; a defensive AI, never attacking first, but retaliating if attacked
def easy
get 8 peasant 5 footman 15 archer
;get 9 peasant 3 guardtower 1 cannontower
get 9 peasant 10 knight 30 archer 5 catapult 1 new_flyingmachine 5 priest 10 mage 1 darkarcher 10 dragon 10 flyingmachine
get 9 peasant 20 knight 60 archer
goto -1

; an agressive AI, attacking when each wave is ready
def aggressive

watchdog 600 ; never stay on the same line for more than 10 minutes
constant_attacks 1 ; constantly attack if powerful enough
research 1 ; do the research if enough resources
teleportation 1 ; use teleportation

label phase1
goto_random very_early_rush early_rush rush phase2

label very_early_rush
get 3 peasant 1 footman
attack
goto_random early_rush phase2

label early_rush
get 4 peasant 5 footman
attack
goto_random rush phase2

label rush
get 9 peasant 5 footman 8 knight
attack

label phase2
get 9 peasant 15 archer 1 new_flyingmachine 5 knight 5 priest
goto_random basic_defense darkarchers dragons knights footmen archers

label basic_defense
get 9 peasant 30 archer 1 new_flyingmachine 10 catapult
get 9 peasant 60 archer 1 new_flyingmachine 20 catapult
get 10 guardtower 5 cannontower
goto phase3

label darkarchers
get 9 peasant 1 darkarcher
attack
get 9 peasant 3 darkarcher
attack
goto phase3

label dragons
get 9 peasant 3 dragonslair 60 dragon
attack
goto phase3

label knights
get 9 peasant 50 knight
attack
goto phase3

label footmen
get 9 peasant 20 footman
attack
goto phase3

label archers
get 9 peasant 60 archer
attack
goto phase3

label phase3
goto_random phase1 phase2

; a passive AI, useful for heavily scripted maps (using triggers with timers)
def timers
retaliate 0 ; don't retaliate if a unit is attacked or flees
