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