(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)