local Basic = require "melee.protoss.basic" ---@type AIPersonality return { name = "General: Matriarchy", unit_composition = { -- signature units (Prostration Stage / Synthetic Synod) [UnitId.ProtossZealot] = 2, [UnitId.ProtossAmaranth] = 2, [UnitId.ProtossVassal] = 2, -- filler units [UnitId.ProtossEmpress] = 1, [UnitId.ProtossAnalogue] = 1, [UnitId.ProtossPariah] = 1, [UnitId.ProtossMindTyrant] = 1, }, main_build_order = function(melee_ai, town) melee_ai:build_main(town) -- opener melee_ai:dynamic_wait(secs(15)) town:build(1, UnitId.ProtossPylon, 40) town:build(1, UnitId.ProtossGateway, 90) melee_ai:dynamic_wait(secs(15)) town:build(1, UnitId.ProtossLattice, 90) melee_ai:dynamic_wait(secs(15)) town:build(2, UnitId.ProtossLattice, 90) melee_ai:dynamic_wait(secs(40)) melee_ai:start_attacking() melee_ai:dynamic_wait(secs(25)) town:build(2, UnitId.ProtossPylon, 40) melee_ai:dynamic_wait(secs(5)) melee_ai:start_expanding() -- tier1 melee_ai:dynamic_wait(secs(40)) town:build(3, UnitId.ProtossGateway, 90) melee_ai:dynamic_wait(secs(25)) -- tier2 town:build(1, UnitId.ProtossGrandLibrary, 70) melee_ai:dynamic_wait(secs(15)) town:build(3, UnitId.ProtossLattice, 70) melee_ai:dynamic_wait(secs(25)) -- tier3 town:build(1, UnitId.ProtossProstrationStage, 65) melee_ai:dynamic_wait(mins(1) + secs(40)) -- tier4 town:build(2, UnitId.ProtossSyntheticSynod, 45) melee_ai:dynamic_wait(mins(1)) end, expansion_build_order = function(melee_ai, town) melee_ai:build_expansion(town, true) melee_ai:dynamic_wait(secs(25)) -- production for the Zealot / Amaranth / Vassal army + Synthetic Synod & Prostration Stage tech town:build(1, UnitId.ProtossGateway, 85, true) town:build(1, UnitId.ProtossLattice, 82, true) melee_ai:dynamic_wait(secs(25)) town:build(1, UnitId.ProtossGrandLibrary, 70, true) town:build(1, UnitId.ProtossArdentAuthority, 70, true) melee_ai:dynamic_wait(secs(45)) town:build(1, UnitId.ProtossProstrationStage, 55, true) town:build(1, UnitId.ProtossUnitaryUnion, 55, true) melee_ai:dynamic_wait(secs(50)) town:build(1, UnitId.ProtossSyntheticSynod, 45, true) end, build_anti_ground_defenses = Basic.build_anti_ground, build_anti_air_defenses = Basic.build_anti_air, attack_wave_cost_bias = 0.5, }