<?xml version="1.0" encoding="utf-8" ?>
<Datatable xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">

  <Personality Name="PersonalityUnitedEmpire">
    <!-- Greedy industrious powerful fleets-->
    <Parameters>
      <Game>
        <AI>
          <System>
            <SystemSettings>
              <Modifiers>
                <Food>1.2</Food>
                <Industry>1.2</Industry>
                <Money>1</Money>
                <Science>0.8</Science>
                <Approval>1</Approval>
                <Military>1.3</Military>
                <Diplomacy>0.1</Diplomacy>
              </Modifiers>
            </SystemSettings>
            <Layer_Population>
              <SystemGrowthTargets>
                <!-- Growth target from food value-->
                <Limits>1.2</Limits>
                <Values>1.2</Values>
              </SystemGrowthTargets>
              <StrategicResourceBonus>
                <Values>1</Values>
              </StrategicResourceBonus>
              <LuxuryBonus>
                <Values>1</Values>
              </LuxuryBonus>
            </Layer_Population>
          </System>
          <Empire>
            <Layer_Science>
              <TurnCostWeightingCoef>1.2</TurnCostWeightingCoef>
              <!-- technoScore = score - (TurnCostWeightingCoef * turncost) -->

              <GrowthAlertBoostCoef>1</GrowthAlertBoostCoef>
              <!-- (target - growth) * GrowthAlertBoostCoef  + X to the global food need (for science, construction etc...)-->

              <Food>1.3</Food>
              <Industry>1.5</Industry>
              <Money>1.3</Money>
              <Science>1</Science>
              <Diplomacy>0.5</Diplomacy>
              <Approval>0.5</Approval>
              <Expand>1.2</Expand>
              <Military>1.5</Military>
              <Invasion>1</Invasion>
              <DefenseModuleLaser>1</DefenseModuleLaser>
              <DefenseModuleKinetic>1</DefenseModuleKinetic>
              <DefenseModuleMissile>1</DefenseModuleMissile>
              <WeaponModuleLaser>1</WeaponModuleLaser>
              <WeaponModuleKinetic>1</WeaponModuleKinetic>
              <WeaponModuleMissile>1</WeaponModuleMissile>
              <PlanetTypeArid>1.3</PlanetTypeArid>
              <PlanetTypeTundra>1.5</PlanetTypeTundra>
              <PlanetTypeDesert>0.8</PlanetTypeDesert>
              <PlanetTypeArctic>0.8</PlanetTypeArctic>
              <PlanetTypeLava>1.4</PlanetTypeLava>
              <PlanetTypeBarren>1</PlanetTypeBarren>
              <PlanetTypeAsteroids>1</PlanetTypeAsteroids>
              <PlanetTypeGasHydrogen>1</PlanetTypeGasHydrogen>
              <PlanetTypeGasHelium>1</PlanetTypeGasHelium>
              <PlanetTypeGasMethane>1</PlanetTypeGasMethane>
              <Movement>1</Movement>
            </Layer_Science>
            <Layer_Income>
              <PopulationPercentMin>1</PopulationPercentMin>
              <DevelopmentPercentMin>1</DevelopmentPercentMin>
              <Science>
                <OrientedSystemPercent>0.5</OrientedSystemPercent>
                <TargetMinTurn>1</TargetMinTurn>
                <TargetMaxTurn>1</TargetMaxTurn>
              </Science>
              <Industry>
                <OrientedSystemPercent>2</OrientedSystemPercent>
              </Industry>
              <Money>
                <OrientedSystemPercent>1</OrientedSystemPercent>
                <TargetMinGain>1</TargetMinGain>
                <TargetMaxGain>1</TargetMaxGain>
                <UnderApprovalPercent>0.8</UnderApprovalPercent>
                <SystemApprovalMin>1</SystemApprovalMin>
                <EmpireApprovalMin>1</EmpireApprovalMin>
              </Money>
              <Military>
                <OrientedSystemPercent>3</OrientedSystemPercent>
              </Military>
            </Layer_Income>
          </Empire>
          <Ministers>
            <MilitaryMinister>
              <!-- Define how many military power an AI will attribute to a neutral system. -->

              <NeutralSystemThreat>1</NeutralSystemThreat>
              <ThreatFactors>
                <!-- The threat factor are used by AI to determine a multiplicator to compute the threat from neighbouring systems.-->
                <!-- Default is 0.1. this is used for unknown empire. -->
                <Default>2</Default>
                <!-- While the AI is preparing a war against the neighbor, it will consider the target empire power as 1.5 -->
                <PrepareWar>1.5</PrepareWar>


              </ThreatFactors>
              <!-- Define how many attack a defense zone can start.-->
              <AttackPerZone>1</AttackPerZone>
              <ShipRequests>
                <!-- Ship request priority when the empire MP is over the needed MP -->
                <MilitaryShipPriorityDefault>1</MilitaryShipPriorityDefault>
                <!-- Ship request priority when the empire MP is under the minimal MP -->
                <MilitaryShipPriorityUnderMin>1</MilitaryShipPriorityUnderMin>
                <!-- Ship request priority when the empire MP is under the Higher ennemy MP -->
                <MilitaryShipPriorityUnderEnnemy>1</MilitaryShipPriorityUnderEnnemy>

                <!-- Ship production percentage when the empire MP is over the needed MP -->
                <MilitaryProductionPercentDefault>1</MilitaryProductionPercentDefault>
                <!-- Ship production percentage when the empire MP is under the minimal MP -->
                <MilitaryProductionPercentUnderMin>1</MilitaryProductionPercentUnderMin>
                <!-- Ship production percentage when the empire MP is under the Higher ennemy MP -->
                <MilitaryProductionPercentUnderEnnemy>1</MilitaryProductionPercentUnderEnnemy>

                <!-- Minimal MP max limit -->
                <MinMilitaryPowerLimit>1</MinMilitaryPowerLimit>
                <!-- minimalMP = pow(EmpirePopulation, MinMilitaryPowerPopulationPower) * MinMilitaryPowerPopulationFactor + MinMilitaryPowerPopulationConstante-->
                <MinMilitaryPowerPopulationPower>1</MinMilitaryPowerPopulationPower>
                <MinMilitaryPowerPopulationFactor>1</MinMilitaryPowerPopulationFactor>
                <MinMilitaryPowerPopulationConstante>1</MinMilitaryPowerPopulationConstante>
              </ShipRequests>
              <!-- Define how AI will choose its battle cards.-->
              <BattleParameters>
                <MaxCardsToChoseFrom>1</MaxCardsToChoseFrom>
                <!-- In order to avoid a too predictable AI, chose between "MaxCardsToChoseFrom" better (and interesting) cards.  -->
                <myHealth>1</myHealth>
                <!-- The more health loss, the more scoring for healing cards. -->
                <opponentHealth>1</opponentHealth>
                <!-- The more health loss for opponent, the more scoring for attack cards. (try to finish opponent if near death.) -->
                <HigherMilitaryPower>1</HigherMilitaryPower>
                <!-- I'm more powerfull than my opponent ! -->
                <LowerMilitaryPower>1</LowerMilitaryPower>
                <!-- I'm less powerfull than my opponent :/ ( I higher value should increase Retreat cards scores) -->
                <BiggerFleet>1</BiggerFleet>
                <!-- I got more ships than my opponent. -->
                <TinierFleet>1</TinierFleet>
                <!-- I got less ships than my opponent. -->
                <!-- The battle take place in orbit of one AI's system. -->
                <ProtectingMySystem>1</ProtectingMySystem>
                <LongRange>1</LongRange>
                <MediumRange>1</MediumRange>
                <ShortRange>1</ShortRange>
                <!-- a.k.a. Meelee. -->
                <!-- following: applied on the percentage of this type in my weapon|defense -->
                <myWeaponMissile>1</myWeaponMissile>
                <myWeaponLaser>1</myWeaponLaser>
                <myWeaponKinetic>1</myWeaponKinetic>
                <opponentWeaponMissile>1</opponentWeaponMissile>
                <opponentWeaponLaser>1</opponentWeaponLaser>
                <opponentWeaponKinetic>1</opponentWeaponKinetic>
                <myDefenseMissile>1</myDefenseMissile>
                <myDefenseLaser>1</myDefenseLaser>
                <myDefenseKinetic>1</myDefenseKinetic>
                <opponentDefenseMissile>1</opponentDefenseMissile>
                <opponentDefenseLaser>1</opponentDefenseLaser>
                <opponentDefenseKinetic>1</opponentDefenseKinetic>
              </BattleParameters>
            </MilitaryMinister>
            <DiplomacyMinister>
              <!-- When no treaty are needed, the science bonus must have a default value.-->
              <DefaultDiplomacyScienceBonus>0.5</DefaultDiplomacyScienceBonus>
              <!-- When a treaty is needed, but the science have not already research it, add this value to the default.-->
              <PerWantedTermScienceBonus>0.5</PerWantedTermScienceBonus>
              <!-- When no threat or no neighbor around, the military science bonus must have a default value.-->
              <DefaultMilitaryScienceBonus>1.5</DefaultMilitaryScienceBonus>
              <!-- This is the default "war" bonus.
               While peace, the bonus = (1 - (AttitudeScore / AttitudeRange)) * MaxBonus. -->
              <MaxMilitaryScienceBonus>1.5</MaxMilitaryScienceBonus>
              <!-- When loosing the war, we need to boost the military science bonus.-->
              <LoosingWarScienceBonus>1</LoosingWarScienceBonus>
              <WarFatigueTurn>0.5</WarFatigueTurn>
              <TradableBankAccountRatio>1</TradableBankAccountRatio>
              <TradableMoneyNetRatio>1</TradableMoneyNetRatio>
              <ReserveRevenueRatio>1</ReserveRevenueRatio>
              <NeededResourceBonus>1</NeededResourceBonus>
              <NeededMissingResourceBonus>1</NeededMissingResourceBonus>

              <AmasPeaceTreatyThreshold>7</AmasPeaceTreatyThreshold>
              <AmasWarTreatyThreshold>3</AmasWarTreatyThreshold>
              <AmasAllianceTreatyThreshold>7</AmasAllianceTreatyThreshold>
              <AmasLeaveAllianceTreatyThreshold>5</AmasLeaveAllianceTreatyThreshold>
              <AmasColdWarThreshold>5</AmasColdWarThreshold>
              <AmasCeaseFireTreatyThreshold>5</AmasCeaseFireTreatyThreshold>
              <AmasOpenBorderTreatyThreshold>5</AmasOpenBorderTreatyThreshold>
              <AmasCooperationAgreementTreatyThreshold>5</AmasCooperationAgreementTreatyThreshold>
              <AmasTreatyThreshold>5</AmasTreatyThreshold>
            </DiplomacyMinister>
            <EconomyMinister>
              <HeroUpkeepFactor>1</HeroUpkeepFactor>
              <PeaceReserveFactor>1.5</PeaceReserveFactor>

              <!-- Define a limit which say "I'm really ready to build ship, pick me when you have some non urgent ship to do".-->
              <!-- The higher it gets, the longer the AI will take before making ships (this should not be higher than 1.1) -->
              <DevelopmentPercentLimit>0.8</DevelopmentPercentLimit>
            </EconomyMinister>
          </Ministers>
          <AIStarSystemSettings>
            <ScoreFimsFactor>1</ScoreFimsFactor>
            <ScoreLinkToEmpireFactor>2</ScoreLinkToEmpireFactor>
            <ScoreOwnershipFactor>1</ScoreOwnershipFactor>
            <ScoreNeutralFactor>2</ScoreNeutralFactor>
            <ScoreEnnemyFactor>1</ScoreEnnemyFactor>
            <ScoreTurnToReachLimits>1</ScoreTurnToReachLimits>
            <ScoreTurnToReachValues>1</ScoreTurnToReachValues>
          </AIStarSystemSettings>
        </AI>
      </Game>
    </Parameters>

    <!--<Parameter Key="/Game/AI/Empire/Layer_Income/Money/SystemApprovalMin" Modifier="1"/>-->

    <Gui>
      <Title>%PersonalityUnitedEmpireAI</Title>
      <Description>%PersonalityUnitedEmpireAI</Description>
    </Gui>

    <DiplomaticAttitudeModifier>
      <!-- Positive factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPeaceful"                   ValueCoef="1.5"      TrendCoef="15"      ValueRangeCoef="12" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreement"       ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAlliance"                   ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonEnemy"                ValueCoef="1.5"      TrendCoef="1.5"      ValueRangeCoef="1.5" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonFriends"              ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCurrentExchanges"           ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastExchanges"              ValueCoef="0.8"      TrendCoef="0.8"      ValueRangeCoef="0.8" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreementTreaty" ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOpenBordersTreaty"          ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierDonations"                  ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"  />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerRespect"       ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"  />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerPity"          ValueCoef="0"        TrendCoef="0"        ValueRangeCoef="0"   TrendRangeCoef="0"  />

      <!-- Negative factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierWar"                        ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCeaseFire"                  ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastWar"                    ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierTenseFrontiers"             ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAnotherAlliance"            ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierBrokenExchange"             ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPropositionRefusal"         ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOwningLegitimateTerritory"  ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierLivingSpaceTense"           ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.1" TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierScoreTense"                 ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerWeaknessStress" ValueCoef="1.1"     TrendCoef="1.1"      ValueRangeCoef="1.1" TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerTense"         ValueCoef="0"        TrendCoef="0"        ValueRangeCoef="0"   TrendRangeCoef="0"/>
    </DiplomaticAttitudeModifier>

  </Personality>

  <Personality Name="PersonalityCravers">
    <!-- Industrious agressive little tech-->
    <Parameters>
      <Game>
        <AI>
          <System>
            <SystemSettings>
              <Modifiers>
                <Food>1</Food>
                <Industry>1.2</Industry>
                <Money>1.2</Money>
                <Science>1</Science>
                <Approval>1</Approval>
                <Military>1.2</Military>
                <Diplomacy>1</Diplomacy>
              </Modifiers>
            </SystemSettings>
            <Layer_Population>
              <SystemGrowthTargets>
                <!-- Growth target from food value-->
                <Limits>1</Limits>
                <Values>1</Values>
              </SystemGrowthTargets>
              <StrategicResourceBonus>
                <Values>1.5</Values>
              </StrategicResourceBonus>
              <LuxuryBonus>
                <Values>1.5</Values>
              </LuxuryBonus>
            </Layer_Population>
          </System>
          <Empire>
            <Layer_Science>
              <TurnCostWeightingCoef>0.8</TurnCostWeightingCoef>
              <!-- technoScore = score - (TurnCostWeightingCoef * turncost) -->

              <GrowthAlertBoostCoef>1</GrowthAlertBoostCoef>
              <!-- (target - growth) * GrowthAlertBoostCoef  + X to the global food need (for science, construction etc...)-->

              <Food>1.4</Food>
              <Industry>1.4</Industry>
              <Money>1.2</Money>
              <Science>1</Science>
              <Diplomacy>1</Diplomacy>
              <Approval>1.2</Approval>
              <Expand>1.2</Expand>
              <Military>1.5</Military>
              <Invasion>1.5</Invasion>
              <DefenseModuleLaser>1</DefenseModuleLaser>
              <DefenseModuleKinetic>1</DefenseModuleKinetic>
              <DefenseModuleMissile>1</DefenseModuleMissile>
              <WeaponModuleLaser>1</WeaponModuleLaser>
              <WeaponModuleKinetic>1</WeaponModuleKinetic>
              <WeaponModuleMissile>1</WeaponModuleMissile>
              <PlanetTypeArid>1.4</PlanetTypeArid>
              <PlanetTypeTundra>1.4</PlanetTypeTundra>
              <PlanetTypeDesert>1</PlanetTypeDesert>
              <PlanetTypeArctic>1</PlanetTypeArctic>
              <PlanetTypeLava>1.2</PlanetTypeLava>
              <PlanetTypeBarren>1</PlanetTypeBarren>
              <PlanetTypeAsteroids>1</PlanetTypeAsteroids>
              <PlanetTypeGasHydrogen>1</PlanetTypeGasHydrogen>
              <PlanetTypeGasHelium>1</PlanetTypeGasHelium>
              <PlanetTypeGasMethane>1</PlanetTypeGasMethane>
              <Movement>1.1</Movement>
            </Layer_Science>
            <Layer_Income>
              <PopulationPercentMin>1</PopulationPercentMin>
              <DevelopmentPercentMin>1</DevelopmentPercentMin>
              <Science>
                <OrientedSystemPercent>1</OrientedSystemPercent>
                <TargetMinTurn>1</TargetMinTurn>
                <TargetMaxTurn>1</TargetMaxTurn>
              </Science>
              <Industry>
                <OrientedSystemPercent>1.5</OrientedSystemPercent>
              </Industry>
              <Money>
                <OrientedSystemPercent>1.5</OrientedSystemPercent>
                <TargetMinGain>1.5</TargetMinGain>
                <TargetMaxGain>1.5</TargetMaxGain>
                <UnderApprovalPercent>1</UnderApprovalPercent>
                <SystemApprovalMin>1</SystemApprovalMin>
                <EmpireApprovalMin>1</EmpireApprovalMin>
              </Money>
              <Military>
                <OrientedSystemPercent>2</OrientedSystemPercent>
              </Military>
            </Layer_Income>
          </Empire>
          <Ministers>
            <MilitaryMinister>
              <!-- Define how many military power an AI will attribute to a neutral system. -->

              <NeutralSystemThreat>1</NeutralSystemThreat>
              <ThreatFactors>
                <!-- The threat factor are used by AI to determine a multiplicator to compute the threat from neighbouring systems.-->
                <!-- Default is 0.1. this is used for unknown empire. -->
                <Default>1.2</Default>
                <!-- While the AI is preparing a war against the neighbor, it will consider the target empire power as 1.5 -->
                <PrepareWar>1.5</PrepareWar>
              </ThreatFactors>
              <!-- Define how many attack a defense zone can start.-->
              <AttackPerZone>1</AttackPerZone>
              <!-- Define the coeff of malus applied to (wantedDefenseMP * depleted planets ratio).-->
              <DepletedSystemDefenseMalus>0.5</DepletedSystemDefenseMalus>
              <ShipRequests>
                <!-- Ship request priority when the empire MP is over the needed MP -->
                <MilitaryShipPriorityDefault>1</MilitaryShipPriorityDefault>
                <!-- Ship request priority when the empire MP is under the minimal MP -->
                <MilitaryShipPriorityUnderMin>1</MilitaryShipPriorityUnderMin>
                <!-- Ship request priority when the empire MP is under the Higher ennemy MP -->
                <MilitaryShipPriorityUnderEnnemy>1</MilitaryShipPriorityUnderEnnemy>

                <!-- Ship production percentage when the empire MP is over the needed MP -->
                <MilitaryProductionPercentDefault>1</MilitaryProductionPercentDefault>
                <!-- Ship production percentage when the empire MP is under the minimal MP -->
                <MilitaryProductionPercentUnderMin>1</MilitaryProductionPercentUnderMin>
                <!-- Ship production percentage when the empire MP is under the Higher ennemy MP -->
                <MilitaryProductionPercentUnderEnnemy>1</MilitaryProductionPercentUnderEnnemy>

                <!-- Minimal MP max limit -->
                <MinMilitaryPowerLimit>1</MinMilitaryPowerLimit>
                <!-- minimalMP = pow(EmpirePopulation, MinMilitaryPowerPopulationPower) * MinMilitaryPowerPopulationFactor + MinMilitaryPowerPopulationConstante-->
                <MinMilitaryPowerPopulationPower>1</MinMilitaryPowerPopulationPower>
                <MinMilitaryPowerPopulationFactor>1</MinMilitaryPowerPopulationFactor>
                <MinMilitaryPowerPopulationConstante>1</MinMilitaryPowerPopulationConstante>
              </ShipRequests>
              <!-- Define how AI will choose its battle cards.-->
              <BattleParameters>
                <MaxCardsToChoseFrom>1</MaxCardsToChoseFrom>
                <!-- In order to avoid a too predictable AI, chose between "MaxCardsToChoseFrom" better (and interesting) cards.  -->
                <myHealth>1</myHealth>
                <!-- The more health loss, the more scoring for healing cards. -->
                <opponentHealth>1</opponentHealth>
                <!-- The more health loss for opponent, the more scoring for attack cards. (try to finish opponent if near death.) -->
                <HigherMilitaryPower>1</HigherMilitaryPower>
                <!-- I'm more powerfull than my opponent ! -->
                <LowerMilitaryPower>1</LowerMilitaryPower>
                <!-- I'm less powerfull than my opponent :/ ( I higher value should increase Retreat cards scores) -->
                <BiggerFleet>1</BiggerFleet>
                <!-- I got more ships than my opponent. -->
                <TinierFleet>1</TinierFleet>
                <!-- I got less ships than my opponent. -->
                <!-- The battle take place in orbit of one AI's system. -->
                <ProtectingMySystem>1</ProtectingMySystem>
                <LongRange>1</LongRange>
                <MediumRange>1</MediumRange>
                <ShortRange>1</ShortRange>
                <!-- a.k.a. Meelee. -->
                <!-- following: applied on the percentage of this type in my weapon|defense -->
                <myWeaponMissile>1</myWeaponMissile>
                <myWeaponLaser>1</myWeaponLaser>
                <myWeaponKinetic>1</myWeaponKinetic>
                <opponentWeaponMissile>1</opponentWeaponMissile>
                <opponentWeaponLaser>1</opponentWeaponLaser>
                <opponentWeaponKinetic>1</opponentWeaponKinetic>
                <myDefenseMissile>1</myDefenseMissile>
                <myDefenseLaser>1</myDefenseLaser>
                <myDefenseKinetic>1</myDefenseKinetic>
                <opponentDefenseMissile>1</opponentDefenseMissile>
                <opponentDefenseLaser>1</opponentDefenseLaser>
                <opponentDefenseKinetic>1</opponentDefenseKinetic>
              </BattleParameters>
              
            </MilitaryMinister>
            <DiplomacyMinister>
              <!-- When no treaty are needed, the science bonus must have a default value.-->
              <DefaultDiplomacyScienceBonus>0.9</DefaultDiplomacyScienceBonus>
              <!-- When a treaty is needed, but the science have not already research it, add this value to the default.-->
              <PerWantedTermScienceBonus>0.9</PerWantedTermScienceBonus>
              <!-- When no threat or no neighbor around, the military science bonus must have a default value.-->
              <DefaultMilitaryScienceBonus>1.2</DefaultMilitaryScienceBonus>
              <!-- This is the default "war" bonus.
               While peace, the bonus = (1 - (AttitudeScore / AttitudeRange)) * MaxBonus. -->
              <MaxMilitaryScienceBonus>1.5</MaxMilitaryScienceBonus>
              <!-- When loosing the war, we need to boost the military science bonus.-->
              <LoosingWarScienceBonus>1</LoosingWarScienceBonus>
              <WarFatigueTurn>1</WarFatigueTurn>
              <TradableBankAccountRatio>2</TradableBankAccountRatio>
              <TradableMoneyNetRatio>2</TradableMoneyNetRatio>
              <ReserveRevenueRatio>2</ReserveRevenueRatio>
              <NeededResourceBonus>1.5</NeededResourceBonus>
              <NeededMissingResourceBonus>1.5</NeededMissingResourceBonus>

              <AmasPeaceTreatyThreshold>9</AmasPeaceTreatyThreshold>
              <AmasWarTreatyThreshold>3</AmasWarTreatyThreshold>
              <AmasAllianceTreatyThreshold>9</AmasAllianceTreatyThreshold>
              <AmasLeaveAllianceTreatyThreshold>5</AmasLeaveAllianceTreatyThreshold>
              <AmasColdWarThreshold>3</AmasColdWarThreshold>
              <AmasCeaseFireTreatyThreshold>7</AmasCeaseFireTreatyThreshold>
              <AmasOpenBorderTreatyThreshold>8</AmasOpenBorderTreatyThreshold>
              <AmasCooperationAgreementTreatyThreshold>8</AmasCooperationAgreementTreatyThreshold>
              <AmasTreatyThreshold>5</AmasTreatyThreshold>
            </DiplomacyMinister>
            <EconomyMinister>
              <HeroUpkeepFactor>1</HeroUpkeepFactor>
              <PeaceReserveFactor>1.5</PeaceReserveFactor>

              <!-- Define a limit which say "I'm really ready to build ship, pick me when you have some non urgent ship to do".-->
              <DevelopmentPercentLimit>0.8</DevelopmentPercentLimit>
            </EconomyMinister>
            <ExpansionMinister>
              <!-- Define the limit of still neutral system in the galaxy to allow the expansion to search one step further for expansion target.-->
              <NeutralRatioLimitForExtendedExpansion>2</NeutralRatioLimitForExtendedExpansion>
              <LimitExpansionFleets>2</LimitExpansionFleets>

              <!-- Define when to stop searching in the list for outpost to invade.-->
              <RankLimitForCommando>2</RankLimitForCommando>
            </ExpansionMinister>
          </Ministers>
          <AIStarSystemSettings>
            <ScoreFimsFactor>1</ScoreFimsFactor>
            <ScoreLinkToEmpireFactor>1</ScoreLinkToEmpireFactor>
            <ScoreOwnershipFactor>1</ScoreOwnershipFactor>
            <ScoreNeutralFactor>2</ScoreNeutralFactor>
            <ScoreEnnemyFactor>1</ScoreEnnemyFactor>
            <ScoreTurnToReachLimits>1</ScoreTurnToReachLimits>
            <ScoreTurnToReachValues>1</ScoreTurnToReachValues>
          </AIStarSystemSettings>
        </AI>
      </Game>
    </Parameters>

    <DiplomaticAttitudeModifier>
      <!-- Positive factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPeaceful"                   ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreement"       ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAlliance"                   ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonEnemy"                ValueCoef="2"      TrendCoef="2"      ValueRangeCoef="2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonFriends"              ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCurrentExchanges"           ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastExchanges"              ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreementTreaty" ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOpenBordersTreaty"          ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierDonations"                  ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"  />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerRespect"       ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"  />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerPity"          ValueCoef="0"        TrendCoef="0"        ValueRangeCoef="0"   TrendRangeCoef="0"  />


      <!-- Negative factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierWar"                        ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCeaseFire"                  ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastWar"                    ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierTenseFrontiers"             ValueCoef="1"     TrendCoef="1.5"   ValueRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAnotherAlliance"            ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierBrokenExchange"             ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPropositionRefusal"         ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOwningLegitimateTerritory"  ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierLivingSpaceTense"           ValueCoef="2"     TrendCoef="2"     ValueRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierScoreTense"                 ValueCoef="1.5"   TrendCoef="1.5"   ValueRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerWeaknessStress"  ValueCoef="2"     TrendCoef="2"     ValueRangeCoef="2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerTense"           ValueCoef="0"     TrendCoef="0"     ValueRangeCoef="0"   TrendRangeCoef="0"/>
    </DiplomaticAttitudeModifier>

    <Gui>
      <Title>%PersonalityCravers</Title>
      <Description>%PersonalityCravers</Description>
    </Gui>
  </Personality>

  <Personality Name="PersonalitySophon">
    <!-- Greedy industrious powerful fleets-->
    <Parameters>
      <Game>
        <AI>
          <System>
            <SystemSettings>
              <Modifiers>
                <Food>1</Food>
                <Industry>1</Industry>
                <Money>1</Money>
                <Science>1.3</Science>
                <Approval>1</Approval>
                <Military>1</Military>
                <Diplomacy>1</Diplomacy>
              </Modifiers>
            </SystemSettings>
            <Layer_Population>
              <SystemGrowthTargets>
                <!-- Growth target from food value-->
                <Limits>1</Limits>
                <Values>1</Values>
              </SystemGrowthTargets>
              <StrategicResourceBonus>
                <Values>1</Values>
              </StrategicResourceBonus>
              <LuxuryBonus>
                <Values>1</Values>
              </LuxuryBonus>
            </Layer_Population>
          </System>
          <Empire>
            <Layer_Science>
              <TurnCostWeightingCoef>1</TurnCostWeightingCoef>
              <!-- technoScore = score - (TurnCostWeightingCoef * turncost) -->

              <GrowthAlertBoostCoef>1</GrowthAlertBoostCoef>
              <!-- (target - growth) * GrowthAlertBoostCoef  + X to the global food need (for science, construction etc...)-->

              <Food>1</Food>
              <Industry>1</Industry>
              <Money>1</Money>
              <Science>1.6</Science>
              <Diplomacy>1.3</Diplomacy>
              <Approval>1.2</Approval>
              <Expand>1</Expand>
              <Military>1</Military>
              <Invasion>1</Invasion>
              <DefenseModuleLaser>1</DefenseModuleLaser>
              <DefenseModuleKinetic>1</DefenseModuleKinetic>
              <DefenseModuleMissile>1</DefenseModuleMissile>
              <WeaponModuleLaser>1</WeaponModuleLaser>
              <WeaponModuleKinetic>1</WeaponModuleKinetic>
              <WeaponModuleMissile>1</WeaponModuleMissile>
              <PlanetTypeArid>1</PlanetTypeArid>
              <PlanetTypeTundra>1</PlanetTypeTundra>
              <PlanetTypeDesert>1.3</PlanetTypeDesert>
              <PlanetTypeArctic>1.3</PlanetTypeArctic>
              <PlanetTypeLava>1</PlanetTypeLava>
              <PlanetTypeBarren>1</PlanetTypeBarren>
              <PlanetTypeAsteroids>1</PlanetTypeAsteroids>
              <PlanetTypeGasHydrogen>1</PlanetTypeGasHydrogen>
              <PlanetTypeGasHelium>1</PlanetTypeGasHelium>
              <PlanetTypeGasMethane>1</PlanetTypeGasMethane>
              <Movement>1.2</Movement>
            </Layer_Science>
            <Layer_Income>
              <PopulationPercentMin>1</PopulationPercentMin>
              <DevelopmentPercentMin>1</DevelopmentPercentMin>
              <Science>
                <OrientedSystemPercent>1.5</OrientedSystemPercent>
                <TargetMinTurn>1</TargetMinTurn>
                <TargetMaxTurn>2</TargetMaxTurn>
              </Science>
              <Industry>
                <OrientedSystemPercent>1</OrientedSystemPercent>
              </Industry>
              <Money>
                <OrientedSystemPercent>1</OrientedSystemPercent>
                <TargetMinGain>1</TargetMinGain>
                <TargetMaxGain>1</TargetMaxGain>
                <UnderApprovalPercent>1</UnderApprovalPercent>
                <SystemApprovalMin>1</SystemApprovalMin>
                <EmpireApprovalMin>1</EmpireApprovalMin>
              </Money>
              <Military>
                <OrientedSystemPercent>1</OrientedSystemPercent>
              </Military>
            </Layer_Income>
          </Empire>
          <Ministers>
            <MilitaryMinister>
              <!-- Define how many military power an AI will attribute to a neutral system. -->

              <NeutralSystemThreat>1</NeutralSystemThreat>
              <ThreatFactors>
                <!-- The threat factor are used by AI to determine a multiplicator to compute the threat from neighbouring systems.-->
                <!-- Default is 0.1. this is used for unknown empire. -->
                <Default>1</Default>
                <!-- While the AI is preparing a war against the neighbor, it will consider the target empire power as 1.5 -->
                <PrepareWar>1</PrepareWar>


              </ThreatFactors>
              <!-- Define how many attack a defense zone can start.-->
              <AttackPerZone>1</AttackPerZone>
              <ShipRequests>
                <!-- Ship request priority when the empire MP is over the needed MP -->
                <MilitaryShipPriorityDefault>1</MilitaryShipPriorityDefault>
                <!-- Ship request priority when the empire MP is under the minimal MP -->
                <MilitaryShipPriorityUnderMin>1</MilitaryShipPriorityUnderMin>
                <!-- Ship request priority when the empire MP is under the Higher ennemy MP -->
                <MilitaryShipPriorityUnderEnnemy>1</MilitaryShipPriorityUnderEnnemy>

                <!-- Ship production percentage when the empire MP is over the needed MP -->
                <MilitaryProductionPercentDefault>1</MilitaryProductionPercentDefault>
                <!-- Ship production percentage when the empire MP is under the minimal MP -->
                <MilitaryProductionPercentUnderMin>1</MilitaryProductionPercentUnderMin>
                <!-- Ship production percentage when the empire MP is under the Higher ennemy MP -->
                <MilitaryProductionPercentUnderEnnemy>1</MilitaryProductionPercentUnderEnnemy>

                <!-- Minimal MP max limit -->
                <MinMilitaryPowerLimit>1</MinMilitaryPowerLimit>
                <!-- minimalMP = pow(EmpirePopulation, MinMilitaryPowerPopulationPower) * MinMilitaryPowerPopulationFactor + MinMilitaryPowerPopulationConstante-->
                <MinMilitaryPowerPopulationPower>1</MinMilitaryPowerPopulationPower>
                <MinMilitaryPowerPopulationFactor>1</MinMilitaryPowerPopulationFactor>
                <MinMilitaryPowerPopulationConstante>1</MinMilitaryPowerPopulationConstante>
              </ShipRequests>
              <!-- Define how AI will choose its battle cards.-->
              <BattleParameters>
                <MaxCardsToChoseFrom>1</MaxCardsToChoseFrom>
                <!-- In order to avoid a too predictable AI, chose between "MaxCardsToChoseFrom" better (and interesting) cards.  -->
                <myHealth>1</myHealth>
                <!-- The more health loss, the more scoring for healing cards. -->
                <opponentHealth>1</opponentHealth>
                <!-- The more health loss for opponent, the more scoring for attack cards. (try to finish opponent if near death.) -->
                <HigherMilitaryPower>1</HigherMilitaryPower>
                <!-- I'm more powerfull than my opponent ! -->
                <LowerMilitaryPower>1</LowerMilitaryPower>
                <!-- I'm less powerfull than my opponent :/ ( I higher value should increase Retreat cards scores) -->
                <BiggerFleet>1</BiggerFleet>
                <!-- I got more ships than my opponent. -->
                <TinierFleet>1</TinierFleet>
                <!-- I got less ships than my opponent. -->
                <!-- The battle take place in orbit of one AI's system. -->
                <ProtectingMySystem>1</ProtectingMySystem>
                <LongRange>1</LongRange>
                <MediumRange>1</MediumRange>
                <ShortRange>1</ShortRange>
                <!-- a.k.a. Meelee. -->
                <!-- following: applied on the percentage of this type in my weapon|defense -->
                <myWeaponMissile>1</myWeaponMissile>
                <myWeaponLaser>1</myWeaponLaser>
                <myWeaponKinetic>1</myWeaponKinetic>
                <opponentWeaponMissile>1</opponentWeaponMissile>
                <opponentWeaponLaser>1</opponentWeaponLaser>
                <opponentWeaponKinetic>1</opponentWeaponKinetic>
                <myDefenseMissile>1</myDefenseMissile>
                <myDefenseLaser>1</myDefenseLaser>
                <myDefenseKinetic>1</myDefenseKinetic>
                <opponentDefenseMissile>1</opponentDefenseMissile>
                <opponentDefenseLaser>1</opponentDefenseLaser>
                <opponentDefenseKinetic>1</opponentDefenseKinetic>
              </BattleParameters>
            </MilitaryMinister>
            <DiplomacyMinister>
              <!-- When no treaty are needed, the science bonus must have a default value.-->
              <DefaultDiplomacyScienceBonus>1</DefaultDiplomacyScienceBonus>
              <!-- When a treaty is needed, but the science have not already research it, add this value to the default.-->
              <PerWantedTermScienceBonus>1</PerWantedTermScienceBonus>
              <!-- When no threat or no neighbor around, the military science bonus must have a default value.-->
              <DefaultMilitaryScienceBonus>1</DefaultMilitaryScienceBonus>
              <!-- This is the default "war" bonus.
               While peace, the bonus = (1 - (AttitudeScore / AttitudeRange)) * MaxBonus. -->
              <MaxMilitaryScienceBonus>2</MaxMilitaryScienceBonus>
              <!-- When loosing the war, we need to boost the military science bonus.-->
              <LoosingWarScienceBonus>0.5</LoosingWarScienceBonus>
              <WarFatigueTurn>1.2</WarFatigueTurn>
              <TradableBankAccountRatio>1</TradableBankAccountRatio>
              <TradableMoneyNetRatio>1</TradableMoneyNetRatio>
              <ReserveRevenueRatio>1</ReserveRevenueRatio>
              <NeededResourceBonus>1</NeededResourceBonus>
              <NeededMissingResourceBonus>1</NeededMissingResourceBonus>

              <AmasPeaceTreatyThreshold>5</AmasPeaceTreatyThreshold>
              <AmasWarTreatyThreshold>8</AmasWarTreatyThreshold>
              <AmasAllianceTreatyThreshold>6</AmasAllianceTreatyThreshold>
              <AmasLeaveAllianceTreatyThreshold>5</AmasLeaveAllianceTreatyThreshold>
              <AmasColdWarThreshold>8</AmasColdWarThreshold>
              <AmasCeaseFireTreatyThreshold>5</AmasCeaseFireTreatyThreshold>
              <AmasOpenBorderTreatyThreshold>4</AmasOpenBorderTreatyThreshold>
              <AmasCooperationAgreementTreatyThreshold>6</AmasCooperationAgreementTreatyThreshold>
              <AmasTreatyThreshold>5</AmasTreatyThreshold>
            </DiplomacyMinister>
            <EconomyMinister>
              <HeroUpkeepFactor>1</HeroUpkeepFactor>
              <PeaceReserveFactor>1</PeaceReserveFactor>

              <!-- Define a limit which say "I'm really ready to build ship, pick me when you have some non urgent ship to do".-->
              <DevelopmentPercentLimit>1</DevelopmentPercentLimit>
            </EconomyMinister>
          </Ministers>
          <AIStarSystemSettings>
            <ScoreFimsFactor>1.2</ScoreFimsFactor>
            <ScoreLinkToEmpireFactor>1.2</ScoreLinkToEmpireFactor>
            <ScoreOwnershipFactor>1</ScoreOwnershipFactor>
            <ScoreNeutralFactor>1</ScoreNeutralFactor>
            <ScoreEnnemyFactor>1</ScoreEnnemyFactor>
            <ScoreTurnToReachLimits>1</ScoreTurnToReachLimits>
            <ScoreTurnToReachValues>1</ScoreTurnToReachValues>
          </AIStarSystemSettings>
        </AI>
      </Game>
    </Parameters>

    <!--<Parameter Key="/Game/AI/Empire/Layer_Income/Money/SystemApprovalMin" Modifier="1"/>-->

    <Gui>
      <Title>%PersonalitySophon</Title>
      <Description>%PersonalitySophon</Description>
    </Gui>

    <DiplomaticAttitudeModifier>
      <!-- Positive factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPeaceful"                   ValueCoef="2"      TrendCoef="2"      ValueRangeCoef="1.5"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreement"       ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAlliance"                   ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonEnemy"                ValueCoef="2"      TrendCoef="2"      ValueRangeCoef="2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonFriends"              ValueCoef="1.5"      TrendCoef="1.5"      ValueRangeCoef="1.5"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCurrentExchanges"           ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastExchanges"              ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreementTreaty" ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOpenBordersTreaty"          ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierDonations"                  ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"  />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerRespect"       ValueCoef="0"        TrendCoef="0"        ValueRangeCoef="0"   TrendRangeCoef="0"  />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerPity"          ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"  />

      <!-- Negative factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierWar"                        ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCeaseFire"                  ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastWar"                    ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierTenseFrontiers"             ValueCoef="0.8"     TrendCoef="0.8"   ValueRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAnotherAlliance"            ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierBrokenExchange"             ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPropositionRefusal"         ValueCoef="0.8"     TrendCoef="0.8"     ValueRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOwningLegitimateTerritory"  ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierLivingSpaceTense"           ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierScoreTense"                 ValueCoef="1"   TrendCoef="1"   ValueRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerWeaknessStress"  ValueCoef="0"     TrendCoef="0"     ValueRangeCoef="0"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerTense"           ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="1"   TrendRangeCoef="1"/>
    </DiplomaticAttitudeModifier>

  </Personality>

  <Personality Name="PersonalityHissho">
    <!-- Always ready for war-->
    <Parameters>
      <Game>
        <AI>
          <System>
            <SystemSettings>
              <Modifiers>
                <Food>1</Food>
                <Industry>1.4</Industry>
                <Money>1</Money>
                <Science>0.8</Science>
                <Approval>1</Approval>
                <Military>1.4</Military>
                <Diplomacy>0.8</Diplomacy>
              </Modifiers>
            </SystemSettings>
            <Layer_Population>
              <SystemGrowthTargets>
                <!-- Growth target from food value-->
                <Limits>1</Limits>
                <Values>1</Values>
              </SystemGrowthTargets>
              <StrategicResourceBonus>
                <Values>1</Values>
              </StrategicResourceBonus>
              <LuxuryBonus>
                <Values>1</Values>
              </LuxuryBonus>
            </Layer_Population>
          </System>
          <Empire>
            <Layer_Science>
              <TurnCostWeightingCoef>1</TurnCostWeightingCoef>
              <!-- technoScore = score - (TurnCostWeightingCoef * turncost) -->

              <GrowthAlertBoostCoef>1</GrowthAlertBoostCoef>
              <!-- (target - growth) * GrowthAlertBoostCoef  + X to the global food need (for science, construction etc...)-->

              <Food>1.2</Food>
              <Industry>1.3</Industry>
              <Money>1.2</Money>
              <Science>0.9</Science>
              <Diplomacy>0.7</Diplomacy>
              <Approval>1</Approval>
              <Expand>1.2</Expand>
              <Military>1.4</Military>
              <Invasion>1.4</Invasion>
              <DefenseModuleLaser>1</DefenseModuleLaser>
              <DefenseModuleKinetic>1</DefenseModuleKinetic>
              <DefenseModuleMissile>1</DefenseModuleMissile>
              <WeaponModuleLaser>1</WeaponModuleLaser>
              <WeaponModuleKinetic>1</WeaponModuleKinetic>
              <WeaponModuleMissile>1</WeaponModuleMissile>
              <PlanetTypeArid>1</PlanetTypeArid>
              <PlanetTypeTundra>1</PlanetTypeTundra>
              <PlanetTypeDesert>1</PlanetTypeDesert>
              <PlanetTypeArctic>1</PlanetTypeArctic>
              <PlanetTypeLava>1.2</PlanetTypeLava>
              <PlanetTypeBarren>1</PlanetTypeBarren>
              <PlanetTypeAsteroids>1</PlanetTypeAsteroids>
              <PlanetTypeGasHydrogen>1</PlanetTypeGasHydrogen>
              <PlanetTypeGasHelium>1</PlanetTypeGasHelium>
              <PlanetTypeGasMethane>1</PlanetTypeGasMethane>
              <Movement>1</Movement>
            </Layer_Science>
            <Layer_Income>
              <PopulationPercentMin>1</PopulationPercentMin>
              <DevelopmentPercentMin>1</DevelopmentPercentMin>
              <Science>
                <OrientedSystemPercent>0.8</OrientedSystemPercent>
                <TargetMinTurn>0.8</TargetMinTurn>
                <TargetMaxTurn>1</TargetMaxTurn>
              </Science>
              <Industry>
                <OrientedSystemPercent>1.2</OrientedSystemPercent>
              </Industry>
              <Money>
                <OrientedSystemPercent>1</OrientedSystemPercent>
                <TargetMinGain>1</TargetMinGain>
                <TargetMaxGain>1</TargetMaxGain>
                <UnderApprovalPercent>1</UnderApprovalPercent>
                <SystemApprovalMin>1</SystemApprovalMin>
                <EmpireApprovalMin>1</EmpireApprovalMin>
              </Money>
              <Military>
                <OrientedSystemPercent>1.4</OrientedSystemPercent>
              </Military>
            </Layer_Income>
          </Empire>
          <Ministers>
            <MilitaryMinister>
              <!-- Define how many military power an AI will attribute to a neutral system. -->

              <NeutralSystemThreat>1</NeutralSystemThreat>
              <ThreatFactors>
                <!-- The threat factor are used by AI to determine a multiplicator to compute the threat from neighbouring systems.-->
                <!-- Default is 0.1. this is used for unknown empire. -->
                <Default>1.4</Default>
                <!-- While the AI is preparing a war against the neighbor, it will consider the target empire power as 1.5 -->
                <PrepareWar>1.5</PrepareWar>


              </ThreatFactors>
              <!-- Define how many attack a defense zone can start.-->
              <AttackPerZone>1</AttackPerZone>
              <ShipRequests>
                <!-- Ship request priority when the empire MP is over the needed MP -->
                <MilitaryShipPriorityDefault>1</MilitaryShipPriorityDefault>
                <!-- Ship request priority when the empire MP is under the minimal MP -->
                <MilitaryShipPriorityUnderMin>1</MilitaryShipPriorityUnderMin>
                <!-- Ship request priority when the empire MP is under the Higher ennemy MP -->
                <MilitaryShipPriorityUnderEnnemy>1</MilitaryShipPriorityUnderEnnemy>

                <!-- Ship production percentage when the empire MP is over the needed MP -->
                <MilitaryProductionPercentDefault>1</MilitaryProductionPercentDefault>
                <!-- Ship production percentage when the empire MP is under the minimal MP -->
                <MilitaryProductionPercentUnderMin>1</MilitaryProductionPercentUnderMin>
                <!-- Ship production percentage when the empire MP is under the Higher ennemy MP -->
                <MilitaryProductionPercentUnderEnnemy>1</MilitaryProductionPercentUnderEnnemy>

                <!-- Minimal MP max limit -->
                <MinMilitaryPowerLimit>1</MinMilitaryPowerLimit>
                <!-- minimalMP = pow(EmpirePopulation, MinMilitaryPowerPopulationPower) * MinMilitaryPowerPopulationFactor + MinMilitaryPowerPopulationConstante-->
                <MinMilitaryPowerPopulationPower>1</MinMilitaryPowerPopulationPower>
                <MinMilitaryPowerPopulationFactor>1</MinMilitaryPowerPopulationFactor>
                <MinMilitaryPowerPopulationConstante>1</MinMilitaryPowerPopulationConstante>
              </ShipRequests>
              <!-- Define how AI will choose its battle cards.-->
              <BattleParameters>
                <MaxCardsToChoseFrom>1</MaxCardsToChoseFrom>
                <!-- In order to avoid a too predictable AI, chose between "MaxCardsToChoseFrom" better (and interesting) cards.  -->
                <myHealth>1</myHealth>
                <!-- The more health loss, the more scoring for healing cards. -->
                <opponentHealth>1</opponentHealth>
                <!-- The more health loss for opponent, the more scoring for attack cards. (try to finish opponent if near death.) -->
                <HigherMilitaryPower>1</HigherMilitaryPower>
                <!-- I'm more powerfull than my opponent ! -->
                <LowerMilitaryPower>1</LowerMilitaryPower>
                <!-- I'm less powerfull than my opponent :/ ( I higher value should increase Retreat cards scores) -->
                <BiggerFleet>1</BiggerFleet>
                <!-- I got more ships than my opponent. -->
                <TinierFleet>1</TinierFleet>
                <!-- I got less ships than my opponent. -->
                <!-- The battle take place in orbit of one AI's system. -->
                <ProtectingMySystem>1</ProtectingMySystem>
                <LongRange>1</LongRange>
                <MediumRange>1</MediumRange>
                <ShortRange>1</ShortRange>
                <!-- a.k.a. Meelee. -->
                <!-- following: applied on the percentage of this type in my weapon|defense -->
                <myWeaponMissile>1</myWeaponMissile>
                <myWeaponLaser>1</myWeaponLaser>
                <myWeaponKinetic>1</myWeaponKinetic>
                <opponentWeaponMissile>1</opponentWeaponMissile>
                <opponentWeaponLaser>1</opponentWeaponLaser>
                <opponentWeaponKinetic>1</opponentWeaponKinetic>
                <myDefenseMissile>1</myDefenseMissile>
                <myDefenseLaser>1</myDefenseLaser>
                <myDefenseKinetic>1</myDefenseKinetic>
                <opponentDefenseMissile>1</opponentDefenseMissile>
                <opponentDefenseLaser>1</opponentDefenseLaser>
                <opponentDefenseKinetic>1</opponentDefenseKinetic>
              </BattleParameters>
            </MilitaryMinister>
            <DiplomacyMinister>
              <!-- When no treaty are needed, the science bonus must have a default value.-->
              <DefaultDiplomacyScienceBonus>1</DefaultDiplomacyScienceBonus>
              <!-- When a treaty is needed, but the science have not already research it, add this value to the default.-->
              <PerWantedTermScienceBonus>1</PerWantedTermScienceBonus>
              <!-- When no threat or no neighbor around, the military science bonus must have a default value.-->
              <DefaultMilitaryScienceBonus>1</DefaultMilitaryScienceBonus>
              <!-- This is the default "war" bonus.
               While peace, the bonus = (1 - (AttitudeScore / AttitudeRange)) * MaxBonus. -->
              <MaxMilitaryScienceBonus>2</MaxMilitaryScienceBonus>
              <!-- When loosing the war, we need to boost the military science bonus.-->
              <LoosingWarScienceBonus>0.5</LoosingWarScienceBonus>
              <WarFatigueTurn>0.8</WarFatigueTurn>
              <TradableBankAccountRatio>1</TradableBankAccountRatio>
              <TradableMoneyNetRatio>1</TradableMoneyNetRatio>
              <ReserveRevenueRatio>1</ReserveRevenueRatio>
              <NeededResourceBonus>1</NeededResourceBonus>
              <NeededMissingResourceBonus>1</NeededMissingResourceBonus>

              <AmasPeaceTreatyThreshold>8</AmasPeaceTreatyThreshold>
              <AmasWarTreatyThreshold>3</AmasWarTreatyThreshold>
              <AmasAllianceTreatyThreshold>7</AmasAllianceTreatyThreshold>
              <AmasLeaveAllianceTreatyThreshold>5</AmasLeaveAllianceTreatyThreshold>
              <AmasColdWarThreshold>3</AmasColdWarThreshold>
              <AmasCeaseFireTreatyThreshold>5</AmasCeaseFireTreatyThreshold>
              <AmasOpenBorderTreatyThreshold>5</AmasOpenBorderTreatyThreshold>
              <AmasCooperationAgreementTreatyThreshold>5</AmasCooperationAgreementTreatyThreshold>
              <AmasTreatyThreshold>5</AmasTreatyThreshold>
            </DiplomacyMinister>
            <EconomyMinister>
              <HeroUpkeepFactor>1</HeroUpkeepFactor>
              <PeaceReserveFactor>1</PeaceReserveFactor>

              <!-- Define a limit which say "I'm really ready to build ship, pick me when you have some non urgent ship to do".-->
              <DevelopmentPercentLimit>0.9</DevelopmentPercentLimit>
            </EconomyMinister>
          </Ministers>
          <AIStarSystemSettings>
            <ScoreFimsFactor>1</ScoreFimsFactor>
            <ScoreLinkToEmpireFactor>1</ScoreLinkToEmpireFactor>
            <ScoreOwnershipFactor>1</ScoreOwnershipFactor>
            <ScoreNeutralFactor>1</ScoreNeutralFactor>
            <ScoreEnnemyFactor>1</ScoreEnnemyFactor>
            <ScoreTurnToReachLimits>1</ScoreTurnToReachLimits>
            <ScoreTurnToReachValues>1</ScoreTurnToReachValues>
          </AIStarSystemSettings>
        </AI>
      </Game>
    </Parameters>

    <!--<Parameter Key="/Game/AI/Empire/Layer_Income/Money/SystemApprovalMin" Modifier="1"/>-->

    <Gui>
      <Title>%PersonalityHissho</Title>
      <Description>%PersonalityHissho</Description>
    </Gui>

    <DiplomaticAttitudeModifier>
      <!-- Positive factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPeaceful"                   ValueCoef="0.8"        TrendCoef="0.8"        ValueRangeCoef="0.8"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreement"       ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAlliance"                   ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonEnemy"                ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonFriends"              ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCurrentExchanges"           ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastExchanges"              ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreementTreaty" ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOpenBordersTreaty"          ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierDonations"                  ValueCoef="0.8"      TrendCoef="0.8"      ValueRangeCoef="0.8"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerRespect"       ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"  />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerPity"          ValueCoef="0"        TrendCoef="0"        ValueRangeCoef="0"   TrendRangeCoef="0"  />

      <!-- Negative factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierWar"                        ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCeaseFire"                  ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastWar"                    ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierTenseFrontiers"             ValueCoef="0.8"     TrendCoef="0.8"       ValueRangeCoef="0.8"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAnotherAlliance"            ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierBrokenExchange"             ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPropositionRefusal"         ValueCoef="0.8"     TrendCoef="0.8"       ValueRangeCoef="0.8"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOwningLegitimateTerritory"  ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierLivingSpaceTense"           ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierScoreTense"                 ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerWeaknessStress"         ValueCoef="0.8"     TrendCoef="0.8"       ValueRangeCoef="0.8"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerTense"           ValueCoef="0"     TrendCoef="0"     ValueRangeCoef="0"   TrendRangeCoef="0"/>
    </DiplomaticAttitudeModifier>

  </Personality>


  <!-- to do -->



  <Personality Name="PersonalityHoratio">
    <!-- Need to Expand, more food, more population. Number is their strength-->
    <Parameters>
      <Game>
        <AI>
          <System>
            <SystemSettings>
              <Modifiers>
                <Food>1.4</Food>
                <Industry>1.1</Industry>
                <Money>1.1</Money>
                <Science>1</Science>
                <Approval>1.2</Approval>
                <Military>1</Military>
                <Diplomacy>1</Diplomacy>
              </Modifiers>
            </SystemSettings>
            <Layer_Population>
              <SystemGrowthTargets>
                <!-- Growth target from food value-->
                <Limits>1.2</Limits>
                <Values>1.2</Values>
              </SystemGrowthTargets>
              <StrategicResourceBonus>
                <Values>1</Values>
              </StrategicResourceBonus>
              <LuxuryBonus>
                <Values>1</Values>
              </LuxuryBonus>
            </Layer_Population>
          </System>
          <Empire>
            <Layer_Science>
              <TurnCostWeightingCoef>1</TurnCostWeightingCoef>
              <!-- technoScore = score - (TurnCostWeightingCoef * turncost) -->

              <GrowthAlertBoostCoef>1</GrowthAlertBoostCoef>
              <!-- (target - growth) * GrowthAlertBoostCoef  + X to the global food need (for science, construction etc...)-->

              <Food>1.4</Food>
              <Industry>1</Industry>
              <Money>1</Money>
              <Science>0.8</Science>
              <Diplomacy>1</Diplomacy>
              <Approval>1.2</Approval>
              <Expand>1.4</Expand>
              <Military>1</Military>
              <Invasion>1</Invasion>
              <DefenseModuleLaser>1</DefenseModuleLaser>
              <DefenseModuleKinetic>1</DefenseModuleKinetic>
              <DefenseModuleMissile>1</DefenseModuleMissile>
              <WeaponModuleLaser>1</WeaponModuleLaser>
              <WeaponModuleKinetic>1</WeaponModuleKinetic>
              <WeaponModuleMissile>1</WeaponModuleMissile>
              <PlanetTypeArid>1</PlanetTypeArid>
              <PlanetTypeTundra>1</PlanetTypeTundra>
              <PlanetTypeDesert>1.4</PlanetTypeDesert>
              <PlanetTypeArctic>1.4</PlanetTypeArctic>
              <PlanetTypeLava>1</PlanetTypeLava>
              <PlanetTypeBarren>1</PlanetTypeBarren>
              <PlanetTypeAsteroids>1</PlanetTypeAsteroids>
              <PlanetTypeGasHydrogen>1</PlanetTypeGasHydrogen>
              <PlanetTypeGasHelium>1</PlanetTypeGasHelium>
              <PlanetTypeGasMethane>1</PlanetTypeGasMethane>
              <Movement>1</Movement>
            </Layer_Science>
            <Layer_Income>
              <PopulationPercentMin>1</PopulationPercentMin>
              <DevelopmentPercentMin>1</DevelopmentPercentMin>
              <Science>
                <OrientedSystemPercent>1</OrientedSystemPercent>
                <TargetMinTurn>1</TargetMinTurn>
                <TargetMaxTurn>1</TargetMaxTurn>
              </Science>
              <Industry>
                <OrientedSystemPercent>1</OrientedSystemPercent>
              </Industry>
              <Money>
                <OrientedSystemPercent>1</OrientedSystemPercent>
                <TargetMinGain>1</TargetMinGain>
                <TargetMaxGain>1</TargetMaxGain>
                <UnderApprovalPercent>1</UnderApprovalPercent>
                <SystemApprovalMin>1</SystemApprovalMin>
                <EmpireApprovalMin>1</EmpireApprovalMin>
              </Money>
              <Military>
                <OrientedSystemPercent>1</OrientedSystemPercent>
              </Military>
            </Layer_Income>
          </Empire>
          <Ministers>
            <MilitaryMinister>
              <!-- Define how many military power an AI will attribute to a neutral system. -->

              <NeutralSystemThreat>1</NeutralSystemThreat>
              <ThreatFactors>
                <!-- The threat factor are used by AI to determine a multiplicator to compute the threat from neighbouring systems.-->
                <!-- Default is 0.1. this is used for unknown empire. -->
                <Default>1</Default>
                <!-- While the AI is preparing a war against the neighbor, it will consider the target empire power as 1.5 -->
                <PrepareWar>1</PrepareWar>


              </ThreatFactors>
              <!-- Define how many attack a defense zone can start.-->
              <AttackPerZone>1</AttackPerZone>
              <ShipRequests>
                <!-- Ship request priority when the empire MP is over the needed MP -->
                <MilitaryShipPriorityDefault>1</MilitaryShipPriorityDefault>
                <!-- Ship request priority when the empire MP is under the minimal MP -->
                <MilitaryShipPriorityUnderMin>1</MilitaryShipPriorityUnderMin>
                <!-- Ship request priority when the empire MP is under the Higher ennemy MP -->
                <MilitaryShipPriorityUnderEnnemy>1</MilitaryShipPriorityUnderEnnemy>

                <!-- Ship production percentage when the empire MP is over the needed MP -->
                <MilitaryProductionPercentDefault>1</MilitaryProductionPercentDefault>
                <!-- Ship production percentage when the empire MP is under the minimal MP -->
                <MilitaryProductionPercentUnderMin>1</MilitaryProductionPercentUnderMin>
                <!-- Ship production percentage when the empire MP is under the Higher ennemy MP -->
                <MilitaryProductionPercentUnderEnnemy>1</MilitaryProductionPercentUnderEnnemy>

                <!-- Minimal MP max limit -->
                <MinMilitaryPowerLimit>1</MinMilitaryPowerLimit>
                <!-- minimalMP = pow(EmpirePopulation, MinMilitaryPowerPopulationPower) * MinMilitaryPowerPopulationFactor + MinMilitaryPowerPopulationConstante-->
                <MinMilitaryPowerPopulationPower>1</MinMilitaryPowerPopulationPower>
                <MinMilitaryPowerPopulationFactor>1</MinMilitaryPowerPopulationFactor>
                <MinMilitaryPowerPopulationConstante>1</MinMilitaryPowerPopulationConstante>
              </ShipRequests>
              <!-- Define how AI will choose its battle cards.-->
              <BattleParameters>
                <MaxCardsToChoseFrom>1</MaxCardsToChoseFrom>
                <!-- In order to avoid a too predictable AI, chose between "MaxCardsToChoseFrom" better (and interesting) cards.  -->
                <myHealth>1</myHealth>
                <!-- The more health loss, the more scoring for healing cards. -->
                <opponentHealth>1</opponentHealth>
                <!-- The more health loss for opponent, the more scoring for attack cards. (try to finish opponent if near death.) -->
                <HigherMilitaryPower>1</HigherMilitaryPower>
                <!-- I'm more powerfull than my opponent ! -->
                <LowerMilitaryPower>1</LowerMilitaryPower>
                <!-- I'm less powerfull than my opponent :/ ( I higher value should increase Retreat cards scores) -->
                <BiggerFleet>1</BiggerFleet>
                <!-- I got more ships than my opponent. -->
                <TinierFleet>1</TinierFleet>
                <!-- I got less ships than my opponent. -->
                <!-- The battle take place in orbit of one AI's system. -->
                <ProtectingMySystem>1</ProtectingMySystem>
                <LongRange>1</LongRange>
                <MediumRange>1</MediumRange>
                <ShortRange>1</ShortRange>
                <!-- a.k.a. Meelee. -->
                <!-- following: applied on the percentage of this type in my weapon|defense -->
                <myWeaponMissile>1</myWeaponMissile>
                <myWeaponLaser>1</myWeaponLaser>
                <myWeaponKinetic>1</myWeaponKinetic>
                <opponentWeaponMissile>1</opponentWeaponMissile>
                <opponentWeaponLaser>1</opponentWeaponLaser>
                <opponentWeaponKinetic>1</opponentWeaponKinetic>
                <myDefenseMissile>1</myDefenseMissile>
                <myDefenseLaser>1</myDefenseLaser>
                <myDefenseKinetic>1</myDefenseKinetic>
                <opponentDefenseMissile>1</opponentDefenseMissile>
                <opponentDefenseLaser>1</opponentDefenseLaser>
                <opponentDefenseKinetic>1</opponentDefenseKinetic>
              </BattleParameters>
            </MilitaryMinister>
            <DiplomacyMinister>
              <!-- When no treaty are needed, the science bonus must have a default value.-->
              <DefaultDiplomacyScienceBonus>1</DefaultDiplomacyScienceBonus>
              <!-- When a treaty is needed, but the science have not already research it, add this value to the default.-->
              <PerWantedTermScienceBonus>1</PerWantedTermScienceBonus>
              <!-- When no threat or no neighbor around, the military science bonus must have a default value.-->
              <DefaultMilitaryScienceBonus>1</DefaultMilitaryScienceBonus>
              <!-- This is the default "war" bonus.
               While peace, the bonus = (1 - (AttitudeScore / AttitudeRange)) * MaxBonus. -->
              <MaxMilitaryScienceBonus>2</MaxMilitaryScienceBonus>
              <!-- When loosing the war, we need to boost the military science bonus.-->
              <LoosingWarScienceBonus>0.8</LoosingWarScienceBonus>
              <WarFatigueTurn>1.2</WarFatigueTurn>
              <TradableBankAccountRatio>1</TradableBankAccountRatio>
              <TradableMoneyNetRatio>1</TradableMoneyNetRatio>
              <ReserveRevenueRatio>1</ReserveRevenueRatio>
              <NeededResourceBonus>1</NeededResourceBonus>
              <NeededMissingResourceBonus>1</NeededMissingResourceBonus>

              <AmasPeaceTreatyThreshold>7</AmasPeaceTreatyThreshold>
              <AmasWarTreatyThreshold>5</AmasWarTreatyThreshold>
              <AmasAllianceTreatyThreshold>7</AmasAllianceTreatyThreshold>
              <AmasLeaveAllianceTreatyThreshold>5</AmasLeaveAllianceTreatyThreshold>
              <AmasColdWarThreshold>5</AmasColdWarThreshold>
              <AmasCeaseFireTreatyThreshold>5</AmasCeaseFireTreatyThreshold>
              <AmasOpenBorderTreatyThreshold>5</AmasOpenBorderTreatyThreshold>
              <AmasCooperationAgreementTreatyThreshold>5</AmasCooperationAgreementTreatyThreshold>
              <AmasTreatyThreshold>5</AmasTreatyThreshold>
            </DiplomacyMinister>
            <EconomyMinister>
              <HeroUpkeepFactor>1</HeroUpkeepFactor>
              <PeaceReserveFactor>1</PeaceReserveFactor>

              <!-- Define a limit which say "I'm really ready to build ship, pick me when you have some non urgent ship to do".-->
              <DevelopmentPercentLimit>1</DevelopmentPercentLimit>
            </EconomyMinister>
          </Ministers>
          <AIStarSystemSettings>
            <ScoreFimsFactor>1</ScoreFimsFactor>
            <ScoreLinkToEmpireFactor>1</ScoreLinkToEmpireFactor>
            <ScoreOwnershipFactor>1</ScoreOwnershipFactor>
            <ScoreNeutralFactor>1</ScoreNeutralFactor>
            <ScoreEnnemyFactor>1</ScoreEnnemyFactor>
            <ScoreTurnToReachLimits>1</ScoreTurnToReachLimits>
            <ScoreTurnToReachValues>1</ScoreTurnToReachValues>
          </AIStarSystemSettings>
        </AI>
      </Game>
    </Parameters>

    <!--<Parameter Key="/Game/AI/Empire/Layer_Income/Money/SystemApprovalMin" Modifier="1"/>-->

    <Gui>
      <Title>%PersonalityHoratio</Title>
      <Description>%PersonalityHoratio</Description>
    </Gui>

    <DiplomaticAttitudeModifier>
      <!-- Positive factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPeaceful"                   ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreement"       ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAlliance"                   ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonEnemy"                ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonFriends"              ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCurrentExchanges"           ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastExchanges"              ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreementTreaty" ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOpenBordersTreaty"          ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierDonations"                  ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerRespect"       ValueCoef="0"        TrendCoef="0"        ValueRangeCoef="0"   TrendRangeCoef="0"  />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerPity"          ValueCoef="0"        TrendCoef="0"        ValueRangeCoef="0"   TrendRangeCoef="0"  />

      <!-- Negative factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierWar"                        ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCeaseFire"                  ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastWar"                    ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierTenseFrontiers"             ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAnotherAlliance"            ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierBrokenExchange"             ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPropositionRefusal"         ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOwningLegitimateTerritory"  ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierLivingSpaceTense"           ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierScoreTense"                 ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerWeaknessStress"         ValueCoef="0"       TrendCoef="0"         ValueRangeCoef="0"         TrendRangeCoef="0"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerTense"           ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="1"   TrendRangeCoef="1"/>
    </DiplomaticAttitudeModifier>

  </Personality>

  <Personality Name="PersonalityAmoeba">
    <!-- I want friend and exchange-->
    <Parameters>
      <Game>
        <AI>
          <System>
            <SystemSettings>
              <Modifiers>
                <Food>1</Food>
                <Industry>1</Industry>
                <Money>1.2</Money>
                <Science>1</Science>
                <Approval>1.2</Approval>
                <Military>1</Military>
                <Diplomacy>1.4</Diplomacy>
              </Modifiers>
            </SystemSettings>
            <Layer_Population>
              <SystemGrowthTargets>
                <!-- Growth target from food value-->
                <Limits>1</Limits>
                <Values>1</Values>
              </SystemGrowthTargets>
              <StrategicResourceBonus>
                <Values>1</Values>
              </StrategicResourceBonus>
              <LuxuryBonus>
                <Values>1</Values>
              </LuxuryBonus>
            </Layer_Population>
          </System>
          <Empire>
            <Layer_Science>
              <TurnCostWeightingCoef>1</TurnCostWeightingCoef>
              <!-- technoScore = score - (TurnCostWeightingCoef * turncost) -->

              <GrowthAlertBoostCoef>1</GrowthAlertBoostCoef>
              <!-- (target - growth) * GrowthAlertBoostCoef  + X to the global food need (for science, construction etc...)-->

              <Food>1.2</Food>
              <Industry>1</Industry>
              <Money>1.3</Money>
              <Science>1.1</Science>
              <Diplomacy>1.4</Diplomacy>
              <Approval>1.2</Approval>
              <Expand>1.2</Expand>
              <Military>1</Military>
              <Invasion>1.2</Invasion>
              <DefenseModuleLaser>1</DefenseModuleLaser>
              <DefenseModuleKinetic>1</DefenseModuleKinetic>
              <DefenseModuleMissile>1</DefenseModuleMissile>
              <WeaponModuleLaser>1</WeaponModuleLaser>
              <WeaponModuleKinetic>1</WeaponModuleKinetic>
              <WeaponModuleMissile>1</WeaponModuleMissile>
              <PlanetTypeArid>1</PlanetTypeArid>
              <PlanetTypeTundra>1</PlanetTypeTundra>
              <PlanetTypeDesert>1.4</PlanetTypeDesert>
              <PlanetTypeArctic>1.4</PlanetTypeArctic>
              <PlanetTypeLava>1</PlanetTypeLava>
              <PlanetTypeBarren>1</PlanetTypeBarren>
              <PlanetTypeAsteroids>1</PlanetTypeAsteroids>
              <PlanetTypeGasHydrogen>1</PlanetTypeGasHydrogen>
              <PlanetTypeGasHelium>1</PlanetTypeGasHelium>
              <PlanetTypeGasMethane>1</PlanetTypeGasMethane>
              <Movement>1</Movement>
            </Layer_Science>
            <Layer_Income>
              <PopulationPercentMin>1</PopulationPercentMin>
              <DevelopmentPercentMin>1</DevelopmentPercentMin>
              <Science>
                <OrientedSystemPercent>0.8</OrientedSystemPercent>
                <TargetMinTurn>1</TargetMinTurn>
                <TargetMaxTurn>1</TargetMaxTurn>
              </Science>
              <Industry>
                <OrientedSystemPercent>1</OrientedSystemPercent>
              </Industry>
              <Money>
                <OrientedSystemPercent>1</OrientedSystemPercent>
                <TargetMinGain>1</TargetMinGain>
                <TargetMaxGain>1</TargetMaxGain>
                <UnderApprovalPercent>1</UnderApprovalPercent>
                <SystemApprovalMin>1</SystemApprovalMin>
                <EmpireApprovalMin>1</EmpireApprovalMin>
              </Money>
              <Military>
                <OrientedSystemPercent>1</OrientedSystemPercent>
              </Military>
            </Layer_Income>
          </Empire>
          <Ministers>
            <MilitaryMinister>
              <!-- Define how many military power an AI will attribute to a neutral system. -->

              <NeutralSystemThreat>1</NeutralSystemThreat>
              <ThreatFactors>
                <!-- The threat factor are used by AI to determine a multiplicator to compute the threat from neighbouring systems.-->
                <!-- Default is 0.1. this is used for unknown empire. -->
                <Default>1</Default>
                <!-- While the AI is preparing a war against the neighbor, it will consider the target empire power as 1.5 -->
                <PrepareWar>1</PrepareWar>


              </ThreatFactors>
              <!-- Define how many attack a defense zone can start.-->
              <AttackPerZone>1</AttackPerZone>
              <ShipRequests>
                <!-- Ship request priority when the empire MP is over the needed MP -->
                <MilitaryShipPriorityDefault>1</MilitaryShipPriorityDefault>
                <!-- Ship request priority when the empire MP is under the minimal MP -->
                <MilitaryShipPriorityUnderMin>1</MilitaryShipPriorityUnderMin>
                <!-- Ship request priority when the empire MP is under the Higher ennemy MP -->
                <MilitaryShipPriorityUnderEnnemy>1</MilitaryShipPriorityUnderEnnemy>

                <!-- Ship production percentage when the empire MP is over the needed MP -->
                <MilitaryProductionPercentDefault>1</MilitaryProductionPercentDefault>
                <!-- Ship production percentage when the empire MP is under the minimal MP -->
                <MilitaryProductionPercentUnderMin>1</MilitaryProductionPercentUnderMin>
                <!-- Ship production percentage when the empire MP is under the Higher ennemy MP -->
                <MilitaryProductionPercentUnderEnnemy>1</MilitaryProductionPercentUnderEnnemy>

                <!-- Minimal MP max limit -->
                <MinMilitaryPowerLimit>1</MinMilitaryPowerLimit>
                <!-- minimalMP = pow(EmpirePopulation, MinMilitaryPowerPopulationPower) * MinMilitaryPowerPopulationFactor + MinMilitaryPowerPopulationConstante-->
                <MinMilitaryPowerPopulationPower>1</MinMilitaryPowerPopulationPower>
                <MinMilitaryPowerPopulationFactor>1</MinMilitaryPowerPopulationFactor>
                <MinMilitaryPowerPopulationConstante>1</MinMilitaryPowerPopulationConstante>
              </ShipRequests>
              <!-- Define how AI will choose its battle cards.-->
              <BattleParameters>
                <MaxCardsToChoseFrom>1</MaxCardsToChoseFrom>
                <!-- In order to avoid a too predictable AI, chose between "MaxCardsToChoseFrom" better (and interesting) cards.  -->
                <myHealth>1</myHealth>
                <!-- The more health loss, the more scoring for healing cards. -->
                <opponentHealth>1</opponentHealth>
                <!-- The more health loss for opponent, the more scoring for attack cards. (try to finish opponent if near death.) -->
                <HigherMilitaryPower>1</HigherMilitaryPower>
                <!-- I'm more powerfull than my opponent ! -->
                <LowerMilitaryPower>1</LowerMilitaryPower>
                <!-- I'm less powerfull than my opponent :/ ( I higher value should increase Retreat cards scores) -->
                <BiggerFleet>1</BiggerFleet>
                <!-- I got more ships than my opponent. -->
                <TinierFleet>1</TinierFleet>
                <!-- I got less ships than my opponent. -->
                <!-- The battle take place in orbit of one AI's system. -->
                <ProtectingMySystem>1</ProtectingMySystem>
                <LongRange>1</LongRange>
                <MediumRange>1</MediumRange>
                <ShortRange>1</ShortRange>
                <!-- a.k.a. Meelee. -->
                <!-- following: applied on the percentage of this type in my weapon|defense -->
                <myWeaponMissile>1</myWeaponMissile>
                <myWeaponLaser>1</myWeaponLaser>
                <myWeaponKinetic>1</myWeaponKinetic>
                <opponentWeaponMissile>1</opponentWeaponMissile>
                <opponentWeaponLaser>1</opponentWeaponLaser>
                <opponentWeaponKinetic>1</opponentWeaponKinetic>
                <myDefenseMissile>1</myDefenseMissile>
                <myDefenseLaser>1</myDefenseLaser>
                <myDefenseKinetic>1</myDefenseKinetic>
                <opponentDefenseMissile>1</opponentDefenseMissile>
                <opponentDefenseLaser>1</opponentDefenseLaser>
                <opponentDefenseKinetic>1</opponentDefenseKinetic>
              </BattleParameters>
            </MilitaryMinister>
            <DiplomacyMinister>
              <!-- When no treaty are needed, the science bonus must have a default value.-->
              <DefaultDiplomacyScienceBonus>1.5</DefaultDiplomacyScienceBonus>
              <!-- When a treaty is needed, but the science have not already research it, add this value to the default.-->
              <PerWantedTermScienceBonus>1.5</PerWantedTermScienceBonus>
              <!-- When no threat or no neighbor around, the military science bonus must have a default value.-->
              <DefaultMilitaryScienceBonus>1</DefaultMilitaryScienceBonus>
              <!-- This is the default "war" bonus.
               While peace, the bonus = (1 - (AttitudeScore / AttitudeRange)) * MaxBonus. -->
              <MaxMilitaryScienceBonus>1</MaxMilitaryScienceBonus>
              <!-- When loosing the war, we need to boost the military science bonus.-->
              <LoosingWarScienceBonus>0.5</LoosingWarScienceBonus>
              <WarFatigueTurn>1.2</WarFatigueTurn>
              <TradableBankAccountRatio>1.2</TradableBankAccountRatio>
              <TradableMoneyNetRatio>1.2</TradableMoneyNetRatio>
              <ReserveRevenueRatio>1.2</ReserveRevenueRatio>
              <NeededResourceBonus>1.1</NeededResourceBonus>
              <NeededMissingResourceBonus>1.2</NeededMissingResourceBonus>

              <AmasPeaceTreatyThreshold>3</AmasPeaceTreatyThreshold>
              <AmasWarTreatyThreshold>9</AmasWarTreatyThreshold>
              <AmasAllianceTreatyThreshold>3</AmasAllianceTreatyThreshold>
              <AmasLeaveAllianceTreatyThreshold>5</AmasLeaveAllianceTreatyThreshold>
              <AmasColdWarThreshold>5</AmasColdWarThreshold>
              <AmasCeaseFireTreatyThreshold>3</AmasCeaseFireTreatyThreshold>
              <AmasOpenBorderTreatyThreshold>3</AmasOpenBorderTreatyThreshold>
              <AmasCooperationAgreementTreatyThreshold>3</AmasCooperationAgreementTreatyThreshold>
              <AmasTreatyThreshold>5</AmasTreatyThreshold>
            </DiplomacyMinister>
            <EconomyMinister>
              <HeroUpkeepFactor>0.8</HeroUpkeepFactor>
              <PeaceReserveFactor>1.5</PeaceReserveFactor>

              <!-- Define a limit which say "I'm really ready to build ship, pick me when you have some non urgent ship to do".-->
              <DevelopmentPercentLimit>1</DevelopmentPercentLimit>
            </EconomyMinister>
          </Ministers>
          <AIStarSystemSettings>
            <ScoreFimsFactor>1.2</ScoreFimsFactor>
            <ScoreLinkToEmpireFactor>1.2</ScoreLinkToEmpireFactor>
            <ScoreOwnershipFactor>1</ScoreOwnershipFactor>
            <ScoreNeutralFactor>1</ScoreNeutralFactor>
            <ScoreEnnemyFactor>1</ScoreEnnemyFactor>
            <ScoreTurnToReachLimits>1</ScoreTurnToReachLimits>
            <ScoreTurnToReachValues>1</ScoreTurnToReachValues>
          </AIStarSystemSettings>
        </AI>
      </Game>
    </Parameters>

    <!--<Parameter Key="/Game/AI/Empire/Layer_Income/Money/SystemApprovalMin" Modifier="1"/>-->

    <Gui>
      <Title>%PersonalityAmoeba</Title>
      <Description>%PersonalityAmoeba</Description>
    </Gui>

    <DiplomaticAttitudeModifier>
      <!-- Positive factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPeaceful"                   ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreement"       ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAlliance"                   ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonEnemy"                ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonFriends"              ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCurrentExchanges"           ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastExchanges"              ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreementTreaty" ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOpenBordersTreaty"          ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierDonations"                  ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerRespect"       ValueCoef="0"        TrendCoef="0"        ValueRangeCoef="0"   TrendRangeCoef="0"  />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerPity"          ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"  />

      <!-- Negative factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierWar"                        ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCeaseFire"                  ValueCoef="1.2"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastWar"                    ValueCoef="1.2"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierTenseFrontiers"             ValueCoef="1.2"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAnotherAlliance"            ValueCoef="1.2"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierBrokenExchange"             ValueCoef="1.2"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPropositionRefusal"         ValueCoef="1.2"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOwningLegitimateTerritory"  ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierLivingSpaceTense"           ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierScoreTense"                 ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerWeaknessStress"         ValueCoef="0"       TrendCoef="0"         ValueRangeCoef="0"         TrendRangeCoef="0"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerTense"           ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="1"   TrendRangeCoef="1"/>
    </DiplomaticAttitudeModifier>

  </Personality>

  <Personality Name="PersonalitySowers">
    <!-- Greedy industrious powerful fleets-->
    <Parameters>
      <Game>
        <AI>
          <System>
            <SystemSettings>
              <Modifiers>
                <Food>0.7</Food>
                <Industry>1.5</Industry>
                <Money>1</Money>
                <Science>1</Science>
                <Approval>1</Approval>
                <Military>1</Military>
                <Diplomacy>1</Diplomacy>
              </Modifiers>
            </SystemSettings>
            <Layer_Population>
              <SystemGrowthTargets>
                <!-- Growth target from food value-->
                <Limits>1</Limits>
                <Values>0;0;0</Values>
              </SystemGrowthTargets>
              <StrategicResourceBonus>
                <Values>1</Values>
              </StrategicResourceBonus>
              <LuxuryBonus>
                <Values>1</Values>
              </LuxuryBonus>
            </Layer_Population>
          </System>
          <Empire>
            <Layer_Science>
              <TurnCostWeightingCoef>1</TurnCostWeightingCoef>
              <!-- technoScore = score - (TurnCostWeightingCoef * turncost) -->

              <GrowthAlertBoostCoef>1</GrowthAlertBoostCoef>
              <!-- (target - growth) * GrowthAlertBoostCoef  + X to the global food need (for science, construction etc...)-->

              <Food>0.7</Food>
              <Industry>1.4</Industry>
              <Money>1.3</Money>
              <Science>1.1</Science>
              <Diplomacy>0.8</Diplomacy>
              <Approval>1.2</Approval>
              <Expand>1.2</Expand>
              <Military>1.2</Military>
              <Invasion>1.2</Invasion>
              <DefenseModuleLaser>1</DefenseModuleLaser>
              <DefenseModuleKinetic>1</DefenseModuleKinetic>
              <DefenseModuleMissile>1</DefenseModuleMissile>
              <WeaponModuleLaser>1</WeaponModuleLaser>
              <WeaponModuleKinetic>1</WeaponModuleKinetic>
              <WeaponModuleMissile>1</WeaponModuleMissile>
              <PlanetTypeArid>1.1</PlanetTypeArid>
              <PlanetTypeTundra>1</PlanetTypeTundra>
              <PlanetTypeDesert>1.2</PlanetTypeDesert>
              <PlanetTypeArctic>1</PlanetTypeArctic>
              <PlanetTypeLava>1.05</PlanetTypeLava>
              <PlanetTypeBarren>1</PlanetTypeBarren>
              <PlanetTypeAsteroids>1.1</PlanetTypeAsteroids>
              <PlanetTypeGasHydrogen>1</PlanetTypeGasHydrogen>
              <PlanetTypeGasHelium>1</PlanetTypeGasHelium>
              <PlanetTypeGasMethane>1.1</PlanetTypeGasMethane>
              <Movement>1</Movement>
            </Layer_Science>
            <Layer_Income>
        <StarSystemAssignations>
          <None>AIStarSystemAssignationNone</None>
          <Balanced>AIStarSystemAssignationBalanced</Balanced>
          <Military>AIStarSystemAssignationMilitary</Military>
          <Food>AIStarSystemAssignationIndustry</Food>
          <Industry>AIStarSystemAssignationIndustry</Industry>
          <Money>AIStarSystemAssignationMoney</Money>
          <Science>AIStarSystemAssignationScience</Science>
        </StarSystemAssignations>
              <PopulationPercentMin>1</PopulationPercentMin>
              <DevelopmentPercentMin>1</DevelopmentPercentMin>
              <Science>
                <OrientedSystemPercent>1</OrientedSystemPercent>
                <TargetMinTurn>1</TargetMinTurn>
                <TargetMaxTurn>1</TargetMaxTurn>
              </Science>
              <Industry>
                <OrientedSystemPercent>1</OrientedSystemPercent>
              </Industry>
              <Money>
                <OrientedSystemPercent>1</OrientedSystemPercent>
                <TargetMinGain>1</TargetMinGain>
                <TargetMaxGain>1</TargetMaxGain>
                <UnderApprovalPercent>1</UnderApprovalPercent>
                <SystemApprovalMin>1</SystemApprovalMin>
                <EmpireApprovalMin>1</EmpireApprovalMin>
              </Money>
              <Military>
                <OrientedSystemPercent>1</OrientedSystemPercent>
              </Military>
            </Layer_Income>
          </Empire>
          <Ministers>
            <MilitaryMinister>
              <!-- Define how many military power an AI will attribute to a neutral system. -->

              <NeutralSystemThreat>1</NeutralSystemThreat>
              <ThreatFactors>
                <!-- The threat factor are used by AI to determine a multiplicator to compute the threat from neighbouring systems.-->
                <!-- Default is 0.1. this is used for unknown empire. -->
                <Default>1</Default>
                <!-- While the AI is preparing a war against the neighbor, it will consider the target empire power as 1.5 -->
                <PrepareWar>1</PrepareWar>


              </ThreatFactors>
              <!-- Define how many attack a defense zone can start.-->
              <AttackPerZone>1</AttackPerZone>
              <ShipRequests>
                <!-- Ship request priority when the empire MP is over the needed MP -->
                <MilitaryShipPriorityDefault>1</MilitaryShipPriorityDefault>
                <!-- Ship request priority when the empire MP is under the minimal MP -->
                <MilitaryShipPriorityUnderMin>1</MilitaryShipPriorityUnderMin>
                <!-- Ship request priority when the empire MP is under the Higher ennemy MP -->
                <MilitaryShipPriorityUnderEnnemy>1</MilitaryShipPriorityUnderEnnemy>

                <!-- Ship production percentage when the empire MP is over the needed MP -->
                <MilitaryProductionPercentDefault>1</MilitaryProductionPercentDefault>
                <!-- Ship production percentage when the empire MP is under the minimal MP -->
                <MilitaryProductionPercentUnderMin>1</MilitaryProductionPercentUnderMin>
                <!-- Ship production percentage when the empire MP is under the Higher ennemy MP -->
                <MilitaryProductionPercentUnderEnnemy>1</MilitaryProductionPercentUnderEnnemy>

                <!-- Minimal MP max limit -->
                <MinMilitaryPowerLimit>1</MinMilitaryPowerLimit>
                <!-- minimalMP = pow(EmpirePopulation, MinMilitaryPowerPopulationPower) * MinMilitaryPowerPopulationFactor + MinMilitaryPowerPopulationConstante-->
                <MinMilitaryPowerPopulationPower>1</MinMilitaryPowerPopulationPower>
                <MinMilitaryPowerPopulationFactor>1</MinMilitaryPowerPopulationFactor>
                <MinMilitaryPowerPopulationConstante>1</MinMilitaryPowerPopulationConstante>
              </ShipRequests>
              <!-- Define how AI will choose its battle cards.-->
              <BattleParameters>
                <MaxCardsToChoseFrom>1</MaxCardsToChoseFrom>
                <!-- In order to avoid a too predictable AI, chose between "MaxCardsToChoseFrom" better (and interesting) cards.  -->
                <myHealth>1</myHealth>
                <!-- The more health loss, the more scoring for healing cards. -->
                <opponentHealth>1</opponentHealth>
                <!-- The more health loss for opponent, the more scoring for attack cards. (try to finish opponent if near death.) -->
                <HigherMilitaryPower>1</HigherMilitaryPower>
                <!-- I'm more powerfull than my opponent ! -->
                <LowerMilitaryPower>1</LowerMilitaryPower>
                <!-- I'm less powerfull than my opponent :/ ( I higher value should increase Retreat cards scores) -->
                <BiggerFleet>1</BiggerFleet>
                <!-- I got more ships than my opponent. -->
                <TinierFleet>1</TinierFleet>
                <!-- I got less ships than my opponent. -->
                <!-- The battle take place in orbit of one AI's system. -->
                <ProtectingMySystem>1</ProtectingMySystem>
                <LongRange>1</LongRange>
                <MediumRange>1</MediumRange>
                <ShortRange>1</ShortRange>
                <!-- a.k.a. Meelee. -->
                <!-- following: applied on the percentage of this type in my weapon|defense -->
                <myWeaponMissile>1</myWeaponMissile>
                <myWeaponLaser>1</myWeaponLaser>
                <myWeaponKinetic>1</myWeaponKinetic>
                <opponentWeaponMissile>1</opponentWeaponMissile>
                <opponentWeaponLaser>1</opponentWeaponLaser>
                <opponentWeaponKinetic>1</opponentWeaponKinetic>
                <myDefenseMissile>1</myDefenseMissile>
                <myDefenseLaser>1</myDefenseLaser>
                <myDefenseKinetic>1</myDefenseKinetic>
                <opponentDefenseMissile>1</opponentDefenseMissile>
                <opponentDefenseLaser>1</opponentDefenseLaser>
                <opponentDefenseKinetic>1</opponentDefenseKinetic>
              </BattleParameters>
            </MilitaryMinister>
            <DiplomacyMinister>
              <!-- When no treaty are needed, the science bonus must have a default value.-->
              <DefaultDiplomacyScienceBonus>1</DefaultDiplomacyScienceBonus>
              <!-- When a treaty is needed, but the science have not already research it, add this value to the default.-->
              <PerWantedTermScienceBonus>1</PerWantedTermScienceBonus>
              <!-- When no threat or no neighbor around, the military science bonus must have a default value.-->
              <DefaultMilitaryScienceBonus>1</DefaultMilitaryScienceBonus>
              <!-- This is the default "war" bonus.
               While peace, the bonus = (1 - (AttitudeScore / AttitudeRange)) * MaxBonus. -->
              <MaxMilitaryScienceBonus>1</MaxMilitaryScienceBonus>
              <!-- When loosing the war, we need to boost the military science bonus.-->
              <LoosingWarScienceBonus>1</LoosingWarScienceBonus>
              <WarFatigueTurn>1</WarFatigueTurn>
              <TradableBankAccountRatio>1</TradableBankAccountRatio>
              <TradableMoneyNetRatio>1</TradableMoneyNetRatio>
              <ReserveRevenueRatio>1</ReserveRevenueRatio>
              <NeededResourceBonus>1</NeededResourceBonus>
              <NeededMissingResourceBonus>1</NeededMissingResourceBonus>

              <AmasPeaceTreatyThreshold>5</AmasPeaceTreatyThreshold>
              <AmasWarTreatyThreshold>5</AmasWarTreatyThreshold>
              <AmasAllianceTreatyThreshold>5</AmasAllianceTreatyThreshold>
              <AmasLeaveAllianceTreatyThreshold>5</AmasLeaveAllianceTreatyThreshold>
              <AmasColdWarThreshold>5</AmasColdWarThreshold>
              <AmasCeaseFireTreatyThreshold>5</AmasCeaseFireTreatyThreshold>
              <AmasOpenBorderTreatyThreshold>5</AmasOpenBorderTreatyThreshold>
              <AmasCooperationAgreementTreatyThreshold>5</AmasCooperationAgreementTreatyThreshold>
              <AmasTreatyThreshold>5</AmasTreatyThreshold>
            </DiplomacyMinister>
            <EconomyMinister>
              <HeroUpkeepFactor>1</HeroUpkeepFactor>
              <PeaceReserveFactor>1</PeaceReserveFactor>

              <!-- Define a limit which say "I'm really ready to build ship, pick me when you have some non urgent ship to do".-->
              <DevelopmentPercentLimit>1</DevelopmentPercentLimit>
            </EconomyMinister>
          </Ministers>
          <AIStarSystemSettings>
            <ScoreFimsFactor>1</ScoreFimsFactor>
            <ScoreLinkToEmpireFactor>1</ScoreLinkToEmpireFactor>
            <ScoreOwnershipFactor>1</ScoreOwnershipFactor>
            <ScoreNeutralFactor>1</ScoreNeutralFactor>
            <ScoreEnnemyFactor>1</ScoreEnnemyFactor>
            <ScoreTurnToReachLimits>1</ScoreTurnToReachLimits>
            <ScoreTurnToReachValues>1</ScoreTurnToReachValues>
      <ApprovalFactor>2.5</ApprovalFactor>
          </AIStarSystemSettings>
        </AI>
      </Game>
    </Parameters>

    <!--<Parameter Key="/Game/AI/Empire/Layer_Income/Money/SystemApprovalMin" Modifier="1"/>-->

    <Gui>
      <Title>%PersonalitySower</Title>
      <Description>%PersonalitySower</Description>
    </Gui>

    <DiplomaticAttitudeModifier>
      <!-- Positive factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPeaceful"                   ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreement"       ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAlliance"                   ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonEnemy"                ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonFriends"              ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCurrentExchanges"           ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastExchanges"              ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreementTreaty" ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOpenBordersTreaty"          ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierDonations"                  ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerRespect"       ValueCoef="0"        TrendCoef="0"        ValueRangeCoef="0"   TrendRangeCoef="0"  />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerPity"          ValueCoef="0"        TrendCoef="0"        ValueRangeCoef="0"   TrendRangeCoef="0"  />

      <!-- Negative factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierWar"                        ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCeaseFire"                  ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastWar"                    ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierTenseFrontiers"             ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAnotherAlliance"            ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierBrokenExchange"             ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPropositionRefusal"         ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOwningLegitimateTerritory"  ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierLivingSpaceTense"           ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierScoreTense"                 ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerWeaknessStress"         ValueCoef="0"       TrendCoef="0"         ValueRangeCoef="0"         TrendRangeCoef="0"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerTense"           ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="0.5"   TrendRangeCoef="1"/>
    </DiplomaticAttitudeModifier>

  </Personality>

  <Personality Name="PersonalityPilgrims">
    <!-- Greedy industrious powerful fleets-->
    <Parameters>
      <Game>
        <AI>
          <System>
            <SystemSettings>
              <Modifiers>
                <Food>1.1</Food>
                <Industry>1</Industry>
                <Money>1</Money>
                <Science>1</Science>
                <Approval>1.1</Approval>
                <Military>1</Military>
                <Diplomacy>1.2</Diplomacy>
              </Modifiers>
            </SystemSettings>
            <Layer_Population>
              <SystemGrowthTargets>
                <!-- Growth target from food value-->
                <Limits>1</Limits>
                <Values>1</Values>
              </SystemGrowthTargets>
              <StrategicResourceBonus>
                <Values>1</Values>
              </StrategicResourceBonus>
              <LuxuryBonus>
                <Values>1</Values>
              </LuxuryBonus>
            </Layer_Population>
          </System>
          <Empire>
            <Layer_Science>
              <TurnCostWeightingCoef>1</TurnCostWeightingCoef>
              <!-- technoScore = score - (TurnCostWeightingCoef * turncost) -->

              <GrowthAlertBoostCoef>1</GrowthAlertBoostCoef>
              <!-- (target - growth) * GrowthAlertBoostCoef  + X to the global food need (for science, construction etc...)-->

              <Food>1.3</Food>
              <Industry>1</Industry>
              <Money>1</Money>
              <Science>1.2</Science>
              <Diplomacy>1.3</Diplomacy>
              <Approval>1.3</Approval>
              <Expand>1.1</Expand>
              <Military>1</Military>
              <Invasion>1</Invasion>
              <DefenseModuleLaser>1</DefenseModuleLaser>
              <DefenseModuleKinetic>1</DefenseModuleKinetic>
              <DefenseModuleMissile>1</DefenseModuleMissile>
              <WeaponModuleLaser>1</WeaponModuleLaser>
              <WeaponModuleKinetic>1</WeaponModuleKinetic>
              <WeaponModuleMissile>1</WeaponModuleMissile>
              <PlanetTypeArid>1</PlanetTypeArid>
              <PlanetTypeTundra>1</PlanetTypeTundra>
              <PlanetTypeDesert>1</PlanetTypeDesert>
              <PlanetTypeArctic>1</PlanetTypeArctic>
              <PlanetTypeLava>1</PlanetTypeLava>
              <PlanetTypeBarren>1</PlanetTypeBarren>
              <PlanetTypeAsteroids>1</PlanetTypeAsteroids>
              <PlanetTypeGasHydrogen>1</PlanetTypeGasHydrogen>
              <PlanetTypeGasHelium>1</PlanetTypeGasHelium>
              <PlanetTypeGasMethane>1</PlanetTypeGasMethane>
              <Movement>1.2</Movement>
            </Layer_Science>
            <Layer_Income>
              <PopulationPercentMin>1</PopulationPercentMin>
              <DevelopmentPercentMin>1</DevelopmentPercentMin>
              <Science>
                <OrientedSystemPercent>1</OrientedSystemPercent>
                <TargetMinTurn>1</TargetMinTurn>
                <TargetMaxTurn>1</TargetMaxTurn>
              </Science>
              <Industry>
                <OrientedSystemPercent>1</OrientedSystemPercent>
              </Industry>
              <Money>
                <OrientedSystemPercent>1</OrientedSystemPercent>
                <TargetMinGain>1</TargetMinGain>
                <TargetMaxGain>1</TargetMaxGain>
                <UnderApprovalPercent>1</UnderApprovalPercent>
                <SystemApprovalMin>1</SystemApprovalMin>
                <EmpireApprovalMin>1</EmpireApprovalMin>
              </Money>
              <Military>
                <OrientedSystemPercent>1</OrientedSystemPercent>
              </Military>
            </Layer_Income>
          </Empire>
          <Ministers>
            <MilitaryMinister>
              <!-- Define how many military power an AI will attribute to a neutral system. -->

              <NeutralSystemThreat>1</NeutralSystemThreat>
              <ThreatFactors>
                <!-- The threat factor are used by AI to determine a multiplicator to compute the threat from neighbouring systems.-->
                <!-- Default is 0.1. this is used for unknown empire. -->
                <Default>1</Default>
                <!-- While the AI is preparing a war against the neighbor, it will consider the target empire power as 1.5 -->
                <PrepareWar>1</PrepareWar>


              </ThreatFactors>
              <!-- Define how many attack a defense zone can start.-->
              <AttackPerZone>1</AttackPerZone>
              <ShipRequests>
                <!-- Ship request priority when the empire MP is over the needed MP -->
                <MilitaryShipPriorityDefault>1</MilitaryShipPriorityDefault>
                <!-- Ship request priority when the empire MP is under the minimal MP -->
                <MilitaryShipPriorityUnderMin>1</MilitaryShipPriorityUnderMin>
                <!-- Ship request priority when the empire MP is under the Higher ennemy MP -->
                <MilitaryShipPriorityUnderEnnemy>1</MilitaryShipPriorityUnderEnnemy>

                <!-- Ship production percentage when the empire MP is over the needed MP -->
                <MilitaryProductionPercentDefault>1</MilitaryProductionPercentDefault>
                <!-- Ship production percentage when the empire MP is under the minimal MP -->
                <MilitaryProductionPercentUnderMin>1</MilitaryProductionPercentUnderMin>
                <!-- Ship production percentage when the empire MP is under the Higher ennemy MP -->
                <MilitaryProductionPercentUnderEnnemy>1</MilitaryProductionPercentUnderEnnemy>

                <!-- Minimal MP max limit -->
                <MinMilitaryPowerLimit>1</MinMilitaryPowerLimit>
                <!-- minimalMP = pow(EmpirePopulation, MinMilitaryPowerPopulationPower) * MinMilitaryPowerPopulationFactor + MinMilitaryPowerPopulationConstante-->
                <MinMilitaryPowerPopulationPower>1</MinMilitaryPowerPopulationPower>
                <MinMilitaryPowerPopulationFactor>1</MinMilitaryPowerPopulationFactor>
                <MinMilitaryPowerPopulationConstante>1</MinMilitaryPowerPopulationConstante>
              </ShipRequests>
              <!-- Define how AI will choose its battle cards.-->
              <BattleParameters>
                <MaxCardsToChoseFrom>1</MaxCardsToChoseFrom>
                <!-- In order to avoid a too predictable AI, chose between "MaxCardsToChoseFrom" better (and interesting) cards.  -->
                <myHealth>1</myHealth>
                <!-- The more health loss, the more scoring for healing cards. -->
                <opponentHealth>1</opponentHealth>
                <!-- The more health loss for opponent, the more scoring for attack cards. (try to finish opponent if near death.) -->
                <HigherMilitaryPower>1</HigherMilitaryPower>
                <!-- I'm more powerfull than my opponent ! -->
                <LowerMilitaryPower>1</LowerMilitaryPower>
                <!-- I'm less powerfull than my opponent :/ ( I higher value should increase Retreat cards scores) -->
                <BiggerFleet>1</BiggerFleet>
                <!-- I got more ships than my opponent. -->
                <TinierFleet>1</TinierFleet>
                <!-- I got less ships than my opponent. -->
                <!-- The battle take place in orbit of one AI's system. -->
                <ProtectingMySystem>1</ProtectingMySystem>
                <LongRange>1</LongRange>
                <MediumRange>1</MediumRange>
                <ShortRange>1</ShortRange>
                <!-- a.k.a. Meelee. -->
                <!-- following: applied on the percentage of this type in my weapon|defense -->
                <myWeaponMissile>1</myWeaponMissile>
                <myWeaponLaser>1</myWeaponLaser>
                <myWeaponKinetic>1</myWeaponKinetic>
                <opponentWeaponMissile>1</opponentWeaponMissile>
                <opponentWeaponLaser>1</opponentWeaponLaser>
                <opponentWeaponKinetic>1</opponentWeaponKinetic>
                <myDefenseMissile>1</myDefenseMissile>
                <myDefenseLaser>1</myDefenseLaser>
                <myDefenseKinetic>1</myDefenseKinetic>
                <opponentDefenseMissile>1</opponentDefenseMissile>
                <opponentDefenseLaser>1</opponentDefenseLaser>
                <opponentDefenseKinetic>1</opponentDefenseKinetic>
              </BattleParameters>
            </MilitaryMinister>
            <DiplomacyMinister>
              <!-- When no treaty are needed, the science bonus must have a default value.-->
              <DefaultDiplomacyScienceBonus>1</DefaultDiplomacyScienceBonus>
              <!-- When a treaty is needed, but the science have not already research it, add this value to the default.-->
              <PerWantedTermScienceBonus>1</PerWantedTermScienceBonus>
              <!-- When no threat or no neighbor around, the military science bonus must have a default value.-->
              <DefaultMilitaryScienceBonus>1</DefaultMilitaryScienceBonus>
              <!-- This is the default "war" bonus.
               While peace, the bonus = (1 - (AttitudeScore / AttitudeRange)) * MaxBonus. -->
              <MaxMilitaryScienceBonus>2</MaxMilitaryScienceBonus>
              <!-- When loosing the war, we need to boost the military science bonus.-->
              <LoosingWarScienceBonus>1</LoosingWarScienceBonus>
              <WarFatigueTurn>1</WarFatigueTurn>
              <TradableBankAccountRatio>1</TradableBankAccountRatio>
              <TradableMoneyNetRatio>1</TradableMoneyNetRatio>
              <ReserveRevenueRatio>1</ReserveRevenueRatio>
              <NeededResourceBonus>1</NeededResourceBonus>
              <NeededMissingResourceBonus>1</NeededMissingResourceBonus>

              <AmasPeaceTreatyThreshold>3</AmasPeaceTreatyThreshold>
              <AmasWarTreatyThreshold>5</AmasWarTreatyThreshold>
              <AmasAllianceTreatyThreshold>3</AmasAllianceTreatyThreshold>
              <AmasLeaveAllianceTreatyThreshold>5</AmasLeaveAllianceTreatyThreshold>
              <AmasColdWarThreshold>5</AmasColdWarThreshold>
              <AmasCeaseFireTreatyThreshold>5</AmasCeaseFireTreatyThreshold>
              <AmasOpenBorderTreatyThreshold>3</AmasOpenBorderTreatyThreshold>
              <AmasCooperationAgreementTreatyThreshold>2</AmasCooperationAgreementTreatyThreshold>
              <AmasTreatyThreshold>5</AmasTreatyThreshold>
            </DiplomacyMinister>
            <EconomyMinister>
              <HeroUpkeepFactor>1</HeroUpkeepFactor>
              <PeaceReserveFactor>1</PeaceReserveFactor>

              <!-- Define a limit which say "I'm really ready to build ship, pick me when you have some non urgent ship to do".-->
              <DevelopmentPercentLimit>1</DevelopmentPercentLimit>
            </EconomyMinister>
          </Ministers>
          <AIStarSystemSettings>
            <ScoreFimsFactor>1</ScoreFimsFactor>
            <ScoreLinkToEmpireFactor>1</ScoreLinkToEmpireFactor>
            <ScoreOwnershipFactor>1</ScoreOwnershipFactor>
            <ScoreNeutralFactor>1</ScoreNeutralFactor>
            <ScoreEnnemyFactor>1</ScoreEnnemyFactor>
            <ScoreTurnToReachLimits>1</ScoreTurnToReachLimits>
            <ScoreTurnToReachValues>1</ScoreTurnToReachValues>
          </AIStarSystemSettings>
        </AI>
      </Game>
    </Parameters>

    <!--<Parameter Key="/Game/AI/Empire/Layer_Income/Money/SystemApprovalMin" Modifier="1"/>-->

    <Gui>
      <Title>%PersonalityPilgrims</Title>
      <Description>%PersonalityPilgrims</Description>
    </Gui>

    <DiplomaticAttitudeModifier>
      <!-- Positive factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPeaceful"                   ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreement"       ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAlliance"                   ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonEnemy"                ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonFriends"              ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCurrentExchanges"           ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastExchanges"              ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreementTreaty" ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOpenBordersTreaty"          ValueCoef="1"      TrendCoef="1"      ValueRangeCoef="1"       TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierDonations"                  ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerRespect"       ValueCoef="0"        TrendCoef="0"        ValueRangeCoef="0"   TrendRangeCoef="0"  />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerPity"          ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"  />

      <!-- Negative factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierWar"                        ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCeaseFire"                  ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastWar"                    ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierTenseFrontiers"             ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAnotherAlliance"            ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierBrokenExchange"             ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPropositionRefusal"         ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOwningLegitimateTerritory"  ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierLivingSpaceTense"           ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierScoreTense"                 ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerWeaknessStress"         ValueCoef="0"       TrendCoef="0"         ValueRangeCoef="0"         TrendRangeCoef="0"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerTense"           ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="1"   TrendRangeCoef="1"/>
    </DiplomaticAttitudeModifier>

  </Personality>


  <Personality Name="PersonalityAutomaton">
    <!-- I want friend and exchange-->
    <Parameters>
      <Game>
        <AI>
          <System>
            <SystemSettings>
              <Modifiers>
                <Food>1</Food>
                <Industry>1.4</Industry>
                <Money>1</Money>
                <Science>1.2</Science>
                <Approval>1.2</Approval>
                <Military>1</Military>
                <Diplomacy>1</Diplomacy>
              </Modifiers>
            </SystemSettings>
            <Layer_Population>
              <SystemGrowthTargets>
                <!-- Growth target from food value-->
                <Limits>1</Limits>
                <Values>1</Values>
              </SystemGrowthTargets>
              <StrategicResourceBonus>
                <Values>1</Values>
              </StrategicResourceBonus>
              <LuxuryBonus>
                <Values>1</Values>
              </LuxuryBonus>
            </Layer_Population>
          </System>
          <Empire>
            <Layer_Science>
              <TurnCostWeightingCoef>1</TurnCostWeightingCoef>
              <!-- technoScore = score - (TurnCostWeightingCoef * turncost) -->

              <GrowthAlertBoostCoef>1</GrowthAlertBoostCoef>
              <!-- (target - growth) * GrowthAlertBoostCoef  + X to the global food need (for science, construction etc...)-->

              <Food>1.1</Food>
              <Industry>1.4</Industry>
              <Money>1</Money>
              <Science>1.1</Science>
              <Diplomacy>1</Diplomacy>
              <Approval>1.2</Approval>
              <Expand>0.8</Expand>
              <Military>1</Military>
              <Invasion>1</Invasion>
              <DefenseModuleLaser>1</DefenseModuleLaser>
              <DefenseModuleKinetic>1</DefenseModuleKinetic>
              <DefenseModuleMissile>1</DefenseModuleMissile>
              <WeaponModuleLaser>1</WeaponModuleLaser>
              <WeaponModuleKinetic>1</WeaponModuleKinetic>
              <WeaponModuleMissile>1</WeaponModuleMissile>
              <PlanetTypeArid>1</PlanetTypeArid>
              <PlanetTypeTundra>1.1</PlanetTypeTundra>
              <PlanetTypeDesert>1</PlanetTypeDesert>
              <PlanetTypeArctic>1</PlanetTypeArctic>
              <PlanetTypeLava>1</PlanetTypeLava>
              <PlanetTypeBarren>1</PlanetTypeBarren>
              <PlanetTypeAsteroids>1.1</PlanetTypeAsteroids>
              <PlanetTypeGasHydrogen>1</PlanetTypeGasHydrogen>
              <PlanetTypeGasHelium>1</PlanetTypeGasHelium>
              <PlanetTypeGasMethane>1</PlanetTypeGasMethane>
              <Movement>1</Movement>
            </Layer_Science>
            <Layer_Income>
              <PopulationPercentMin>1</PopulationPercentMin>
              <DevelopmentPercentMin>1</DevelopmentPercentMin>
              <Science>
                <OrientedSystemPercent>0.8</OrientedSystemPercent>
                <TargetMinTurn>1</TargetMinTurn>
                <TargetMaxTurn>1</TargetMaxTurn>
              </Science>
              <Industry>
                <OrientedSystemPercent>1</OrientedSystemPercent>
              </Industry>
              <Money>
                <OrientedSystemPercent>1</OrientedSystemPercent>
                <TargetMinGain>1</TargetMinGain>
                <TargetMaxGain>1</TargetMaxGain>
                <UnderApprovalPercent>1</UnderApprovalPercent>
                <SystemApprovalMin>1</SystemApprovalMin>
                <EmpireApprovalMin>1</EmpireApprovalMin>
              </Money>
              <Military>
                <OrientedSystemPercent>1</OrientedSystemPercent>
              </Military>
            </Layer_Income>
          </Empire>
          <Ministers>
            <MilitaryMinister>
              <!-- Define how many military power an AI will attribute to a neutral system. -->

              <NeutralSystemThreat>1</NeutralSystemThreat>
              <ThreatFactors>
                <!-- The threat factor are used by AI to determine a multiplicator to compute the threat from neighbouring systems.-->
                <!-- Default is 0.1. this is used for unknown empire. -->
                <Default>1</Default>
                <!-- While the AI is preparing a war against the neighbor, it will consider the target empire power as 1.5 -->
                <PrepareWar>1</PrepareWar>


              </ThreatFactors>
              <!-- Define how many attack a defense zone can start.-->
              <AttackPerZone>1</AttackPerZone>
              <ShipRequests>
                <!-- Ship request priority when the empire MP is over the needed MP -->
                <MilitaryShipPriorityDefault>1</MilitaryShipPriorityDefault>
                <!-- Ship request priority when the empire MP is under the minimal MP -->
                <MilitaryShipPriorityUnderMin>1</MilitaryShipPriorityUnderMin>
                <!-- Ship request priority when the empire MP is under the Higher ennemy MP -->
                <MilitaryShipPriorityUnderEnnemy>1</MilitaryShipPriorityUnderEnnemy>

                <!-- Ship production percentage when the empire MP is over the needed MP -->
                <MilitaryProductionPercentDefault>1</MilitaryProductionPercentDefault>
                <!-- Ship production percentage when the empire MP is under the minimal MP -->
                <MilitaryProductionPercentUnderMin>1</MilitaryProductionPercentUnderMin>
                <!-- Ship production percentage when the empire MP is under the Higher ennemy MP -->
                <MilitaryProductionPercentUnderEnnemy>1</MilitaryProductionPercentUnderEnnemy>

                <!-- Minimal MP max limit -->
                <MinMilitaryPowerLimit>1</MinMilitaryPowerLimit>
                <!-- minimalMP = pow(EmpirePopulation, MinMilitaryPowerPopulationPower) * MinMilitaryPowerPopulationFactor + MinMilitaryPowerPopulationConstante-->
                <MinMilitaryPowerPopulationPower>1</MinMilitaryPowerPopulationPower>
                <MinMilitaryPowerPopulationFactor>1</MinMilitaryPowerPopulationFactor>
                <MinMilitaryPowerPopulationConstante>1</MinMilitaryPowerPopulationConstante>
              </ShipRequests>
              <!-- Define how AI will choose its battle cards.-->
              <BattleParameters>
                <MaxCardsToChoseFrom>1</MaxCardsToChoseFrom>
                <!-- In order to avoid a too predictable AI, chose between "MaxCardsToChoseFrom" better (and interesting) cards.  -->
                <myHealth>1</myHealth>
                <!-- The more health loss, the more scoring for healing cards. -->
                <opponentHealth>1</opponentHealth>
                <!-- The more health loss for opponent, the more scoring for attack cards. (try to finish opponent if near death.) -->
                <HigherMilitaryPower>1</HigherMilitaryPower>
                <!-- I'm more powerfull than my opponent ! -->
                <LowerMilitaryPower>1</LowerMilitaryPower>
                <!-- I'm less powerfull than my opponent :/ ( I higher value should increase Retreat cards scores) -->
                <BiggerFleet>1</BiggerFleet>
                <!-- I got more ships than my opponent. -->
                <TinierFleet>1</TinierFleet>
                <!-- I got less ships than my opponent. -->
                <!-- The battle take place in orbit of one AI's system. -->
                <ProtectingMySystem>1</ProtectingMySystem>
                <LongRange>1</LongRange>
                <MediumRange>1</MediumRange>
                <ShortRange>1</ShortRange>
                <!-- a.k.a. Meelee. -->
                <!-- following: applied on the percentage of this type in my weapon|defense -->
                <myWeaponMissile>1</myWeaponMissile>
                <myWeaponLaser>1</myWeaponLaser>
                <myWeaponKinetic>1</myWeaponKinetic>
                <opponentWeaponMissile>1</opponentWeaponMissile>
                <opponentWeaponLaser>1</opponentWeaponLaser>
                <opponentWeaponKinetic>1</opponentWeaponKinetic>
                <myDefenseMissile>1</myDefenseMissile>
                <myDefenseLaser>1</myDefenseLaser>
                <myDefenseKinetic>1</myDefenseKinetic>
                <opponentDefenseMissile>1</opponentDefenseMissile>
                <opponentDefenseLaser>1</opponentDefenseLaser>
                <opponentDefenseKinetic>1</opponentDefenseKinetic>
              </BattleParameters>
            </MilitaryMinister>
            <DiplomacyMinister>
              <!-- When no treaty are needed, the science bonus must have a default value.-->
              <DefaultDiplomacyScienceBonus>1.5</DefaultDiplomacyScienceBonus>
              <!-- When a treaty is needed, but the science have not already research it, add this value to the default.-->
              <PerWantedTermScienceBonus>1.5</PerWantedTermScienceBonus>
              <!-- When no threat or no neighbor around, the military science bonus must have a default value.-->
              <DefaultMilitaryScienceBonus>1</DefaultMilitaryScienceBonus>
              <!-- This is the default "war" bonus.
               While peace, the bonus = (1 - (AttitudeScore / AttitudeRange)) * MaxBonus. -->
              <MaxMilitaryScienceBonus>1</MaxMilitaryScienceBonus>
              <!-- When loosing the war, we need to boost the military science bonus.-->
              <LoosingWarScienceBonus>0.5</LoosingWarScienceBonus>
              <WarFatigueTurn>1.2</WarFatigueTurn>
              <TradableBankAccountRatio>1.2</TradableBankAccountRatio>
              <TradableMoneyNetRatio>1.2</TradableMoneyNetRatio>
              <ReserveRevenueRatio>1.2</ReserveRevenueRatio>
              <NeededResourceBonus>1.1</NeededResourceBonus>
              <NeededMissingResourceBonus>1.2</NeededMissingResourceBonus>


              <AmasPeaceTreatyThreshold>3</AmasPeaceTreatyThreshold>
              <AmasWarTreatyThreshold>5</AmasWarTreatyThreshold>
              <AmasAllianceTreatyThreshold>3</AmasAllianceTreatyThreshold>
              <AmasLeaveAllianceTreatyThreshold>5</AmasLeaveAllianceTreatyThreshold>
              <AmasColdWarThreshold>8</AmasColdWarThreshold>
              <AmasCeaseFireTreatyThreshold>5</AmasCeaseFireTreatyThreshold>
              <AmasOpenBorderTreatyThreshold>3</AmasOpenBorderTreatyThreshold>
              <AmasCooperationAgreementTreatyThreshold>2</AmasCooperationAgreementTreatyThreshold>
              <AmasTreatyThreshold>5</AmasTreatyThreshold>
            </DiplomacyMinister>
      <ExpansionMinister>
        <!-- Define the limit of still neutral system in the galaxy to allow the expansion to search one step further for expansion target.-->
        <NeutralRatioLimitForExtendedExpansion>1</NeutralRatioLimitForExtendedExpansion>
        <LimitExpansionFleets>0.5</LimitExpansionFleets>
        
        <!-- Define when to stop searching in the list for outpost to invade.-->
        <RankLimitForCommando>0</RankLimitForCommando>

        <ShipPriorityBonusEarlyGame>0.5</ShipPriorityBonusEarlyGame>
        <EarlyGameBonusTurnLimit>0.75</EarlyGameBonusTurnLimit>
      </ExpansionMinister>
            <EconomyMinister>
              <HeroUpkeepFactor>0.8</HeroUpkeepFactor>
              <PeaceReserveFactor>1.5</PeaceReserveFactor>

              <!-- Define a limit which say "I'm really ready to build ship, pick me when you have some non urgent ship to do".-->
              <DevelopmentPercentLimit>1</DevelopmentPercentLimit>
            </EconomyMinister>
          </Ministers>
          <AIStarSystemSettings>
            <ScoreFimsFactor>1.2</ScoreFimsFactor>
            <ScoreLinkToEmpireFactor>1.2</ScoreLinkToEmpireFactor>
            <ScoreOwnershipFactor>1</ScoreOwnershipFactor>
            <ScoreNeutralFactor>1</ScoreNeutralFactor>
            <ScoreEnnemyFactor>1</ScoreEnnemyFactor>
            <ScoreTurnToReachLimits>1</ScoreTurnToReachLimits>
            <ScoreTurnToReachValues>1</ScoreTurnToReachValues>
          </AIStarSystemSettings>
        </AI>
      </Game>
    </Parameters>

    <!--<Parameter Key="/Game/AI/Empire/Layer_Income/Money/SystemApprovalMin" Modifier="1"/>-->

    <Gui>
      <Title>%PersonalityAutomaton</Title>
      <Description>%PersonalityAutomaton</Description>
    </Gui>

    <DiplomaticAttitudeModifier>
      <!-- Positive factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPeaceful"                   ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreement"       ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAlliance"                   ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonEnemy"                ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonFriends"              ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCurrentExchanges"           ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastExchanges"              ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreementTreaty" ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOpenBordersTreaty"          ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierDonations"                  ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerRespect"       ValueCoef="0"        TrendCoef="0"        ValueRangeCoef="0"   TrendRangeCoef="0"  />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerPity"          ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"  />

      <!-- Negative factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierWar"                        ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCeaseFire"                  ValueCoef="1.2"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastWar"                    ValueCoef="1.2"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierTenseFrontiers"             ValueCoef="1.2"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAnotherAlliance"            ValueCoef="1.2"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierBrokenExchange"             ValueCoef="1.2"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPropositionRefusal"         ValueCoef="1.2"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOwningLegitimateTerritory"  ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierLivingSpaceTense"           ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierScoreTense"                 ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerWeaknessStress"         ValueCoef="0"       TrendCoef="0"         ValueRangeCoef="0"         TrendRangeCoef="0"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerTense"           ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="1"   TrendRangeCoef="1"/>
    </DiplomaticAttitudeModifier>

  </Personality>

  <Personality Name="PersonalityEmperor">
    <!-- Greedy industrious powerful fleets-->
    <Parameters>
      <Game>
        <AI>
          <System>
            <SystemSettings>
              <Modifiers>
                <Food>1.2</Food>
                <Industry>1.2</Industry>
                <Money>1.4</Money>
                <Science>1</Science>
                <Approval>1</Approval>
                <Military>1.3</Military>
                <Diplomacy>0.1</Diplomacy>
              </Modifiers>
            </SystemSettings>
            <Layer_Population>
              <SystemGrowthTargets>
                <!-- Growth target from food value-->
                <Limits>1.2</Limits>
                <Values>1.2</Values>
              </SystemGrowthTargets>
              <StrategicResourceBonus>
                <Values>1</Values>
              </StrategicResourceBonus>
              <LuxuryBonus>
                <Values>1</Values>
              </LuxuryBonus>
            </Layer_Population>
          </System>
          <Empire>
            <Layer_Science>
              <TurnCostWeightingCoef>1.2</TurnCostWeightingCoef>
              <!-- technoScore = score - (TurnCostWeightingCoef * turncost) -->

              <GrowthAlertBoostCoef>1</GrowthAlertBoostCoef>
              <!-- (target - growth) * GrowthAlertBoostCoef  + X to the global food need (for science, construction etc...)-->

              <Food>1.1</Food>
              <Industry>1.5</Industry>
              <Money>1.5</Money>
              <Science>1</Science>
              <Diplomacy>0.5</Diplomacy>
              <Approval>1.2</Approval>
              <Expand>1.2</Expand>
              <Military>1.5</Military>
              <Invasion>1.5</Invasion>
              <DefenseModuleLaser>1</DefenseModuleLaser>
              <DefenseModuleKinetic>1</DefenseModuleKinetic>
              <DefenseModuleMissile>1</DefenseModuleMissile>
              <WeaponModuleLaser>1</WeaponModuleLaser>
              <WeaponModuleKinetic>1</WeaponModuleKinetic>
              <WeaponModuleMissile>1</WeaponModuleMissile>
              <PlanetTypeArid>1.3</PlanetTypeArid>
              <PlanetTypeTundra>1.5</PlanetTypeTundra>
              <PlanetTypeDesert>0.8</PlanetTypeDesert>
              <PlanetTypeArctic>0.8</PlanetTypeArctic>
              <PlanetTypeLava>1.4</PlanetTypeLava>
              <PlanetTypeBarren>1</PlanetTypeBarren>
              <PlanetTypeAsteroids>1</PlanetTypeAsteroids>
              <PlanetTypeGasHydrogen>1</PlanetTypeGasHydrogen>
              <PlanetTypeGasHelium>1</PlanetTypeGasHelium>
              <PlanetTypeGasMethane>1</PlanetTypeGasMethane>
              <Movement>1</Movement>
            </Layer_Science>
            <Layer_Income>
              <PopulationPercentMin>1</PopulationPercentMin>
              <DevelopmentPercentMin>1</DevelopmentPercentMin>
              <Science>
                <OrientedSystemPercent>0.5</OrientedSystemPercent>
                <TargetMinTurn>1</TargetMinTurn>
                <TargetMaxTurn>1</TargetMaxTurn>
              </Science>
              <Industry>
                <OrientedSystemPercent>2</OrientedSystemPercent>
              </Industry>
              <Money>
                <OrientedSystemPercent>1</OrientedSystemPercent>
                <TargetMinGain>1</TargetMinGain>
                <TargetMaxGain>1</TargetMaxGain>
                <UnderApprovalPercent>0.8</UnderApprovalPercent>
                <SystemApprovalMin>1</SystemApprovalMin>
                <EmpireApprovalMin>1</EmpireApprovalMin>
              </Money>
              <Military>
                <OrientedSystemPercent>3</OrientedSystemPercent>
              </Military>
            </Layer_Income>
          </Empire>
          <Ministers>
            <MilitaryMinister>
              <!-- Define how many military power an AI will attribute to a neutral system. -->

              <NeutralSystemThreat>1</NeutralSystemThreat>
              <ThreatFactors>
                <!-- The threat factor are used by AI to determine a multiplicator to compute the threat from neighbouring systems.-->
                <!-- Default is 0.1. this is used for unknown empire. -->
                <Default>2</Default>
                <!-- While the AI is preparing a war against the neighbor, it will consider the target empire power as 1.5 -->
                <PrepareWar>1.5</PrepareWar>


              </ThreatFactors>
              <!-- Define how many attack a defense zone can start.-->
              <AttackPerZone>1</AttackPerZone>
              <ShipRequests>
                <!-- Ship request priority when the empire MP is over the needed MP -->
                <MilitaryShipPriorityDefault>1</MilitaryShipPriorityDefault>
                <!-- Ship request priority when the empire MP is under the minimal MP -->
                <MilitaryShipPriorityUnderMin>1</MilitaryShipPriorityUnderMin>
                <!-- Ship request priority when the empire MP is under the Higher ennemy MP -->
                <MilitaryShipPriorityUnderEnnemy>1</MilitaryShipPriorityUnderEnnemy>

                <!-- Ship production percentage when the empire MP is over the needed MP -->
                <MilitaryProductionPercentDefault>1</MilitaryProductionPercentDefault>
                <!-- Ship production percentage when the empire MP is under the minimal MP -->
                <MilitaryProductionPercentUnderMin>1</MilitaryProductionPercentUnderMin>
                <!-- Ship production percentage when the empire MP is under the Higher ennemy MP -->
                <MilitaryProductionPercentUnderEnnemy>1</MilitaryProductionPercentUnderEnnemy>

                <!-- Minimal MP max limit -->
                <MinMilitaryPowerLimit>1</MinMilitaryPowerLimit>
                <!-- minimalMP = pow(EmpirePopulation, MinMilitaryPowerPopulationPower) * MinMilitaryPowerPopulationFactor + MinMilitaryPowerPopulationConstante-->
                <MinMilitaryPowerPopulationPower>1</MinMilitaryPowerPopulationPower>
                <MinMilitaryPowerPopulationFactor>1</MinMilitaryPowerPopulationFactor>
                <MinMilitaryPowerPopulationConstante>1</MinMilitaryPowerPopulationConstante>
              </ShipRequests>
              <!-- Define how AI will choose its battle cards.-->
              <BattleParameters>
                <MaxCardsToChoseFrom>1</MaxCardsToChoseFrom>
                <!-- In order to avoid a too predictable AI, chose between "MaxCardsToChoseFrom" better (and interesting) cards.  -->
                <myHealth>1</myHealth>
                <!-- The more health loss, the more scoring for healing cards. -->
                <opponentHealth>1</opponentHealth>
                <!-- The more health loss for opponent, the more scoring for attack cards. (try to finish opponent if near death.) -->
                <HigherMilitaryPower>1</HigherMilitaryPower>
                <!-- I'm more powerfull than my opponent ! -->
                <LowerMilitaryPower>1</LowerMilitaryPower>
                <!-- I'm less powerfull than my opponent :/ ( I higher value should increase Retreat cards scores) -->
                <BiggerFleet>1</BiggerFleet>
                <!-- I got more ships than my opponent. -->
                <TinierFleet>1</TinierFleet>
                <!-- I got less ships than my opponent. -->
                <!-- The battle take place in orbit of one AI's system. -->
                <ProtectingMySystem>1</ProtectingMySystem>
                <LongRange>1</LongRange>
                <MediumRange>1</MediumRange>
                <ShortRange>1</ShortRange>
                <!-- a.k.a. Meelee. -->
                <!-- following: applied on the percentage of this type in my weapon|defense -->
                <myWeaponMissile>1</myWeaponMissile>
                <myWeaponLaser>1</myWeaponLaser>
                <myWeaponKinetic>1</myWeaponKinetic>
                <opponentWeaponMissile>1</opponentWeaponMissile>
                <opponentWeaponLaser>1</opponentWeaponLaser>
                <opponentWeaponKinetic>1</opponentWeaponKinetic>
                <myDefenseMissile>1</myDefenseMissile>
                <myDefenseLaser>1</myDefenseLaser>
                <myDefenseKinetic>1</myDefenseKinetic>
                <opponentDefenseMissile>1</opponentDefenseMissile>
                <opponentDefenseLaser>1</opponentDefenseLaser>
                <opponentDefenseKinetic>1</opponentDefenseKinetic>
              </BattleParameters>
            </MilitaryMinister>
            <DiplomacyMinister>
              <!-- When no treaty are needed, the science bonus must have a default value.-->
              <DefaultDiplomacyScienceBonus>0.5</DefaultDiplomacyScienceBonus>
              <!-- When a treaty is needed, but the science have not already research it, add this value to the default.-->
              <PerWantedTermScienceBonus>0.5</PerWantedTermScienceBonus>
              <!-- When no threat or no neighbor around, the military science bonus must have a default value.-->
              <DefaultMilitaryScienceBonus>1.5</DefaultMilitaryScienceBonus>
              <!-- This is the default "war" bonus.
               While peace, the bonus = (1 - (AttitudeScore / AttitudeRange)) * MaxBonus. -->
              <MaxMilitaryScienceBonus>1.5</MaxMilitaryScienceBonus>
              <!-- When loosing the war, we need to boost the military science bonus.-->
              <LoosingWarScienceBonus>1</LoosingWarScienceBonus>
              <WarFatigueTurn>0.5</WarFatigueTurn>
              <TradableBankAccountRatio>1</TradableBankAccountRatio>
              <TradableMoneyNetRatio>1</TradableMoneyNetRatio>
              <ReserveRevenueRatio>1</ReserveRevenueRatio>
              <NeededResourceBonus>1</NeededResourceBonus>
              <NeededMissingResourceBonus>1</NeededMissingResourceBonus>

              <AmasPeaceTreatyThreshold>7</AmasPeaceTreatyThreshold>
              <AmasWarTreatyThreshold>3</AmasWarTreatyThreshold>
              <AmasAllianceTreatyThreshold>7</AmasAllianceTreatyThreshold>
              <AmasLeaveAllianceTreatyThreshold>5</AmasLeaveAllianceTreatyThreshold>
              <AmasColdWarThreshold>5</AmasColdWarThreshold>
              <AmasCeaseFireTreatyThreshold>5</AmasCeaseFireTreatyThreshold>
              <AmasOpenBorderTreatyThreshold>5</AmasOpenBorderTreatyThreshold>
              <AmasCooperationAgreementTreatyThreshold>5</AmasCooperationAgreementTreatyThreshold>
              <AmasTreatyThreshold>5</AmasTreatyThreshold>
            </DiplomacyMinister>
            <EconomyMinister>
              <HeroUpkeepFactor>1</HeroUpkeepFactor>
              <PeaceReserveFactor>1.5</PeaceReserveFactor>

              <!-- Define a limit which say "I'm really ready to build ship, pick me when you have some non urgent ship to do".-->
              <!-- The higher it gets, the longer the AI will take before making ships (this should not be higher than 1.1) -->
              <DevelopmentPercentLimit>0.8</DevelopmentPercentLimit>
            </EconomyMinister>
          </Ministers>
          <AIStarSystemSettings>
            <ScoreFimsFactor>1</ScoreFimsFactor>
            <ScoreLinkToEmpireFactor>2</ScoreLinkToEmpireFactor>
            <ScoreOwnershipFactor>1</ScoreOwnershipFactor>
            <ScoreNeutralFactor>2</ScoreNeutralFactor>
            <ScoreEnnemyFactor>1</ScoreEnnemyFactor>
            <ScoreTurnToReachLimits>1</ScoreTurnToReachLimits>
            <ScoreTurnToReachValues>1</ScoreTurnToReachValues>
          </AIStarSystemSettings>
        </AI>
      </Game>
    </Parameters>

    <!--<Parameter Key="/Game/AI/Empire/Layer_Income/Money/SystemApprovalMin" Modifier="1"/>-->

    <Gui>
      <Title>%PersonalityEmperorAI</Title>
      <Description>%PersonalityEmperorAI</Description>
    </Gui>

    <DiplomaticAttitudeModifier>
      <!-- Positive factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPeaceful"                   ValueCoef="1.5"      TrendCoef="15"      ValueRangeCoef="12" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreement"       ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAlliance"                   ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonEnemy"                ValueCoef="1.5"      TrendCoef="1.5"      ValueRangeCoef="1.5" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonFriends"              ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCurrentExchanges"           ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastExchanges"              ValueCoef="0.8"      TrendCoef="0.8"      ValueRangeCoef="0.8" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreementTreaty" ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOpenBordersTreaty"          ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierDonations"                  ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"  />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerRespect"       ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"  />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerPity"          ValueCoef="0"        TrendCoef="0"        ValueRangeCoef="0"   TrendRangeCoef="0"  />

      <!-- Negative factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierWar"                        ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCeaseFire"                  ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastWar"                    ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierTenseFrontiers"             ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAnotherAlliance"            ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierBrokenExchange"             ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPropositionRefusal"         ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOwningLegitimateTerritory"  ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierLivingSpaceTense"           ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.1" TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierScoreTense"                 ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerWeaknessStress" ValueCoef="1.1"     TrendCoef="1.1"      ValueRangeCoef="1.1" TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerTense"         ValueCoef="0"        TrendCoef="0"        ValueRangeCoef="0"   TrendRangeCoef="0"/>
    </DiplomaticAttitudeModifier>

  </Personality>

  <Personality Name="PersonalityHarmony">
    <!-- I want friend and exchange-->
    <Parameters>
      <Game>
        <AI>
          <System>
            <Assimilation IsMultiplier="true">0</Assimilation>
            <SystemSettings>
              <Modifiers>
                <Food>1</Food>
                <Industry>1.4</Industry>
                <Money IsMultiplier="true">-1</Money>
                <Science>1.2</Science>
                <Approval IsMultiplier="true">0</Approval>
                <Military>1</Military>
                <Diplomacy>1</Diplomacy>
                <StrategicResource>1.5</StrategicResource>
                <LuxuryResource>0.5</LuxuryResource>
              </Modifiers>
            </SystemSettings>
            <Layer_Population>
              <SystemGrowthTargets>
                <!-- Growth target from food value-->
                <Limits>1</Limits>
                <Values>1</Values>
              </SystemGrowthTargets>
              <StrategicResourceBonus>
                <Values>1</Values>
              </StrategicResourceBonus>
              <LuxuryBonus>
                <Values>1</Values>
              </LuxuryBonus>
            </Layer_Population>
          </System>
          <Empire>
            <Layer_Science>
              <TurnCostWeightingCoef>1</TurnCostWeightingCoef>
              <!-- technoScore = score - (TurnCostWeightingCoef * turncost) -->

              <GrowthAlertBoostCoef>1</GrowthAlertBoostCoef>
              <!-- (target - growth) * GrowthAlertBoostCoef  + X to the global food need (for science, construction etc...)-->

              <Food>1.2</Food>
              <Industry>1.4</Industry>
              <Money IsMultiplier="true">0</Money>
              <Science>1.2</Science>
              <Diplomacy>1</Diplomacy>
              <Approval IsMultiplier="true">0</Approval>
              <Expand>1.2</Expand>
              <Military>1</Military>
              <Invasion>1</Invasion>
              <DefenseModuleLaser>1</DefenseModuleLaser>
              <DefenseModuleKinetic>1</DefenseModuleKinetic>
              <DefenseModuleMissile>1</DefenseModuleMissile>
              <WeaponModuleLaser>1</WeaponModuleLaser>
              <WeaponModuleKinetic>1</WeaponModuleKinetic>
              <WeaponModuleMissile>1</WeaponModuleMissile>
              <PlanetTypeArid>0.7</PlanetTypeArid>
              <PlanetTypeTundra>1.1</PlanetTypeTundra>
              <PlanetTypeDesert>0.3</PlanetTypeDesert>
              <PlanetTypeArctic>1.2</PlanetTypeArctic>
              <PlanetTypeLava>1.3</PlanetTypeLava>
              <PlanetTypeBarren>1.3</PlanetTypeBarren>
              <PlanetTypeAsteroids>1</PlanetTypeAsteroids>
              <PlanetTypeGasHydrogen>0.1</PlanetTypeGasHydrogen>
              <PlanetTypeGasHelium>1.5</PlanetTypeGasHelium>
              <PlanetTypeGasMethane>1.5</PlanetTypeGasMethane>
              <Movement>1</Movement>
            
          </Layer_Science>
            <Layer_Income>
              <PopulationPercentMin>1</PopulationPercentMin>
              <DevelopmentPercentMin>1</DevelopmentPercentMin>
              <Science>
                <OrientedSystemPercent>0.8</OrientedSystemPercent>
                <TargetMinTurn>1</TargetMinTurn>
                <TargetMaxTurn>1</TargetMaxTurn>
              </Science>
              <Industry>
                <OrientedSystemPercent>1</OrientedSystemPercent>
              </Industry>
              <Money>
                <OrientedSystemPercent>1</OrientedSystemPercent>
                <TargetMinGain>1</TargetMinGain>
                <TargetMaxGain>1</TargetMaxGain>
                <UnderApprovalPercent>1</UnderApprovalPercent>
                <SystemApprovalMin>1</SystemApprovalMin>
                <EmpireApprovalMin>1</EmpireApprovalMin>
              </Money>
              <Military>
                <OrientedSystemPercent>1</OrientedSystemPercent>
              </Military>
            </Layer_Income>
          </Empire>
          <Ministers>
            <MilitaryMinister>
              <!-- Define how many military power an AI will attribute to a neutral system. -->

              <NeutralSystemThreat>1</NeutralSystemThreat>
              <ThreatFactors>
                <!-- The threat factor are used by AI to determine a multiplicator to compute the threat from neighbouring systems.-->
                <!-- Default is 0.1. this is used for unknown empire. -->
                <Default>1</Default>
                <!-- While the AI is preparing a war against the neighbor, it will consider the target empire power as 1.5 -->
                <PrepareWar>1</PrepareWar>


              </ThreatFactors>
              <!-- Define how many attack a defense zone can start.-->
              <AttackPerZone>1</AttackPerZone>
              <ShipRequests>
                <ShipProductionBuildApprovalLimit IsMultiplier="true">0</ShipProductionBuildApprovalLimit>

                <!-- Ship request priority when the empire MP is over the needed MP -->
                <MilitaryShipPriorityDefault>1</MilitaryShipPriorityDefault>
                <!-- Ship request priority when the empire MP is under the minimal MP -->
                <MilitaryShipPriorityUnderMin>1</MilitaryShipPriorityUnderMin>
                <!-- Ship request priority when the empire MP is under the Higher ennemy MP -->
                <MilitaryShipPriorityUnderEnnemy>1</MilitaryShipPriorityUnderEnnemy>

                <!-- Ship production percentage when the empire MP is over the needed MP -->
                <MilitaryProductionPercentDefault>1</MilitaryProductionPercentDefault>
                <!-- Ship production percentage when the empire MP is under the minimal MP -->
                <MilitaryProductionPercentUnderMin>1</MilitaryProductionPercentUnderMin>
                <!-- Ship production percentage when the empire MP is under the Higher ennemy MP -->
                <MilitaryProductionPercentUnderEnnemy>1</MilitaryProductionPercentUnderEnnemy>

                <!-- Minimal MP max limit -->
                <MinMilitaryPowerLimit>1</MinMilitaryPowerLimit>
                <!-- minimalMP = pow(EmpirePopulation, MinMilitaryPowerPopulationPower) * MinMilitaryPowerPopulationFactor + MinMilitaryPowerPopulationConstante-->
                <MinMilitaryPowerPopulationPower>1</MinMilitaryPowerPopulationPower>
                <MinMilitaryPowerPopulationFactor>1</MinMilitaryPowerPopulationFactor>
                <MinMilitaryPowerPopulationConstante>1</MinMilitaryPowerPopulationConstante>
              </ShipRequests>
              <!-- Define how AI will choose its battle cards.-->
              <BattleParameters>
                <MaxCardsToChoseFrom>1</MaxCardsToChoseFrom>
                <!-- In order to avoid a too predictable AI, chose between "MaxCardsToChoseFrom" better (and interesting) cards.  -->
                <myHealth>1</myHealth>
                <!-- The more health loss, the more scoring for healing cards. -->
                <opponentHealth>1</opponentHealth>
                <!-- The more health loss for opponent, the more scoring for attack cards. (try to finish opponent if near death.) -->
                <HigherMilitaryPower>1</HigherMilitaryPower>
                <!-- I'm more powerfull than my opponent ! -->
                <LowerMilitaryPower>1</LowerMilitaryPower>
                <!-- I'm less powerfull than my opponent :/ ( I higher value should increase Retreat cards scores) -->
                <BiggerFleet>1</BiggerFleet>
                <!-- I got more ships than my opponent. -->
                <TinierFleet>1</TinierFleet>
                <!-- I got less ships than my opponent. -->
                <!-- The battle take place in orbit of one AI's system. -->
                <ProtectingMySystem>1</ProtectingMySystem>
                <LongRange>1</LongRange>
                <MediumRange>1</MediumRange>
                <ShortRange>1</ShortRange>
                <!-- a.k.a. Meelee. -->
                <!-- following: applied on the percentage of this type in my weapon|defense -->
                <myWeaponMissile>1</myWeaponMissile>
                <myWeaponLaser>1</myWeaponLaser>
                <myWeaponKinetic>1</myWeaponKinetic>
                <opponentWeaponMissile>1</opponentWeaponMissile>
                <opponentWeaponLaser>1</opponentWeaponLaser>
                <opponentWeaponKinetic>1</opponentWeaponKinetic>
                <myDefenseMissile>1</myDefenseMissile>
                <myDefenseLaser>1</myDefenseLaser>
                <myDefenseKinetic>1</myDefenseKinetic>
                <opponentDefenseMissile>1</opponentDefenseMissile>
                <opponentDefenseLaser>1</opponentDefenseLaser>
                <opponentDefenseKinetic>1</opponentDefenseKinetic>
              </BattleParameters>
            </MilitaryMinister>
            <DiplomacyMinister>
              <!-- When no treaty are needed, the science bonus must have a default value.-->
              <DefaultDiplomacyScienceBonus>1.5</DefaultDiplomacyScienceBonus>
              <!-- When a treaty is needed, but the science have not already research it, add this value to the default.-->
              <PerWantedTermScienceBonus>1.5</PerWantedTermScienceBonus>
              <!-- When no threat or no neighbor around, the military science bonus must have a default value.-->
              <DefaultMilitaryScienceBonus>1</DefaultMilitaryScienceBonus>
              <!-- This is the default "war" bonus.
               While peace, the bonus = (1 - (AttitudeScore / AttitudeRange)) * MaxBonus. -->
              <MaxMilitaryScienceBonus>1</MaxMilitaryScienceBonus>
              <!-- When loosing the war, we need to boost the military science bonus.-->
              <LoosingWarScienceBonus>0.5</LoosingWarScienceBonus>
              <WarFatigueTurn>1.2</WarFatigueTurn>
              <TradableBankAccountRatio>1.2</TradableBankAccountRatio>
              <TradableMoneyNetRatio>1.2</TradableMoneyNetRatio>
              <ReserveRevenueRatio>1.2</ReserveRevenueRatio>
              <NeededResourceBonus>1.1</NeededResourceBonus>
              <NeededMissingResourceBonus>1.2</NeededMissingResourceBonus>


              <AmasPeaceTreatyThreshold>3</AmasPeaceTreatyThreshold>
              <AmasWarTreatyThreshold>5</AmasWarTreatyThreshold>
              <AmasAllianceTreatyThreshold>3</AmasAllianceTreatyThreshold>
              <AmasLeaveAllianceTreatyThreshold>5</AmasLeaveAllianceTreatyThreshold>
              <AmasColdWarThreshold>8</AmasColdWarThreshold>
              <AmasCeaseFireTreatyThreshold>5</AmasCeaseFireTreatyThreshold>
              <AmasOpenBorderTreatyThreshold>3</AmasOpenBorderTreatyThreshold>
              <AmasCooperationAgreementTreatyThreshold>2</AmasCooperationAgreementTreatyThreshold>
              <AmasTreatyThreshold>5</AmasTreatyThreshold>
            </DiplomacyMinister>
            <ExpansionMinister>
              <!-- Define the limit of still neutral system in the galaxy to allow the expansion to search one step further for expansion target.-->
              <NeutralRatioLimitForExtendedExpansion>1</NeutralRatioLimitForExtendedExpansion>
              <LimitExpansionFleets>0.5</LimitExpansionFleets>

              <!-- Define when to stop searching in the list for outpost to invade.-->
              <RankLimitForCommando>0</RankLimitForCommando>

              <ShipPriorityBonusEarlyGame>0.5</ShipPriorityBonusEarlyGame>
              <EarlyGameBonusTurnLimit>0.75</EarlyGameBonusTurnLimit>
            </ExpansionMinister>
          </Ministers>
          <AIStarSystemSettings>
            <ScoreFimsFactor>1.2</ScoreFimsFactor>
            <ScoreStrategicFactor>1.2</ScoreStrategicFactor>
            <ScoreLinkToEmpireFactor>1.2</ScoreLinkToEmpireFactor>
            <ScoreOwnershipFactor>1</ScoreOwnershipFactor>
            <ScoreNeutralFactor>1</ScoreNeutralFactor>
            <ScoreEnnemyFactor>1</ScoreEnnemyFactor>
            <ScoreTurnToReachLimits>1</ScoreTurnToReachLimits>
            <ScoreTurnToReachValues>1</ScoreTurnToReachValues>

            <FIMS>
              <Money IsMultiplier="true">-1</Money>
            </FIMS>
            
            <ApprovalFactor IsMultiplier="true">0</ApprovalFactor>
            <ScoreAssimilationFactor IsMultiplier="true">0</ScoreAssimilationFactor>
          </AIStarSystemSettings>
        </AI>
      </Game>
    </Parameters>

    <!--<Parameter Key="/Game/AI/Empire/Layer_Income/Money/SystemApprovalMin" Modifier="1"/>-->

    <Gui>
      <Title>%PersonalityHarmonyAI</Title>
      <Description>%PersonalityHarmonyAI</Description>
    </Gui>

    <DiplomaticAttitudeModifier>
      <!-- Positive factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPeaceful"                   ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreement"       ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAlliance"                   ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonEnemy"                ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonFriends"              ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCurrentExchanges"           ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastExchanges"              ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreementTreaty" ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOpenBordersTreaty"          ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierDonations"                  ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerRespect"       ValueCoef="0"        TrendCoef="0"        ValueRangeCoef="0"   TrendRangeCoef="0"  />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerPity"          ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"  />

      <!-- Negative factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierWar"                        ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCeaseFire"                  ValueCoef="1.2"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastWar"                    ValueCoef="1.2"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierTenseFrontiers"             ValueCoef="1.2"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAnotherAlliance"            ValueCoef="1.2"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierBrokenExchange"             ValueCoef="1.2"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPropositionRefusal"         ValueCoef="1.2"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOwningLegitimateTerritory"  ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierLivingSpaceTense"           ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierScoreTense"                 ValueCoef="1"       TrendCoef="1"         ValueRangeCoef="1"         TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerWeaknessStress"         ValueCoef="0"       TrendCoef="0"         ValueRangeCoef="0"         TrendRangeCoef="0"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerTense"           ValueCoef="1"     TrendCoef="1"     ValueRangeCoef="1"   TrendRangeCoef="1"/>
    </DiplomaticAttitudeModifier>

  </Personality>



  <!-- ***************************************** -->
  <!-- ***** DIFFICULTY ATTITUDE MODIFIERS ***** -->
  <!-- ***************************************** -->
  <Personality Name="PersonalityEasy2" IsSerializable="false">
    <!-- Greedy industrious powerful fleets-->
    <Parameters>
      <Game>
        <AI>
          <TurnCooldown>2</TurnCooldown>
          <Empire>
            <Layer_Science>
              <Military>0.6</Military>
              <!-- <Movement>0.6</Movement>-->
              <Expand>0.6</Expand>
              <DefenseModuleLaser>0.8</DefenseModuleLaser>
              <DefenseModuleKinetic>0.8</DefenseModuleKinetic>
              <DefenseModuleMissile>0.8</DefenseModuleMissile>
              <WeaponModuleLaser>0.8</WeaponModuleLaser>
              <WeaponModuleKinetic>0.8</WeaponModuleKinetic>
              <WeaponModuleMissile>0.8</WeaponModuleMissile>
            </Layer_Science>
            <!-- réactivité de l'ia vis à vis de ses ships design -->
            <Layer_ShipDesign>
              <BattleEfficiencyAllDestroyed>0.8</BattleEfficiencyAllDestroyed>
              <BattleEfficiencyLimit>0.2</BattleEfficiencyLimit>
              <!-- base value = 0.5 -->
            </Layer_ShipDesign>
            <!-- réactivité de l'ia vis à vis de ses ships design -->
          </Empire>
          <Ministers>
            <!-- pour tweaker la volonté d'expansion -->
            <ExpansionMinister>
              <!-- Define the limit of still neutral system in the galaxy to allow the expansion to search one step further for expansion target.-->
              <NeutralRatioLimitForExtendedExpansion>1</NeutralRatioLimitForExtendedExpansion>
              <LimitExpansionFleets>0.5</LimitExpansionFleets>
              <!-- base value : 2 -->

              <!-- Define when to stop searching in the list for outpost to invade.-->
              <RankLimitForCommando>0.8</RankLimitForCommando>
              <!-- base value = 5 -->
        
              <ShipPriorityBonusEarlyGame>0.1</ShipPriorityBonusEarlyGame>
            </ExpansionMinister>
            <MilitaryMinister>
              <ShipRequests>
                <!-- (CP max * ShipProductionFleetSizeFactor) * -->
                <EmpireMilitaryPowerHighLimit>0.5</EmpireMilitaryPowerHighLimit>
                <ShipProductionFleetSizeFactor>0.5</ShipProductionFleetSizeFactor>
                <ShipProductionBestPlayerMPFactor>0.5</ShipProductionBestPlayerMPFactor>
                <ShipProductionBestPlayerCPFactor>0.5</ShipProductionBestPlayerCPFactor>

                <MilitaryPowerEarlyGameFactor>0</MilitaryPowerEarlyGameFactor>
                <MilitaryPowerEarlyGameTurnLimit>1</MilitaryPowerEarlyGameTurnLimit>
              </ShipRequests>
            </MilitaryMinister>
            <DiplomacyMinister>
              <AmasPeaceTreatyThreshold>0.5</AmasPeaceTreatyThreshold>
              <AmasWarTreatyThreshold>1.5</AmasWarTreatyThreshold>
              <AmasAllianceTreatyThreshold>0.5</AmasAllianceTreatyThreshold>
              <AmasLeaveAllianceTreatyThreshold>1.5</AmasLeaveAllianceTreatyThreshold>
              <AmasColdWarThreshold>0.5</AmasColdWarThreshold>
              <AmasCeaseFireTreatyThreshold>0.5</AmasCeaseFireTreatyThreshold>
              <AmasOpenBorderTreatyThreshold>0.5</AmasOpenBorderTreatyThreshold>
              <AmasCooperationAgreementTreatyThreshold>0.5</AmasCooperationAgreementTreatyThreshold>
              <AmasTreatyThreshold>0.5</AmasTreatyThreshold>
            </DiplomacyMinister>
          </Ministers>
        </AI>
      </Game>
    </Parameters>
    
    <DiplomaticAttitudeModifier>
      <!-- POSITIVE factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPeaceful"                   ValueCoef="1.2"      ValueRangeCoef="1.2"      TrendCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreement"       ValueCoef="1.2"      ValueRangeCoef="1.2"      TrendCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAlliance"                   ValueCoef="1.2"      ValueRangeCoef="1.2"      TrendCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonEnemy"                ValueCoef="1.2"      ValueRangeCoef="1.2"      TrendCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonFriends"              ValueCoef="1.2"      ValueRangeCoef="1.2"      TrendCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCurrentExchanges"           ValueCoef="1.2"      ValueRangeCoef="1.2"      TrendCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastExchanges"              ValueCoef="1.2"      ValueRangeCoef="1.2"      TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreementTreaty" ValueCoef="1.2"      ValueRangeCoef="1.2"      TrendCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOpenBordersTreaty"          ValueCoef="1.2"      ValueRangeCoef="1.2"      TrendCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierDonations"                  ValueCoef="1.2"      ValueRangeCoef="1.2"      TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerRespect"       ValueCoef="1.2"      ValueRangeCoef="1.2"      TrendCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerPity"          ValueCoef="1.2"      ValueRangeCoef="1.2"      TrendCoef="1.2"       TrendRangeCoef="1.2"/>
      
      <!-- Negative factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierWar"                         ValueCoef="0.9"     ValueRangeCoef="0.9"     TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCeaseFire"                   ValueCoef="0.9"     ValueRangeCoef="0.9"     TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastWar"                     ValueCoef="0.9"     ValueRangeCoef="0.9"     TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierTenseFrontiers"              ValueCoef="0.9"     ValueRangeCoef="0.9"     TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAnotherAlliance"             ValueCoef="0.9"     ValueRangeCoef="0.9"     TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierBrokenExchange"              ValueCoef="0.9"     ValueRangeCoef="0.9"     TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPropositionRefusal"          ValueCoef="0.9"     ValueRangeCoef="0.9"     TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOwningLegitimateTerritory"   ValueCoef="0.9"     ValueRangeCoef="0.9"     TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierLivingSpaceTense"            ValueCoef="0.9"     ValueRangeCoef="0.9"     TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierScoreTense"                  ValueCoef="0.9"     ValueRangeCoef="0.9"     TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerWeaknessStress" ValueCoef="0.9"     ValueRangeCoef="0.9"     TrendCoef="1.1"       TrendRangeCoef="1.1"/>
    </DiplomaticAttitudeModifier>
  </Personality>

  
  
  <Personality Name="PersonalityEasy1" IsSerializable="false">
    <Parameters>
      <Game>
        <AI>
          <TurnCooldown>1</TurnCooldown>
          <Empire>
            <Layer_Science>
              <Military>0.8</Military>
              <!-- <Movement>0.6</Movement>-->
              <Expand>0.8</Expand>
              <DefenseModuleLaser>0.9</DefenseModuleLaser>
              <DefenseModuleKinetic>0.9</DefenseModuleKinetic>
              <DefenseModuleMissile>0.9</DefenseModuleMissile>
              <WeaponModuleLaser>0.9</WeaponModuleLaser>
              <WeaponModuleKinetic>0.9</WeaponModuleKinetic>
              <WeaponModuleMissile>0.9</WeaponModuleMissile>
            </Layer_Science>
            <Layer_Income>
              <Military>
                <OrientedSystemPercent>1</OrientedSystemPercent>
              </Military>
            </Layer_Income>
            <!-- réactivité de l'ia vis à vis de ses ships design -->
            <Layer_ShipDesign>
              <BattleEfficiencyAllDestroyed>1</BattleEfficiencyAllDestroyed>
              <BattleEfficiencyLimit>0.7</BattleEfficiencyLimit>
              <!-- base value = 0.5 -->
            </Layer_ShipDesign>
            <!-- réactivité de l'ia vis à vis de ses ships design -->
          </Empire>
          <Ministers>
            <!-- pour tweaker la volonté d'expansion -->
            <ExpansionMinister>
              <!-- Define the limit of still neutral system in the galaxy to allow the expansion to search one step further for expansion target.-->
              <NeutralRatioLimitForExtendedExpansion>1</NeutralRatioLimitForExtendedExpansion>
              <LimitExpansionFleets>1</LimitExpansionFleets>
              <!-- base value : 2 -->

              <!-- Define when to stop searching in the list for outpost to invade.-->
              <RankLimitForCommando>1</RankLimitForCommando>
              <!-- base value = 5 -->
        
        <ShipPriorityBonusEarlyGame>0.75</ShipPriorityBonusEarlyGame>
            </ExpansionMinister>
            <MilitaryMinister>
              <ShipRequests>
                <!-- (CP max * ShipProductionFleetSizeFactor) * -->
                <EmpireMilitaryPowerHighLimit>0.75</EmpireMilitaryPowerHighLimit>
                <ShipProductionFleetSizeFactor>0.75</ShipProductionFleetSizeFactor>
                <ShipProductionBestPlayerMPFactor>0.75</ShipProductionBestPlayerMPFactor>
                <ShipProductionBestPlayerCPFactor>0.75</ShipProductionBestPlayerCPFactor>

                <MilitaryPowerEarlyGameFactor>0.5</MilitaryPowerEarlyGameFactor>
                <MilitaryPowerEarlyGameTurnLimit>1</MilitaryPowerEarlyGameTurnLimit>
              </ShipRequests>
            </MilitaryMinister>
            <DiplomacyMinister>
              <AmasPeaceTreatyThreshold>0.75</AmasPeaceTreatyThreshold>
              <AmasWarTreatyThreshold>1.25</AmasWarTreatyThreshold>
              <AmasAllianceTreatyThreshold>0.75</AmasAllianceTreatyThreshold>
              <AmasLeaveAllianceTreatyThreshold>1.25</AmasLeaveAllianceTreatyThreshold>
              <AmasColdWarThreshold>0.75</AmasColdWarThreshold>
              <AmasCeaseFireTreatyThreshold>0.75</AmasCeaseFireTreatyThreshold>
              <AmasOpenBorderTreatyThreshold>0.75</AmasOpenBorderTreatyThreshold>
              <AmasCooperationAgreementTreatyThreshold>0.75</AmasCooperationAgreementTreatyThreshold>
              <AmasTreatyThreshold>0.75</AmasTreatyThreshold>
            </DiplomacyMinister>
          </Ministers>
        </AI>
      </Game>
    </Parameters>
    
    <DiplomaticAttitudeModifier>
      <!-- POSITIVE factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPeaceful"                   ValueCoef="1.1"      ValueRangeCoef="1.1"      TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreement"       ValueCoef="1.1"      ValueRangeCoef="1.1"      TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAlliance"                   ValueCoef="1.1"      ValueRangeCoef="1.1"      TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonEnemy"                ValueCoef="1.1"      ValueRangeCoef="1.1"      TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonFriends"              ValueCoef="1.1"      ValueRangeCoef="1.1"      TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCurrentExchanges"           ValueCoef="1.1"      ValueRangeCoef="1.1"      TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastExchanges"              ValueCoef="1.1"      ValueRangeCoef="1.1"      TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreementTreaty" ValueCoef="1.1"      ValueRangeCoef="1.1"      TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOpenBordersTreaty"          ValueCoef="1.1"      ValueRangeCoef="1.1"      TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierDonations"                  ValueCoef="1.1"      ValueRangeCoef="1.1"      TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerRespect"       ValueCoef="1.1"      ValueRangeCoef="1.1"      TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerPity"          ValueCoef="1.1"      ValueRangeCoef="1.1"      TrendCoef="1.1"       TrendRangeCoef="1.1"/>
    </DiplomaticAttitudeModifier>
  </Personality>

  
  
  <Personality Name="PersonalityNormal" IsSerializable="false">
    <Parameters>
      <Game>
        <AI>
          <Ministers>
            <MilitaryMinister>
              <ShipRequests>
                <MilitaryPowerEarlyGameFactor>0.8</MilitaryPowerEarlyGameFactor>
                <MilitaryPowerEarlyGameTurnLimit>1</MilitaryPowerEarlyGameTurnLimit>
              </ShipRequests>
            </MilitaryMinister>		  
            <DiplomacyMinister>	  
              <AmasPeaceTreatyThreshold>0.9</AmasPeaceTreatyThreshold>
              <AmasWarTreatyThreshold>1.1</AmasWarTreatyThreshold>
              <AmasAllianceTreatyThreshold>1</AmasAllianceTreatyThreshold>
              <AmasLeaveAllianceTreatyThreshold>1.1</AmasLeaveAllianceTreatyThreshold>
              <AmasColdWarThreshold>0.9</AmasColdWarThreshold>
              <AmasCeaseFireTreatyThreshold>0.9</AmasCeaseFireTreatyThreshold>
              <AmasOpenBorderTreatyThreshold>1</AmasOpenBorderTreatyThreshold>
              <AmasCooperationAgreementTreatyThreshold>1</AmasCooperationAgreementTreatyThreshold>
              <AmasTreatyThreshold>1</AmasTreatyThreshold>
            </DiplomacyMinister>
          </Ministers>
        </AI>
      </Game>
    </Parameters>
  </Personality>
  
  

  <Personality Name="PersonalityHard1" IsSerializable="false">
    <!-- Greedy industrious powerful fleets-->
    <Parameters>
      <Game>
        <AI>
          <Empire>
            <Layer_Science>
              <Military>1.05</Military>
              <!-- <Movement>0.6</Movement>-->
              <Expand>1.05</Expand>
            </Layer_Science>
            <!-- réactivité de l'ia vis à vis de ses ships design -->
            <Layer_ShipDesign>
              <BattleEfficiencyLimit>1.2</BattleEfficiencyLimit>
              <!-- base value = 0.5 -->
            </Layer_ShipDesign>
            <!-- réactivité de l'ia vis à vis de ses ships design -->
          </Empire>
          <Ministers>
            <!-- pour tweaker la volonté d'expansion -->
            <ExpansionMinister>
              <!-- Define the limit of still neutral system in the galaxy to allow the expansion to search one step further for expansion target.-->
              <!-- reduce this number to allow farther expansions-->
              <NeutralRatioLimitForExtendedExpansion>0.9</NeutralRatioLimitForExtendedExpansion>
              <LimitExpansionFleets>1.5</LimitExpansionFleets>
              <!-- base value : 2 -->
            </ExpansionMinister>
            <DiplomacyMinister>
              <AmasPeaceTreatyThreshold>1.15</AmasPeaceTreatyThreshold>
              <AmasWarTreatyThreshold>0.85</AmasWarTreatyThreshold>
              <AmasAllianceTreatyThreshold>1.15</AmasAllianceTreatyThreshold>
              <AmasLeaveAllianceTreatyThreshold>0.85</AmasLeaveAllianceTreatyThreshold>
              <AmasColdWarThreshold>1</AmasColdWarThreshold>
              <AmasCeaseFireTreatyThreshold>1</AmasCeaseFireTreatyThreshold>
              <AmasOpenBorderTreatyThreshold>1.15</AmasOpenBorderTreatyThreshold>
              <AmasCooperationAgreementTreatyThreshold>1.15</AmasCooperationAgreementTreatyThreshold>
              <AmasTreatyThreshold>1.15</AmasTreatyThreshold>
            </DiplomacyMinister>
          </Ministers>
        </AI>
      </Game>
    </Parameters>
    
    <DiplomaticAttitudeModifier>
      <!-- Negative factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierWar"                         ValueCoef="1.1"     ValueRangeCoef="1.1"     TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCeaseFire"                   ValueCoef="1.1"     ValueRangeCoef="1.1"     TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastWar"                     ValueCoef="1.1"     ValueRangeCoef="1.1"     TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierTenseFrontiers"              ValueCoef="1.1"     ValueRangeCoef="1.1"     TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAnotherAlliance"             ValueCoef="1.1"     ValueRangeCoef="1.1"     TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierBrokenExchange"              ValueCoef="1.1"     ValueRangeCoef="1.1"     TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPropositionRefusal"          ValueCoef="1.1"     ValueRangeCoef="1.1"     TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOwningLegitimateTerritory"   ValueCoef="1.1"     ValueRangeCoef="1.1"     TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierLivingSpaceTense"            ValueCoef="1.1"     ValueRangeCoef="1.1"     TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierScoreTense"                  ValueCoef="1.1"     ValueRangeCoef="1.1"     TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerWeaknessStress" ValueCoef="1.1"     ValueRangeCoef="1.1"     TrendCoef="0.9"       TrendRangeCoef="0.9"/>
    </DiplomaticAttitudeModifier>
  </Personality>

  
  
  <Personality Name="PersonalityHard2" IsSerializable="false">
    <!-- Greedy industrious powerful fleets-->
    <Parameters>
      <Game>
        <AI>
          <Empire>
            <Layer_Science>
              <Military>1.05</Military>
              <!-- <Movement>0.6</Movement>-->
              <Expand>1.05</Expand>
              <DefenseModuleLaser>1.05</DefenseModuleLaser>
              <DefenseModuleKinetic>1.05</DefenseModuleKinetic>
              <DefenseModuleMissile>1.05</DefenseModuleMissile>
              <WeaponModuleLaser>1.05</WeaponModuleLaser>
              <WeaponModuleKinetic>1.05</WeaponModuleKinetic>
              <WeaponModuleMissile>1.05</WeaponModuleMissile>
            </Layer_Science>
            <!-- réactivité de l'ia vis à vis de ses ships design -->
            <Layer_ShipDesign>
              <BattleEfficiencyLimit>1.4</BattleEfficiencyLimit>
              <!-- base value = 0.5 -->
            </Layer_ShipDesign>
            <!-- réactivité de l'ia vis à vis de ses ships design -->
          </Empire>
          <Ministers>
            <!-- pour tweaker la volonté d'expansion -->
            <ExpansionMinister>
              <!-- Define the limit of still neutral system in the galaxy to allow the expansion to search one step further for expansion target.-->
              <!-- reduce this number to allow farther expansions-->
              <NeutralRatioLimitForExtendedExpansion>0.75</NeutralRatioLimitForExtendedExpansion>
              <LimitExpansionFleets>1.5</LimitExpansionFleets>
              <!-- base value : 2 -->

              <!-- Define when to stop searching in the list for outpost to invade.-->
              <RankLimitForCommando>1.2</RankLimitForCommando>
              <!-- base value = 5 -->
        
              <ShipPriorityBonusEarlyGame>1.1</ShipPriorityBonusEarlyGame>
            </ExpansionMinister>
            <DiplomacyMinister>
              <AmasPeaceTreatyThreshold>1.3</AmasPeaceTreatyThreshold>
              <AmasWarTreatyThreshold>0.7</AmasWarTreatyThreshold>
              <AmasAllianceTreatyThreshold>1.3</AmasAllianceTreatyThreshold>
              <AmasLeaveAllianceTreatyThreshold>0.7</AmasLeaveAllianceTreatyThreshold>
              <AmasColdWarThreshold>1</AmasColdWarThreshold>
              <AmasCeaseFireTreatyThreshold>1</AmasCeaseFireTreatyThreshold>
              <AmasOpenBorderTreatyThreshold>1.3</AmasOpenBorderTreatyThreshold>
              <AmasCooperationAgreementTreatyThreshold>1.3</AmasCooperationAgreementTreatyThreshold>
              <AmasTreatyThreshold>1.3</AmasTreatyThreshold>
            </DiplomacyMinister>
          </Ministers>
        </AI>
      </Game>
    </Parameters>
      
    <DiplomaticAttitudeModifier>
      <!-- POSITIVE factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPeaceful"                   ValueCoef="0.9"      ValueRangeCoef="0.9"      TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreement"       ValueCoef="0.9"      ValueRangeCoef="0.9"      TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAlliance"                   ValueCoef="0.9"      ValueRangeCoef="0.9"      TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonEnemy"                ValueCoef="0.9"      ValueRangeCoef="0.9"      TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonFriends"              ValueCoef="0.9"      ValueRangeCoef="0.9"      TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCurrentExchanges"           ValueCoef="0.9"      ValueRangeCoef="0.9"      TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastExchanges"              ValueCoef="0.9"      ValueRangeCoef="0.9"      TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreementTreaty" ValueCoef="0.9"      ValueRangeCoef="0.9"      TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOpenBordersTreaty"          ValueCoef="0.9"      ValueRangeCoef="0.9"      TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierDonations"                  ValueCoef="0.9"      ValueRangeCoef="0.9"      TrendCoef="1.1"       TrendRangeCoef="1.1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerRespect"       ValueCoef="0.9"      ValueRangeCoef="0.9"      TrendCoef="0.9"       TrendRangeCoef="0.9"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerPity"          ValueCoef="0.9"      ValueRangeCoef="0.9"      TrendCoef="0.9"       TrendRangeCoef="0.9"/>

      <!-- Negative factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierWar"                         ValueCoef="1.2"     ValueRangeCoef="1.2"     TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCeaseFire"                   ValueCoef="1.2"     ValueRangeCoef="1.2"     TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastWar"                     ValueCoef="1.2"     ValueRangeCoef="1.2"     TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierTenseFrontiers"              ValueCoef="1.2"     ValueRangeCoef="1.2"     TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAnotherAlliance"             ValueCoef="1.2"     ValueRangeCoef="1.2"     TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierBrokenExchange"              ValueCoef="1.2"     ValueRangeCoef="1.2"     TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPropositionRefusal"          ValueCoef="1.2"     ValueRangeCoef="1.2"     TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOwningLegitimateTerritory"   ValueCoef="1.2"     ValueRangeCoef="1.2"     TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierLivingSpaceTense"            ValueCoef="1.2"     ValueRangeCoef="1.2"     TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierScoreTense"                  ValueCoef="1.2"     ValueRangeCoef="1.2"     TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerWeaknessStress" ValueCoef="1.2"     ValueRangeCoef="1.2"     TrendCoef="0.8"       TrendRangeCoef="0.8"/>
    </DiplomaticAttitudeModifier>
  </Personality>
  
  

  <Personality Name="PersonalityHard3" IsSerializable="false">
    <!-- Greedy industrious powerful fleets-->
    <Parameters>
      <Game>
        <AI>
          <Empire>
            <Layer_Science>
              <Military>1.1</Military>
              <!-- <Movement>0.6</Movement>-->
              <Expand>1.1</Expand>
              <DefenseModuleLaser>1.05</DefenseModuleLaser>
              <DefenseModuleKinetic>1.05</DefenseModuleKinetic>
              <DefenseModuleMissile>1.05</DefenseModuleMissile>
              <WeaponModuleLaser>1.05</WeaponModuleLaser>
              <WeaponModuleKinetic>1.05</WeaponModuleKinetic>
              <WeaponModuleMissile>1.05</WeaponModuleMissile>
            </Layer_Science>
            <!-- réactivité de l'ia vis à vis de ses ships design -->
            <Layer_ShipDesign>
              <BattleEfficiencyLimit>1.5</BattleEfficiencyLimit>
              <!-- base value = 0.5 -->
            </Layer_ShipDesign>
            <!-- réactivité de l'ia vis à vis de ses ships design -->
          </Empire>
          <Ministers>
            <!-- pour tweaker la volonté d'expansion -->
            <ExpansionMinister>
              <!-- Define the limit of still neutral system in the galaxy to allow the expansion to search one step further for expansion target.-->
              <!-- reduce this number to allow farther expansions-->
              <NeutralRatioLimitForExtendedExpansion>0.6</NeutralRatioLimitForExtendedExpansion>
              <LimitExpansionFleets>2</LimitExpansionFleets>
              <!-- base value : 2 -->

              <!-- Define when to stop searching in the list for outpost to invade.-->
              <RankLimitForCommando>1.4</RankLimitForCommando>
              <!-- base value = 5 -->
        
              <ShipPriorityBonusEarlyGame>1.2</ShipPriorityBonusEarlyGame>
            </ExpansionMinister>
            <DiplomacyMinister>
              <AmasPeaceTreatyThreshold>1.4</AmasPeaceTreatyThreshold>
              <AmasWarTreatyThreshold>0.6</AmasWarTreatyThreshold>
              <AmasAllianceTreatyThreshold>1.4</AmasAllianceTreatyThreshold>
              <AmasLeaveAllianceTreatyThreshold>0.6</AmasLeaveAllianceTreatyThreshold>
              <AmasColdWarThreshold>1</AmasColdWarThreshold>
              <AmasCeaseFireTreatyThreshold>1</AmasCeaseFireTreatyThreshold>
              <AmasOpenBorderTreatyThreshold>1.4</AmasOpenBorderTreatyThreshold>
              <AmasCooperationAgreementTreatyThreshold>1.4</AmasCooperationAgreementTreatyThreshold>
              <AmasTreatyThreshold>1.4</AmasTreatyThreshold>
            </DiplomacyMinister>
          </Ministers>
        </AI>
      </Game>
    </Parameters>
    
    <DiplomaticAttitudeModifier>      
      <!-- POSITIVE factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPeaceful"                   ValueCoef="0.8"      ValueRangeCoef="0.8"      TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreement"       ValueCoef="0.8"      ValueRangeCoef="0.8"      TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAlliance"                   ValueCoef="0.8"      ValueRangeCoef="0.8"      TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonEnemy"                ValueCoef="0.8"      ValueRangeCoef="0.8"      TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonFriends"              ValueCoef="0.8"      ValueRangeCoef="0.8"      TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCurrentExchanges"           ValueCoef="0.8"      ValueRangeCoef="0.8"      TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastExchanges"              ValueCoef="0.8"      ValueRangeCoef="0.8"      TrendCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreementTreaty" ValueCoef="0.8"      ValueRangeCoef="0.8"      TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOpenBordersTreaty"          ValueCoef="0.8"      ValueRangeCoef="0.8"      TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierDonations"                  ValueCoef="0.8"      ValueRangeCoef="0.8"      TrendCoef="1.2"       TrendRangeCoef="1.2"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerRespect"       ValueCoef="0.8"      ValueRangeCoef="0.8"      TrendCoef="0.8"       TrendRangeCoef="0.8"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerPity"          ValueCoef="0.8"      ValueRangeCoef="0.8"      TrendCoef="0.8"       TrendRangeCoef="0.8"/>

      <!-- Negative factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierWar"                         ValueCoef="1.3"     ValueRangeCoef="1.3"     TrendCoef="0.7"       TrendRangeCoef="0.7"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCeaseFire"                   ValueCoef="1.3"     ValueRangeCoef="1.3"     TrendCoef="0.7"       TrendRangeCoef="0.7"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastWar"                     ValueCoef="1.3"     ValueRangeCoef="1.3"     TrendCoef="0.7"       TrendRangeCoef="0.7"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierTenseFrontiers"              ValueCoef="1.3"     ValueRangeCoef="1.3"     TrendCoef="0.7"       TrendRangeCoef="0.7"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAnotherAlliance"             ValueCoef="1.3"     ValueRangeCoef="1.3"     TrendCoef="0.7"       TrendRangeCoef="0.7"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierBrokenExchange"              ValueCoef="1.3"     ValueRangeCoef="1.3"     TrendCoef="0.7"       TrendRangeCoef="0.7"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPropositionRefusal"          ValueCoef="1.3"     ValueRangeCoef="1.3"     TrendCoef="0.7"       TrendRangeCoef="0.7"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOwningLegitimateTerritory"   ValueCoef="1.3"     ValueRangeCoef="1.3"     TrendCoef="0.7"       TrendRangeCoef="0.7"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierLivingSpaceTense"            ValueCoef="1.3"     ValueRangeCoef="1.3"     TrendCoef="0.7"       TrendRangeCoef="0.7"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierScoreTense"                  ValueCoef="1.3"     ValueRangeCoef="1.3"     TrendCoef="0.7"       TrendRangeCoef="0.7"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerWeaknessStress" ValueCoef="1.3"     ValueRangeCoef="1.3"     TrendCoef="0.7"       TrendRangeCoef="0.7"/>
    </DiplomaticAttitudeModifier>
  </Personality>
  
  

  <Personality Name="PersonalityHard4" IsSerializable="false">
    <!-- Greedy industrious powerful fleets-->
    <Parameters>
      <Game>
        <AI>
          <Empire>
            <Layer_Science>
              <Military>1.1</Military>
              <!-- <Movement>0.6</Movement>-->
              <Expand>1.1</Expand>
              <DefenseModuleLaser>1.1</DefenseModuleLaser>
              <DefenseModuleKinetic>1.1</DefenseModuleKinetic>
              <DefenseModuleMissile>1.1</DefenseModuleMissile>
              <WeaponModuleLaser>1.1</WeaponModuleLaser>
              <WeaponModuleKinetic>1.1</WeaponModuleKinetic>
              <WeaponModuleMissile>1.1</WeaponModuleMissile>
            </Layer_Science>
            <!-- réactivité de l'ia vis à vis de ses ships design -->
            <Layer_ShipDesign>
              <BattleEfficiencyLimit>1.6</BattleEfficiencyLimit>
              <!-- base value = 0.5 -->
            </Layer_ShipDesign>
            <!-- réactivité de l'ia vis à vis de ses ships design -->
          </Empire>
          <Ministers>
            <!-- pour tweaker la volonté d'expansion -->
            <ExpansionMinister>
              <!-- Define the limit of still neutral system in the galaxy to allow the expansion to search one step further for expansion target.-->
              <!-- reduce this number to allow farther expansions-->
              <NeutralRatioLimitForExtendedExpansion>0.5</NeutralRatioLimitForExtendedExpansion>
              <LimitExpansionFleets>2</LimitExpansionFleets>
              <!-- base value : 2 -->

              <!-- Define when to stop searching in the list for outpost to invade.-->
              <RankLimitForCommando>1.6</RankLimitForCommando>
              <!-- base value = 5 -->
        
        <ShipPriorityBonusEarlyGame>1.3</ShipPriorityBonusEarlyGame>
            </ExpansionMinister>
            <DiplomacyMinister>
              <AmasPeaceTreatyThreshold>1.5</AmasPeaceTreatyThreshold>
              <AmasWarTreatyThreshold>0.5</AmasWarTreatyThreshold>
              <AmasAllianceTreatyThreshold>1.5</AmasAllianceTreatyThreshold>
              <AmasLeaveAllianceTreatyThreshold>1.5</AmasLeaveAllianceTreatyThreshold>
              <AmasColdWarThreshold>1</AmasColdWarThreshold>
              <AmasCeaseFireTreatyThreshold>1</AmasCeaseFireTreatyThreshold>
              <AmasOpenBorderTreatyThreshold>1.5</AmasOpenBorderTreatyThreshold>
              <AmasCooperationAgreementTreatyThreshold>1.5</AmasCooperationAgreementTreatyThreshold>
              <AmasTreatyThreshold>1.5</AmasTreatyThreshold>
            </DiplomacyMinister>
          </Ministers>
        </AI>
      </Game>
    </Parameters>
    
    <DiplomaticAttitudeModifier>
      <!-- POSITIVE factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPeaceful"                   ValueCoef="0.7"      ValueRangeCoef="0.7"      TrendCoef="0.7"       TrendRangeCoef="0.7"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreement"       ValueCoef="0.7"      ValueRangeCoef="0.7"      TrendCoef="0.7"       TrendRangeCoef="0.7"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAlliance"                   ValueCoef="0.7"      ValueRangeCoef="0.7"      TrendCoef="0.7"       TrendRangeCoef="0.7"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonEnemy"                ValueCoef="0.7"      ValueRangeCoef="0.7"      TrendCoef="0.7"       TrendRangeCoef="0.7"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonFriends"              ValueCoef="0.7"      ValueRangeCoef="0.7"      TrendCoef="0.7"       TrendRangeCoef="0.7"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCurrentExchanges"           ValueCoef="0.7"      ValueRangeCoef="0.7"      TrendCoef="0.7"       TrendRangeCoef="0.7"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastExchanges"              ValueCoef="0.7"      ValueRangeCoef="0.7"      TrendCoef="1.3"       TrendRangeCoef="1.3"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreementTreaty" ValueCoef="0.7"      ValueRangeCoef="0.7"      TrendCoef="0.7"       TrendRangeCoef="0.7"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOpenBordersTreaty"          ValueCoef="0.7"      ValueRangeCoef="0.7"      TrendCoef="0.7"       TrendRangeCoef="0.7"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierDonations"                  ValueCoef="0.7"      ValueRangeCoef="0.7"      TrendCoef="1.3"       TrendRangeCoef="1.3"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerRespect"       ValueCoef="0.7"      ValueRangeCoef="0.7"      TrendCoef="0.7"       TrendRangeCoef="0.7"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerPity"          ValueCoef="0.7"      ValueRangeCoef="0.7"      TrendCoef="0.7"       TrendRangeCoef="0.7"/>
      
      <!-- Negative factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierWar"                         ValueCoef="1.4"     ValueRangeCoef="1.4"     TrendCoef="0.6"       TrendRangeCoef="0.6"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCeaseFire"                   ValueCoef="1.4"     ValueRangeCoef="1.4"     TrendCoef="0.6"       TrendRangeCoef="0.6"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastWar"                     ValueCoef="1.4"     ValueRangeCoef="1.4"     TrendCoef="0.6"       TrendRangeCoef="0.6"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierTenseFrontiers"              ValueCoef="1.4"     ValueRangeCoef="1.4"     TrendCoef="0.6"       TrendRangeCoef="0.6"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAnotherAlliance"             ValueCoef="1.4"     ValueRangeCoef="1.4"     TrendCoef="0.6"       TrendRangeCoef="0.6"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierBrokenExchange"              ValueCoef="1.4"     ValueRangeCoef="1.4"     TrendCoef="0.6"       TrendRangeCoef="0.6"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPropositionRefusal"          ValueCoef="1.4"     ValueRangeCoef="1.4"     TrendCoef="0.6"       TrendRangeCoef="0.6"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOwningLegitimateTerritory"   ValueCoef="1.4"     ValueRangeCoef="1.4"     TrendCoef="0.6"       TrendRangeCoef="0.6"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierLivingSpaceTense"            ValueCoef="1.4"     ValueRangeCoef="1.4"     TrendCoef="0.6"       TrendRangeCoef="0.6"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierScoreTense"                  ValueCoef="1.4"     ValueRangeCoef="1.4"     TrendCoef="0.6"       TrendRangeCoef="0.6"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerWeaknessStress" ValueCoef="1.4"     ValueRangeCoef="1.4"     TrendCoef="0.6"       TrendRangeCoef="0.6"/>
    </DiplomaticAttitudeModifier>
  </Personality>

  <!-- Vaulter Personnality -->

  <Personality Name="PersonalityVaulter">
    <!-- Greedy industrious powerful fleets-->
    <Parameters>
      <Game>
        <AI>
          <System>
            <SystemSettings>
              <Modifiers>
                <Food>1.1</Food>
                <Industry>1</Industry>
                <Money>0.8</Money>
                <Science>1.2</Science>
                <Approval>1</Approval>
                <Military>1.2</Military>
                <Diplomacy>0.8</Diplomacy>
              </Modifiers>
            </SystemSettings>
            <Layer_Population>
              <SystemGrowthTargets>
                <!-- Growth target from food value-->
                <Limits>1.2</Limits>
                <Values>1.2</Values>
              </SystemGrowthTargets>
              <StrategicResourceBonus>
                <Values>1</Values>
              </StrategicResourceBonus>
              <LuxuryBonus>
                <Values>1</Values>
              </LuxuryBonus>
            </Layer_Population>
          </System>
          <Empire>
            <Layer_Science>
              <TurnCostWeightingCoef>1.2</TurnCostWeightingCoef>
              <!-- technoScore = score - (TurnCostWeightingCoef * turncost) -->

              <GrowthAlertBoostCoef>1</GrowthAlertBoostCoef>
              <!-- (target - growth) * GrowthAlertBoostCoef  + X to the global food need (for science, construction etc...)-->

              <Food>1.1</Food>
              <Industry>1</Industry>
              <Money>1</Money>
              <Science>1.3</Science>
              <Diplomacy>0.8</Diplomacy>
              <Approval>0.5</Approval>
              <Expand>1.2</Expand>
              <Military>1.2</Military>
              <Invasion>1</Invasion>
              <DefenseModuleLaser>1</DefenseModuleLaser>
              <DefenseModuleKinetic>1</DefenseModuleKinetic>
              <DefenseModuleMissile>1</DefenseModuleMissile>
              <WeaponModuleLaser>1</WeaponModuleLaser>
              <WeaponModuleKinetic>1</WeaponModuleKinetic>
              <WeaponModuleMissile>1</WeaponModuleMissile>
              <PlanetTypeArid>1.2</PlanetTypeArid>
              <PlanetTypeTundra>1.2</PlanetTypeTundra>
              <PlanetTypeDesert>0.8</PlanetTypeDesert>
              <PlanetTypeArctic>1.1</PlanetTypeArctic>
              <PlanetTypeLava>1</PlanetTypeLava>
              <PlanetTypeBarren>1.2</PlanetTypeBarren>
              <PlanetTypeAsteroids>1</PlanetTypeAsteroids>
              <PlanetTypeGasHydrogen>1.2</PlanetTypeGasHydrogen>
              <PlanetTypeGasHelium>1</PlanetTypeGasHelium>
              <PlanetTypeGasMethane>1</PlanetTypeGasMethane>
              <Movement>1</Movement>
            </Layer_Science>
            <Layer_Income>
              <PopulationPercentMin>1</PopulationPercentMin>
              <DevelopmentPercentMin>1</DevelopmentPercentMin>
              <Science>
                <OrientedSystemPercent>0.5</OrientedSystemPercent>
                <TargetMinTurn>1</TargetMinTurn>
                <TargetMaxTurn>1</TargetMaxTurn>
              </Science>
              <Industry>
                <OrientedSystemPercent>2</OrientedSystemPercent>
              </Industry>
              <Money>
                <OrientedSystemPercent>1</OrientedSystemPercent>
                <TargetMinGain>1</TargetMinGain>
                <TargetMaxGain>1</TargetMaxGain>
                <UnderApprovalPercent>0.8</UnderApprovalPercent>
                <SystemApprovalMin>1</SystemApprovalMin>
                <EmpireApprovalMin>1</EmpireApprovalMin>
              </Money>
              <Military>
                <OrientedSystemPercent>3</OrientedSystemPercent>
              </Military>
            </Layer_Income>
          </Empire>
          <Ministers>
            <MilitaryMinister>
              <!-- Define how many military power an AI will attribute to a neutral system. -->

              <NeutralSystemThreat>1</NeutralSystemThreat>
              <ThreatFactors>
                <!-- The threat factor are used by AI to determine a multiplicator to compute the threat from neighbouring systems.-->
                <!-- Default is 0.1. this is used for unknown empire. -->
                <Default>2</Default>
                <!-- While the AI is preparing a war against the neighbor, it will consider the target empire power as 1.5 -->
                <PrepareWar>1.5</PrepareWar>


              </ThreatFactors>
              <!-- Define how many attack a defense zone can start.-->
              <AttackPerZone>1</AttackPerZone>
              <ShipRequests>
                <!-- Ship request priority when the empire MP is over the needed MP -->
                <MilitaryShipPriorityDefault>1</MilitaryShipPriorityDefault>
                <!-- Ship request priority when the empire MP is under the minimal MP -->
                <MilitaryShipPriorityUnderMin>1</MilitaryShipPriorityUnderMin>
                <!-- Ship request priority when the empire MP is under the Higher ennemy MP -->
                <MilitaryShipPriorityUnderEnnemy>1</MilitaryShipPriorityUnderEnnemy>

                <!-- Ship production percentage when the empire MP is over the needed MP -->
                <MilitaryProductionPercentDefault>1</MilitaryProductionPercentDefault>
                <!-- Ship production percentage when the empire MP is under the minimal MP -->
                <MilitaryProductionPercentUnderMin>1</MilitaryProductionPercentUnderMin>
                <!-- Ship production percentage when the empire MP is under the Higher ennemy MP -->
                <MilitaryProductionPercentUnderEnnemy>1</MilitaryProductionPercentUnderEnnemy>

                <!-- Minimal MP max limit -->
                <MinMilitaryPowerLimit>1</MinMilitaryPowerLimit>
                <!-- minimalMP = pow(EmpirePopulation, MinMilitaryPowerPopulationPower) * MinMilitaryPowerPopulationFactor + MinMilitaryPowerPopulationConstante-->
                <MinMilitaryPowerPopulationPower>1</MinMilitaryPowerPopulationPower>
                <MinMilitaryPowerPopulationFactor>1</MinMilitaryPowerPopulationFactor>
                <MinMilitaryPowerPopulationConstante>1</MinMilitaryPowerPopulationConstante>
              </ShipRequests>
              <!-- Define how AI will choose its battle cards.-->
              <BattleParameters>
                <MaxCardsToChoseFrom>1</MaxCardsToChoseFrom>
                <!-- In order to avoid a too predictable AI, chose between "MaxCardsToChoseFrom" better (and interesting) cards.  -->
                <myHealth>1</myHealth>
                <!-- The more health loss, the more scoring for healing cards. -->
                <opponentHealth>1</opponentHealth>
                <!-- The more health loss for opponent, the more scoring for attack cards. (try to finish opponent if near death.) -->
                <HigherMilitaryPower>1</HigherMilitaryPower>
                <!-- I'm more powerfull than my opponent ! -->
                <LowerMilitaryPower>1</LowerMilitaryPower>
                <!-- I'm less powerfull than my opponent :/ ( I higher value should increase Retreat cards scores) -->
                <BiggerFleet>1</BiggerFleet>
                <!-- I got more ships than my opponent. -->
                <TinierFleet>1</TinierFleet>
                <!-- I got less ships than my opponent. -->
                <!-- The battle take place in orbit of one AI's system. -->
                <ProtectingMySystem>1</ProtectingMySystem>
                <LongRange>1</LongRange>
                <MediumRange>1</MediumRange>
                <ShortRange>1</ShortRange>
                <!-- a.k.a. Meelee. -->
                <!-- following: applied on the percentage of this type in my weapon|defense -->
                <myWeaponMissile>1</myWeaponMissile>
                <myWeaponLaser>1</myWeaponLaser>
                <myWeaponKinetic>1</myWeaponKinetic>
                <opponentWeaponMissile>1</opponentWeaponMissile>
                <opponentWeaponLaser>1</opponentWeaponLaser>
                <opponentWeaponKinetic>1</opponentWeaponKinetic>
                <myDefenseMissile>1</myDefenseMissile>
                <myDefenseLaser>1</myDefenseLaser>
                <myDefenseKinetic>1</myDefenseKinetic>
                <opponentDefenseMissile>1</opponentDefenseMissile>
                <opponentDefenseLaser>1</opponentDefenseLaser>
                <opponentDefenseKinetic>1</opponentDefenseKinetic>
              </BattleParameters>
            </MilitaryMinister>
            <DiplomacyMinister>
              <!-- When no treaty are needed, the science bonus must have a default value.-->
              <DefaultDiplomacyScienceBonus>0.5</DefaultDiplomacyScienceBonus>
              <!-- When a treaty is needed, but the science have not already research it, add this value to the default.-->
              <PerWantedTermScienceBonus>0.5</PerWantedTermScienceBonus>
              <!-- When no threat or no neighbor around, the military science bonus must have a default value.-->
              <DefaultMilitaryScienceBonus>1.5</DefaultMilitaryScienceBonus>
              <!-- This is the default "war" bonus.
               While peace, the bonus = (1 - (AttitudeScore / AttitudeRange)) * MaxBonus. -->
              <MaxMilitaryScienceBonus>1.5</MaxMilitaryScienceBonus>
              <!-- When loosing the war, we need to boost the military science bonus.-->
              <LoosingWarScienceBonus>1</LoosingWarScienceBonus>
              <WarFatigueTurn>0.5</WarFatigueTurn>
              <TradableBankAccountRatio>1</TradableBankAccountRatio>
              <TradableMoneyNetRatio>1</TradableMoneyNetRatio>
              <ReserveRevenueRatio>1</ReserveRevenueRatio>
              <NeededResourceBonus>1</NeededResourceBonus>
              <NeededMissingResourceBonus>1</NeededMissingResourceBonus>

              <AmasPeaceTreatyThreshold>4</AmasPeaceTreatyThreshold>
              <AmasWarTreatyThreshold>7</AmasWarTreatyThreshold>
              <AmasAllianceTreatyThreshold>6</AmasAllianceTreatyThreshold>
              <AmasLeaveAllianceTreatyThreshold>7</AmasLeaveAllianceTreatyThreshold>
              <AmasColdWarThreshold>5</AmasColdWarThreshold>
              <AmasCeaseFireTreatyThreshold>5</AmasCeaseFireTreatyThreshold>
              <AmasOpenBorderTreatyThreshold>8</AmasOpenBorderTreatyThreshold>
              <AmasCooperationAgreementTreatyThreshold>5</AmasCooperationAgreementTreatyThreshold>
              <AmasTreatyThreshold>5</AmasTreatyThreshold>
            </DiplomacyMinister>
            <EconomyMinister>
              <HeroUpkeepFactor>1</HeroUpkeepFactor>
              <PeaceReserveFactor>1.5</PeaceReserveFactor>

              <!-- Define a limit which say "I'm really ready to build ship, pick me when you have some non urgent ship to do".-->
              <!-- The higher it gets, the longer the AI will take before making ships (this should not be higher than 1.1) -->
              <DevelopmentPercentLimit>0.8</DevelopmentPercentLimit>
            </EconomyMinister>
          </Ministers>
          <AIStarSystemSettings>
            <ScoreFimsFactor>1</ScoreFimsFactor>
            <ScoreLinkToEmpireFactor>2</ScoreLinkToEmpireFactor>
            <ScoreOwnershipFactor>1</ScoreOwnershipFactor>
            <ScoreNeutralFactor>2</ScoreNeutralFactor>
            <ScoreEnnemyFactor>1</ScoreEnnemyFactor>
            <ScoreTurnToReachLimits>1</ScoreTurnToReachLimits>
            <ScoreTurnToReachValues>1</ScoreTurnToReachValues>
          </AIStarSystemSettings>
        </AI>
      </Game>
    </Parameters>

    <!--<Parameter Key="/Game/AI/Empire/Layer_Income/Money/SystemApprovalMin" Modifier="1"/>-->

    <Gui>
      <Title>%PersonalityVaulterAI</Title>
      <Description>%PersonalityVaulterAI</Description>
    </Gui>

    <DiplomaticAttitudeModifier>
      <!-- Positive factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPeaceful"                   ValueCoef="1.5"      TrendCoef="15"      ValueRangeCoef="12" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreement"       ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAlliance"                   ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonEnemy"                ValueCoef="1.5"      TrendCoef="1.5"      ValueRangeCoef="1.5" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCommonFriends"              ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCurrentExchanges"           ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastExchanges"              ValueCoef="0.8"      TrendCoef="0.8"      ValueRangeCoef="0.8" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCooperationAgreementTreaty" ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOpenBordersTreaty"          ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1" />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierDonations"                  ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"  />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerRespect"       ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"  />
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerPity"          ValueCoef="0"        TrendCoef="0"        ValueRangeCoef="0"   TrendRangeCoef="0"  />

      <!-- Negative factors -->
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierWar"                        ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierCeaseFire"                  ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPastWar"                    ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierTenseFrontiers"             ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierAnotherAlliance"            ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierBrokenExchange"             ValueCoef="1"        TrendCoef="1"        ValueRangeCoef="1"   TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierPropositionRefusal"         ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierOwningLegitimateTerritory"  ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierLivingSpaceTense"           ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.1" TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierScoreTense"                 ValueCoef="1.2"      TrendCoef="1.2"      ValueRangeCoef="1.2" TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerWeaknessStress" ValueCoef="1.1"     TrendCoef="1.1"      ValueRangeCoef="1.1" TrendRangeCoef="1"/>
      <ModifierWeighting ModifierName="DiplomaticAttitudeModifierMilitaryPowerTense"         ValueCoef="0"        TrendCoef="0"        ValueRangeCoef="0"   TrendRangeCoef="0"/>
    </DiplomaticAttitudeModifier>

  </Personality>
  


</Datatable>