local Basic = require "melee.protoss.basic" ---@type AIPersonality return { name = "Skylord: Exalted", unit_composition = { -- signature units (Monument of Sin) [UnitId.ProtossVassal] = 2, [UnitId.ProtossStarSovereign] = 2, [UnitId.ProtossAnthelion] = 2, -- filler units [UnitId.ProtossPanoptus] = 1, [UnitId.ProtossExemplar] = 1, [UnitId.ProtossDidact] = 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(20)) town:build(1, UnitId.ProtossStargate, 90) town:build(1, UnitId.ProtossWarden, 79) melee_ai:dynamic_wait(secs(15)) town:build(2, UnitId.ProtossGateway, 90) melee_ai:dynamic_wait(secs(25)) town:build(2, UnitId.ProtossWarden, 79) melee_ai:dynamic_wait(secs(30)) melee_ai:start_attacking() melee_ai:dynamic_wait(secs(25)) melee_ai:start_expanding() -- tier1 melee_ai:dynamic_wait(mins(1)) town:build(3, UnitId.ProtossGateway, 90) melee_ai:dynamic_wait(mins(1)) town:build(3, UnitId.ProtossStargate, 90) melee_ai:dynamic_wait(secs(40)) -- tier2 town:build(1, UnitId.ProtossLattice, 70, true) melee_ai:dynamic_wait(secs(25)) town:build(2, UnitId.ProtossGateway, 70) -- tier3 town:build(1, UnitId.ProtossArgosy, 50) town:wait_build(1, UnitId.ProtossArgosy, false) melee_ai:dynamic_wait(secs(50)) town:build(1, UnitId.ProtossCrucible, 50) melee_ai:dynamic_wait(secs(40)) town:build(2, UnitId.ProtossArgosy, 50) melee_ai:dynamic_wait(mins(1) + secs(15)) -- tier4 town:build(1, UnitId.ProtossMonumentOfSin, 45) melee_ai:dynamic_wait(mins(1) + secs(40)) end, expansion_build_order = function(melee_ai, town) melee_ai:build_expansion(town, true) -- production for the exalted capital fleet (Star Sovereign / Anthelion / Didact) + Crucible town:build(1, UnitId.ProtossGateway, 85, true) town:build(1, UnitId.ProtossLattice, 80, true) town:build(1, UnitId.ProtossEmbassy, 78, true) melee_ai:dynamic_wait(secs(25)) town:build(1, UnitId.ProtossStargate, 70, true) melee_ai:dynamic_wait(secs(45)) town:build(1, UnitId.ProtossArgosy, 55, true) melee_ai:dynamic_wait(secs(40)) town:build(1, UnitId.ProtossCrucible, 50, true) melee_ai:dynamic_wait(secs(30)) town:build(1, UnitId.ProtossMonumentOfSin, 45, true) end, build_anti_ground_defenses = Basic.build_anti_ground, build_anti_air_defenses = Basic.build_anti_air, attack_wave_cost_bias = 0.6, }