceProp>
<CIN_SpaceProp Name="Fin_Acclamator">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Acclamator_Assault_Ship</Variant_Of_Existing_Type>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Max_Speed>4</Max_Speed>
</CIN_SpaceProp>
<CIN_SpaceProp Name="Fin_Home_One">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Home_One</Variant_Of_Existing_Type>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Max_Speed>2</Max_Speed>
</CIN_SpaceProp>
<CIN_SpaceProp Name="Fin_Vader_TIE">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>TIE_Prototype</Variant_Of_Existing_Type>
<Max_Speed>7</Max_Speed>
<Shield_Points>2000</Shield_Points>
<Tactical_Health>4000</Tactical_Health>
<Space_Model_Name>Cin_EV_TieAdvanced.alo</Space_Model_Name>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
<Cinematic_Anim_Index>00</Cinematic_Anim_Index>
<Is_Editor_Placed>false</Is_Editor_Placed>
</CIN_SpaceProp>
<CIN_SpaceProp Name="Fin_Millennium_Falcon">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Millennium_Falcon</Variant_Of_Existing_Type>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Max_Speed>9</Max_Speed>
</CIN_SpaceProp>
<CIN_SpaceProp Name="Intro2_ImperialCraft">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Imperial_Landing_Craft</Variant_Of_Existing_Type>
<Space_Model_Name>Cin_ImperialCraft.alo</Space_Model_Name>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
<Cinematic_Anim_Index>00</Cinematic_Anim_Index>
<User_Bound_Min>-10000, -10000, 10000</User_Bound_Min>
<User_Bound_Max>10000, 10000, 10000</User_Bound_Max>
</CIN_SpaceProp>
<CIN_SpaceProp Name="Intro2_Shuttle_Tyderium">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Shuttle_Tyderium</Variant_Of_Existing_Type>
<Space_Model_Name>Cin_Shuttle_Tyderium.alo</Space_Model_Name>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Pause_During_Cinematic_Anim>yes</Pause_During_Cinematic_Anim>
<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
<Cinematic_Anim_Index>00</Cinematic_Anim_Index>
<User_Bound_Min>-10000, -10000, 10000</User_Bound_Min>
<User_Bound_Max>10000, 10000, 10000</User_Bound_Max>
</CIN_SpaceProp>
<CIN_SpaceProp Name="Intro2_Acclamator">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Variant_Of_Existing_Type>Acclamator_Assault_Ship</Variant_Of_Existing_Type>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT</SpaceBehavior>
</CIN_SpaceProp>
</CIN_SpaceProps>

View File

@@ -0,0 +1,295 @@
<?xml version="1.0"?>
<CIN_SpaceUnitsCapital>
<CIN_SpaceUnit Name="CIN_Calamari_Cruiser">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Text_ID>TEXT_UNIT_CALAMARI_CRUISER</Text_ID>
<Space_Model_Name>RV_MONCALCRUISER.ALO</Space_Model_Name>
<Select_Box_Scale>600</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Mass>0.995</Mass>
<Scale_Factor>1.0</Scale_Factor>
<Damage>60</Damage>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>0.2</Max_Rate_Of_Turn>
<MovementClass>Space</MovementClass>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>-200.0</Layer_Z_Adjust>
<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
<Bank_Turn_Angle>15</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1</Hyperspace_Speed>
<Affiliation>Rebel</Affiliation>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Tech_Level>5</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>4</Required_Star_Base_Level>
<Required_Special_Structures/>
<Required_Planets/>
<Autoresolve_Health>2500</Autoresolve_Health>
<Tactical_Health>4000</Tactical_Health>
<Shield_Points>1000</Shield_Points>
<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
<Energy_Capacity>8000</Energy_Capacity>
<Energy_Refresh_Rate>80</Energy_Refresh_Rate>
<Ship_Class>capital</Ship_Class>
<Formation_Priority>5</Formation_Priority>
<Is_Bomber>no</Is_Bomber>
<!--<Political_Control>1</Political_Control>-->
<Political_Faction>Rebel</Political_Faction>
<Squadron_Capacity>40</Squadron_Capacity>
<Transport_Capacity>20</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<Build_Cost_Credits>42500</Build_Cost_Credits>
<AI_Combat_Power>42500</AI_Combat_Power>
<CategoryMask>Capital | AntiFrigate</CategoryMask>
<Build_Time_Seconds>90</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Size_Value>360</Size_Value>
<Behavior>SELECTABLE, DUMMY_STARSHIP</Behavior>
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, TARGETING, REVEAL</SpaceBehavior>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
<Damage_Hit_Particles>Medium_Explosion_Space</Damage_Hit_Particles>
<Shield_Hit_Particles>Projectile_Shield_Absorb_Medium</Shield_Hit_Particles>
<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
<Death_Clone/>
<HardPoints>
HP_Calamari_Cruiser_Weapon_FL, HP_Calamari_Cruiser_Weapon_FR, HP_Calamari_Cruiser_Weapon_BL, HP_Calamari_Cruiser_Weapon_BR, HP_Calamari_Cruiser_Weapon_ML, HP_Calamari_Cruiser_Weapon_MR, HP_Calamari_Cruiser_Engines
</HardPoints>
<Icon_Name>i_button_mon_calimari_cruiser.tga</Icon_Name>
<GUI_Model_Name>RV_moncalcruiser.ALO</GUI_Model_Name>
<GUI_Distance>1650</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<Victory_Relevant>yes</Victory_Relevant>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<SFXEvent_Fire>Unit_Star_Destroyer_Fire</SFXEvent_Fire>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
</CIN_SpaceUnit>
<!--<CIN_SpaceUnit Name="CIN_Mon_Cal_Cruiser_Death_Clone">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Text_ID>TEXT_UNIT_CALAMARI_CRUISER</Text_ID>
<Space_Model_Name>RV_MONCALCRUISER_D.ALO</Space_Model_Name>
<xxxSpace_Model_Name>RV_MonCalCruiser_Hulk.ALO</xxxSpace_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>1.0</Scale_Factor>
<Layer_Z_Adjust>-200.0</Layer_Z_Adjust>
<Max_Speed>0.25</Max_Speed>
<Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn>
<Max_Thrust>0.05</Max_Thrust>
<Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Affiliation>Rebel</Affiliation>
<Ship_Class>capital_ship</Ship_Class>
</CIN_SpaceUnit>-->
<CIN_SpaceUnit Name="CIN_Star_Destroyer">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Text_ID>TEXT_UNIT_STAR_DESTROYER</Text_ID>
<Space_Model_Name>EV_StarDestroyer.ALO</Space_Model_Name>
<Select_Box_Scale>600</Select_Box_Scale>
<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
<Scale_Factor>1.0</Scale_Factor>
<Mass>0.999</Mass>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>.2</Max_Rate_Of_Turn>
<MovementClass>Space</MovementClass>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>-200.0</Layer_Z_Adjust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Max_Thrust>0.1</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1</Hyperspace_Speed>
<Affiliation>Empire</Affiliation>
<Tech_Level>4</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Required_Star_Base_Level>4</Required_Star_Base_Level>
<Required_Special_Structures/>
<Required_Planets/>
<Damage>70</Damage>
<Autoresolve_Health>2500</Autoresolve_Health>
<Shield_Points>1000</Shield_Points>
<Tactical_Health>4000</Tactical_Health>
<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
<Energy_Capacity>8000</Energy_Capacity>
<Energy_Refresh_Rate>80</Energy_Refresh_Rate>
<Ship_Class>capital</Ship_Class>
<FormationPriority>5</FormationPriority>
<Is_Bomber>no</Is_Bomber>
<Surface_Bombardment_Capable>yes</Surface_Bombardment_Capable>
<!--<Political_Control>1</Political_Control>-->
<Political_Faction>Empire</Political_Faction>
<Squadron_Capacity>40</Squadron_Capacity>
<Transport_Capacity>20</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<Build_Cost_Credits>45000</Build_Cost_Credits>
<AI_Combat_Power>45000</AI_Combat_Power>
<Build_Time_Seconds>90</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Size_Value>8</Size_Value>
<Behavior>SELECTABLE, DUMMY_STARSHIP</Behavior>
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, REVEAL, TARGETING</SpaceBehavior>
<CategoryMask>Capital | AntiFrigate</CategoryMask>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Damage_Hit_Particles>Medium_Explosion_Space</Damage_Hit_Particles>
<Shield_Hit_Particles>Projectile_Shield_Absorb_Medium</Shield_Hit_Particles>
<Death_Clone>Damage_Normal, Star_Destroyer_Death_Clone</Death_Clone>
<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
<HardPoints>
HP_Star_Destroyer_Weapon_FL, HP_Star_Destroyer_Weapon_FR, HP_Star_Destroyer_Weapon_BL, HP_Star_Destroyer_Weapon_BR, HP_Star_Destroyer_Weapon_ML, HP_Star_Destroyer_Weapon_MR, HP_Star_Destroyer_Shield_Generator, HP_Star_Destroyer_Engines
</HardPoints>
<SFXEvent_Fire>Unit_Star_Destroyer_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Star_Destroyer</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Star_Destroyer</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Star_Destroyer</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Star_Destroyer</SFXEvent_Guard>
<SFXEvent_Move_Opposite>Unit_Move_Opposite_Star_Destroyer</SFXEvent_Move_Opposite>
<SFXEvent_Barrage>Unit_Barrage_Star_Destroyer</SFXEvent_Barrage>
<SFXEvent_Stop>Unit_Stop_Star_Destroyer</SFXEvent_Stop>
<Icon_Name>i_button_imperator.tga</Icon_Name>
<GUI_Model_Name>EV_StarDestroyer_hulk.ALO</GUI_Model_Name>
<GUI_Distance>2300</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<Victory_Relevant>yes</Victory_Relevant>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
</CIN_SpaceUnit>
<CIN_SpaceUnit Name="CIN_Star_Destroyer_Death_Clone">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Text_ID>TEXT_UNIT_STAR_DESTROYER</Text_ID>
<Space_Model_Name>EV_StarDestroyer_D.ALO</Space_Model_Name>
<xxxSpace_Model_Name>EV_StarDestroyer_Dead.ALO</xxxSpace_Model_Name>
<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
<Scale_Factor>1.0</Scale_Factor>
<Layer_Z_Adjust>-200.0</Layer_Z_Adjust>
<Max_Speed>0.25</Max_Speed>
<Max_Rate_Of_Turn>.3</Max_Rate_Of_Turn>
<Max_Thrust>0.05</Max_Thrust>
<Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Affiliation>Empire</Affiliation>
<Ship_Class>capital_ship</Ship_Class>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
</CIN_SpaceUnit>
<CIN_SpaceUnit Name="CIN_Star_Destroyer3X">
<Cinematic_Object_Only>YES</Cinematic_Object_Only>
<Text_ID>TEXT_UNIT_STAR_DESTROYER</Text_ID>
<Space_Model_Name>CINE_EV_StarDestroyer.ALO</Space_Model_Name>
<Select_Box_Scale>600</Select_Box_Scale>
<Select_Box_Z_Adjust>400</Select_Box_Z_Adjust>
<Scale_Factor>1.0</Scale_Factor>
<Mass>0.999</Mass>
<Max_Speed>1.2</Max_Speed>
<Max_Rate_Of_Turn>.2</Max_Rate_Of_Turn>
<MovementClass>Space</MovementClass>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>200</Layer_Z_Adjust>
<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
<Bank_Turn_Angle>5</Bank_Turn_Angle>
<Max_Thrust>0.1</Max_Thrust>
<Hyperspace>Yes</Hyperspace>
<Hyperspace_Speed>1</Hyperspace_Speed>
<Affiliation>Empire</Affiliation>
<Tech_Level>4</Tech_Level>
<Required_Timeline>0</Required_Timeline>
<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>4</Required_Star_Base_Level>
<Required_Special_Structures/>
<Required_Planets/>
<Build_Initially_Locked>Yes</Build_Initially_Locked>
<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
<Damage>70</Damage>
<Autoresolve_Health>2500</Autoresolve_Health>
<Shield_Points>1000</Shield_Points>
<Tactical_Health>4000</Tactical_Health>
<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
<Energy_Capacity>8000</Energy_Capacity>
<Energy_Refresh_Rate>80</Energy_Refresh_Rate>
<Ship_Class>capital</Ship_Class>
<FormationPriority>5</FormationPriority>
<Is_Bomber>no</Is_Bomber>
<Surface_Bombardment_Capable>yes</Surface_Bombardment_Capable>
<!--<Political_Control>1</Political_Control>-->
<Political_Faction>Empire</Political_Faction>
<Squadron_Capacity>40</Squadron_Capacity>
<Transport_Capacity>20</Transport_Capacity>
<Number_per_Squadron>1</Number_per_Squadron>
<Build_Cost_Credits>45000</Build_Cost_Credits>
<AI_Combat_Power>45000</AI_Combat_Power>
<Build_Time_Seconds>90</Build_Time_Seconds>
<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Size_Value>8</Size_Value>
<Behavior>SELECTABLE, DUMMY_STARSHIP</Behavior>
<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, REVEAL, TARGETING</SpaceBehavior>
<CategoryMask>Capital | AntiFrigate</CategoryMask>
<CategoryMask>Capital | AntiFrigate</CategoryMask>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Death_Explosions>Large_Explosion_Space</Death_Explosions>
<Damage_Hit_Particles>Medium_Explosion_Space</Damage_Hit_Particles>
<Shield_Hit_Particles>Projectile_Shield_Absorb_Medium</Shield_Hit_Particles>
<Death_Clone>Damage_Normal, Star_Destroyer_Death_Clone</Death_Clone>
<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
<HardPoints>
CIN_HP_Star_Destroyer_Weapon_FL, CIN_HP_Star_Destroyer_Weapon_FR, CIN_HP_Star_Destroyer_Weapon_BL, CIN_HP_Star_Destroyer_Weapon_BR, CIN_HP_Star_Destroyer_Weapon_ML, CIN_HP_Star_Destroyer_Weapon_MR, CIN_HP_Star_Destroyer_Shield_Generator, CIN_HP_Star_Destroyer_Engines
</HardPoints>
<SFXEvent_Fire>Unit_Star_Destroyer_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Star_Destroyer</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Star_Destroyer</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Star_Destroyer</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Star_Destroyer</SFXEvent_Guard>
<SFXEvent_Move_Opposite>Unit_Move_Opposite_Star_Destroyer</SFXEvent_Move_Opposite>
<SFXEvent_Barrage>Unit_Barrage_Star_Destroyer</SFXEvent_Barrage>
<SFXEvent_Stop>Unit_Stop_Star_Destroyer</SFXEvent_Stop>
<Icon_Name>i_button_imperator.tga</Icon_Name>
<GUI_Model_Name>EV_StarDestroyer_hulk.ALO</GUI_Model_Name>
<GUI_Distance>2300</GUI_Distance>
<GUI_Offset>0 0 0</GUI_Offset>
<GUI_Velocity>45</GUI_Velocity>
<Victory_Relevant>yes</Victory_Relevant>
<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
<Has_Space_Evaluator>True</Has_Space_Evaluator>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
</CIN_SpaceUnit>
</CIN_SpaceUnitsCapital>

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