AI Description ===================== This asset contains bots (computer enemies). Starting with version 2.0, the AI is config-driven and modular: an **AI Data** asset (``Assets > Create > RTS Starter Kit > AI Settings``) holds tunable settings for seven always-active behaviour concerns, and most tuning — difficulty, build order, squad composition, targeting — is done entirely from the Inspector, without writing any code. The seven concerns, each a fixed field on **AI Data**: ================ ======================================================================================================================================================================================================================= Concern Description ================ ======================================================================================================================================================================================================================= **Construction** which buildings the AI builds, and in what order/priority. **Production** which combat units it buys, in waves. **Squad** how newly built units are grouped and sent to attack, coordinating so different squads don't pile onto the same target. **Scouting** a small pool of units that permanently explore the map to find the enemy. **Economy** keeps the AI's harvester count topped up, optionally auto-repairs damaged buildings, and can grant a direct resource handicap for an easier/harder AI. **Utility** an optional decision layer that dynamically shifts the AI between an economic and a military focus based on live match state (income, army strength, etc.), speeding up or slowing down the other concerns accordingly. **Defense** redirects nearby units to fight off an enemy that attacks one of the AI's own buildings, instead of only ever attacking outward. ================ ======================================================================================================================================================================================================================= Leave a concern's fields at their default/empty values to effectively turn it off (e.g. an empty Building Rules list, 0 Max Scouting Units). **Think Time** (top of the AI Data asset) is the delay between AI decisions — increase it to slow the bot down. You can also select a different AI Data preset per player right in the lobby, and inspect a running AI's live state (resources, production queues, current focus) via ``RTS Starter Kit > AI Inspector`` while in Play Mode. See :ref:`create_ai` for the full breakdown of every field and how to extend the AI with your own logic.