local Basic = require "melee.askosi.basic" ---@type AIPersonality return { name = "Temp Default", unit_composition = { -- ground [UnitId.AskosiMissionary] = 1, [UnitId.AskosiCardinal] = 1, [UnitId.AskosiRove] = 1, [UnitId.AskosiObject] = 1, [UnitId.AskosiScepter] = 1, [UnitId.AskosiIntendent] = 1, -- air [UnitId.AskosiHelion] = 1, [UnitId.AskosiEmissary] = 1, [UnitId.AskosiInkblot] = 1, [UnitId.AskosiTirade] = 1, }, main_build_order = function(melee_ai, town) melee_ai:build_main(town) melee_ai:dynamic_wait(secs(20)) town:build(1, UnitId.AskosiRadix, 100, true) town:build(1, UnitId.AskosiFunction, 100, true) melee_ai:dynamic_wait(secs(20)) town:build(1, UnitId.AskosiCosmoscope, 90, true) melee_ai:dynamic_wait(secs(20)) melee_ai:start_attacking() melee_ai:start_expanding() end, expansion_build_order = function(melee_ai, town) melee_ai:build_expansion(town, true) town:build(1, UnitId.AskosiRadix, 70, true) town:build(1, UnitId.AskosiFunction, 70, true) town:build(1, UnitId.AskosiCosmoscope, 70, true) end, build_anti_ground_defenses = Basic.build_anti_ground, build_anti_air_defenses = Basic.build_anti_air, attack_wave_cost_bias = 0.5, }