(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) 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 Variable_Target.FriendlyForce.HasGroundForce 5.0 * Variable_Target.OpenStructureSlots * Variable_Target.GroundbaseLevel * Variable_Target.FriendlyForce.GroundTotalNBTD * Function_DefensiveValue.Evaluate 5.0 * Variable_Target.OpenStructureSlots * Variable_Target.StarbaseLevel * Variable_Target.FriendlyForce.SpaceTotalNBTD * Function_DefensiveValue.Evaluate (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 (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 ) (1.1 - Variable_Target.FriendlyForce.SpaceTotalNBTD) * ( 5.0 * Variable_Target.Hints.Chokepoint + 5.0 * Function_Is_Connected_To_Enemy.Evaluate + Function_Defense_Level.Evaluate ) 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 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 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 Variable_Target.OpenStructureSlots * Function_Has_Enough_Bases_For_Tech.Evaluate * (Function_Defense_Level.Evaluate > 5) 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} (Variable_Target.EnemyForce.HasSpaceForce == 0.0) * (Variable_Target.OpenGroundCompanySlots > 0) * Variable_Target.IsSurfaceAccessible 1.0 - Variable_Target.FriendlyForce.GroundTotalNBTD 1.0 - Variable_Target.FriendlyForce.SpaceTotalNBTD 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"} 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"} Variable_Target.FriendlyForce.SpaceTotalUnnormalized - Variable_Target.FriendlyForce.SpaceTotalUnnormalized {Parameter_Category = GameObjectCategoryType[SpaceHero]} Variable_Self.SpaceTotalUnnormalized - Variable_Self.SpaceTotalUnnormalized {Parameter_Category = GameObjectCategoryType[SpaceHero]} Variable_Target.FriendlyForce.GroundTotalUnnormalized - Variable_Target.FriendlyForce.GroundTotalUnnormalized {Parameter_Category = GameObjectCategoryType[LandHero]} Variable_Self.GroundTotalUnnormalized - Variable_Self.GroundTotalUnnormalized {Parameter_Category = GameObjectCategoryType[LandHero]} Game.EnemyForce.SpaceTotalUnnormalized - Game.EnemyForce.SpaceTotalUnnormalized {Parameter_Category = GameObjectCategoryType[SpaceHero]} Game.EnemyForce.GroundTotalUnnormalized - Game.EnemyForce.GroundTotalUnnormalized {Parameter_Category = GameObjectCategoryType[LandHero]} (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 (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]} (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 (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]} (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 (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]} 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) ) (Game.Age > 300) * (2000 > Variable_Self.CreditsUnnormalized) * (Function_Am_I_In_Winning_Position.Evaluate == 0.0)