6/11/2021 2:24:36 PM SINGLEP Current directory used: D:/Steam/steamapps/common/AI War 2/ Process Count = 0 so PlayerDataDirectory used: D:/Steam/steamapps/common/AI War 2/PlayerData/ 6/11/2021 2:24:36 PM SINGLEP Boot up FleetOS (0.1692s) 6/11/2021 2:24:36 PM SINGLEP graphicsDeviceType in use: Direct3D11 graphicsDeviceVersion in use: Direct3D 11.0 [level 11.1] graphicsMultiThreaded: False graphicsShaderLevel: 50 operatingSystem: Windows 10 (10.0.0) 64bit graphicsDeviceName: Radeon RX Vega graphicsDeviceID: 26751 graphicsDeviceVendor: ATI graphicsDeviceVendorID: 4098 graphicsDeviceVersion: Direct3D 11.0 [level 11.1] graphicsMemorySize: 8120 maxTextureSize: 16384 npotSupport: Full processorType: AMD Ryzen 5 3600 6-Core Processor processorCount: 12 processorFrequency: 3593 systemMemorySize: 16299 supportedRenderTargetCount: 8 supportsComputeShaders: True supportsShadows: True usesReversedZBuffer: True 6/11/2021 2:24:36 PM SINGLEP Check System Logs For Rogue Intelligence (0.2502s) 6/11/2021 2:24:36 PM SINGLEP Inspect Aft Hatches (0.0130s) 6/11/2021 2:24:36 PM SINGLEP Found 418 xml files in 104 folders in 19ms 6/11/2021 2:24:36 PM SINGLEP Check For Extra Modules (0.3411s) 6/11/2021 2:24:36 PM SINGLEP 418 Xml Files Parsed in 321ms 6/11/2021 2:24:36 PM SINGLEP Gather Ancient Lifeforms (0.0030s) 6/11/2021 2:24:36 PM 3.103 SINGLEP Game Version: 3.103 6/11/2021 2:24:36 PM 3.103 SINGLEP Eject Trash Into Hyperspace (0.0070s) 6/11/2021 2:24:36 PM 3.103 SINGLEP Bring Cloaking Systems Online (0.0040s) 6/11/2021 2:24:36 PM 3.103 SINGLEP Recalculate Speed Of Light (0.0100s) 6/11/2021 2:24:36 PM 3.103 SINGLEP Optimize Comfort On Command Decks (0.0060s) 6/11/2021 2:24:36 PM 3.103 SINGLEP Generating Framerates (0.0030s) 6/11/2021 2:24:36 PM 3.103 SINGLEP Update mod and expansion statuses! 6/11/2021 2:24:36 PM 3.103 SINGLEP Expansions: The Spire Rises (Installed And Enabled!) Zenith Onslaught (Installed And Enabled!) Echoes of the Ancients (NOT INSTALLED) The Neinzul Abyss (NOT INSTALLED) 6/11/2021 2:24:36 PM 3.103 SINGLEP Mods: AIShieldGenerators (Disabled) AMU (Disabled) ExoticShips (Disabled) ExtendedShipVariants (Disabled) FrigatesFocus (Disabled) KaizersMarauders (Disabled) MacrophageHistiocytes (Disabled) MacrophageHistiocytesSpireIntegration (Disabled) MicroModCollection (Disabled) MoreStartingFleets (Disabled) MoreSystemDefenders (Disabled) PowerfulCommandStations (Disabled) RaisingTheFloorMultiAIAdjustment (Disabled) SKCivilianIndustry (Disabled) SpireRailgunShop (Disabled) SuperchargeRaid (Disabled) TameDarkSpire (Disabled) 6/11/2021 2:24:36 PM 3.103 SINGLEP Check Nearby Stellar Masses (0.0210s) 6/11/2021 2:24:36 PM 3.103 SINGLEP 418 Xml Files Checked For Exp/Mod Status in 7ms 6/11/2021 2:24:36 PM 3.103 SINGLEP Pruning Excess Brain Cells (0.0190s) 6/11/2021 2:24:36 PM 3.103 SINGLEP Remembering Alamo (0.0090s) 6/11/2021 2:24:37 PM 3.103 SINGLEP Boot Audio Comms (0.0080s) 6/11/2021 2:24:37 PM 3.103 SINGLEP Establish Individual Audio Links (0.0130s) 6/11/2021 2:24:37 PM 3.103 SINGLEP No resolution change was required. 6/11/2021 2:24:37 PM 3.103 SINGLEP Applied graphics settings: AntialiasingMode:x2 UseSoftParticles:False BillboardsFaceCameraPosition:False AnisotropicMode:ForceEnable TextureQuality:Full 6/11/2021 2:24:37 PM 3.103 SINGLEP Applied Framerate Type: Unlocked (vsync: 0 targetFPS:0) 6/11/2021 2:24:37 PM 3.103 SINGLEP Refresh Optical Lensing (0.0050s) 6/11/2021 2:24:37 PM 3.103 SINGLEP Revise Fundamental Physical Laws (0.0170s) 6/11/2021 2:24:37 PM 3.103 SINGLEP Calculate Odds Of Success (0.0200s) 6/11/2021 2:24:37 PM 3.103 SINGLEP Briefly Panic (0.2791s) 6/11/2021 2:24:37 PM 3.103 SINGLEP Install Confidence Routines (0.3136s) 6/11/2021 2:24:37 PM 3.103 SINGLEP Bring Commander Interface Online (0.0550s) 6/11/2021 2:24:37 PM 3.103 SINGLEP Motivate All Crews (0.0300s) 6/11/2021 2:24:37 PM 3.103 SINGLEP Locating Available Networks (0.0150s) 6/11/2021 2:24:37 PM 3.103 SINGLEP Externalizing Patterns (0.0130s) 6/11/2021 2:24:37 PM 3.103 SINGLEP Hooking Externals (0.0070s) 6/11/2021 2:24:37 PM 3.103 SINGLEP Handlizing Hooks (0.0070s) 6/11/2021 2:24:37 PM 3.103 SINGLEP Disengaging Constants (0.0130s) 6/11/2021 2:24:37 PM 3.103 SINGLEP Late Axionic Computations (0.0510s) 6/11/2021 2:24:37 PM 3.103 SINGLEP Categorizing Teapots (0.0070s) 6/11/2021 2:24:37 PM 3.103 SINGLEP Ordering Vague Notions (0.0080s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Searching For Particle Forms (0.2161s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Weighing Options (0.0120s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Poking At Status Indicators (0.0090s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Discovering States Of Matter (0.0050s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Searching For A Leader (0.0070s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Suppressing Bad Thoughts (0.0050s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Sentinel Alertness Diagnostic (0.0050s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Connecting to Fleet Command (0.0050s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Thinking Of Advice (0.0050s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Degaussing Advice (0.0050s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Reading Alien Diaries (0.0050s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Naming All Known Planets (0.0040s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Remembering Speeds (0.0050s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Prioritizing Targets (0.0050s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Rebooting Sensor Arrays (0.0050s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Unloading Prismatic Grid (0.0050s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Thinking Of Objectives (0.0050s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Inhibiting Visual Scans (0.0070s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Synthesizing Vocals (0.0030s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Investigating Map Signatures (0.0080s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Ventilating Scenarios (0.0031s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Decontaminating Targeting Systems (0.0039s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Ejecting Tactical Core (0.0050s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Calibrating Formations (0.0050s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Intercepting Galactic Maps (0.0050s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Discharging Colored Ions (0.0100s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Replicating Ion Colors (0.0030s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Faction Diagnostics (0.0090s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Buffering Hackers (0.0200s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Inverting Death (0.0050s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Linear Field Variance (0.0090s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Charging Marks (0.0070s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Differentiating Marks (0.0560s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Guarding The Posts (0.0040s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Range Manifolds (0.0030s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Purging ROFs (0.0060s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Manipulating Speeds (0.0060s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Detecting Projectiles (0.0050s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Grouping Flow Fields (0.0050s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Modulating Flow Field Groups (0.0090s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Designing Fleets (0.0060s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Thinking Of Technologies (0.0040s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Categorizing Starboard Sensors (0.0030s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Injecting Galactic Variables (0.0080s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Exploding Starfields (0.0060s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Milking Distant Planets (0.0080s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Categorizing All Planets (0.0040s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Organizing Commands (0.0090s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Calculating Firing Cones (0.0040s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Developing New Ship Parts (0.1605s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Re-Aligning Objectives (0.0090s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Sterilizing Test Chamber (0.0040s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Issuing Orders (0.0060s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Augmenting Infusers (0.0080s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Infusing (0.0145s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Load Surrogates (0.0420s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Locate Dictionaries (0.0040s) 6/11/2021 2:24:38 PM 3.103 SINGLEP Set Stage (0.0070s) 6/11/2021 2:24:42 PM 3.103 SINGLEP Investigate Temporal Vortex (3.3345s) 6/11/2021 2:24:42 PM 3.103 SINGLEP Post-Proton Surge (0.0120s) 6/11/2021 2:24:42 PM 3.103 SINGLEP Background Radiation Taste Test (0.0150s) 6/11/2021 2:24:42 PM 3.103 SINGLEP Shuffling Chairs On Command Deck (0.0140s) 6/11/2021 2:24:42 PM 3.103 SINGLEP Windshield Wiping (0.0039s) 6/11/2021 2:24:42 PM 3.103 SINGLEP Last Organizational Modeling (0.0965s) 6/11/2021 2:24:42 PM 3.103 SINGLEP Info: will dump 1407 rows for GameEntityReferenceData.csv and GameEntityStrengthList.txt. 6/11/2021 2:24:42 PM 3.103 SINGLEP Stimulate Modulation (0.0555s) 6/11/2021 2:24:42 PM 3.103 SINGLEP Tip Servos (0.0050s) 6/11/2021 2:24:42 PM 3.103 SINGLEP Sort Buildings Into Uneven Piles (0.0050s) 6/11/2021 2:24:42 PM 3.103 SINGLEP Design New Fleet Logo (0.0070s) 6/11/2021 2:24:42 PM 3.103 SINGLEP Inspect Fleet Logo (0.0050s) 6/11/2021 2:24:42 PM 3.103 SINGLEP Ogle Enemy Logo (0.0040s) 6/11/2021 2:24:42 PM 3.103 SINGLEP Order Cores By Seniority (0.0060s) 6/11/2021 2:24:42 PM 3.103 SINGLEP ArcenAssetBundleCache.InstantiatedObjects: 1376 6/11/2021 2:24:42 PM 3.103 SINGLEP Make Factions That Extra Bit Special (0.0060s) 6/11/2021 2:24:42 PM 3.103 SINGLEP Final Checks (0.2796s) 6/11/2021 2:24:42 PM 3.103 SINGLEP Load Historical Documents (0.0030s) 6/11/2021 2:24:42 PM 3.103 SINGLEP 6.4 seconds total load time. Check System Logs For Rogue Intelligence (0.3s) Check For Extra Modules (0.3s) Briefly Panic (0.3s) Install Confidence Routines (0.3s) Investigate Temporal Vortex (3.3s) Final Checks (0.3s) 6/11/2021 2:24:42 PM 3.103 SINGLEP Hello Steam user 'TheIronBird' 6/11/2021 2:25:05 PM 3.103 SINGLEP Memory Profile Debug Data On Game Exit: Game Version: 3103_RealityBendingTooltipHotfix Multiplayer Status: SinglePlayerOnly ========================================== Planets: 0 created, 0 removed, 0 active. ========================================== 6/11/2021 2:25:05 PM 3.103 SINGLEP Start load save: D:/Steam/steamapps/common/AI War 2/PlayerData/Save/Exiles Rose/WavesProblem.save Source1: AnythingElse Source3: LoadingSaveGame 6/11/2021 2:25:05 PM 3.103 SINGLEP OnLoad: AI faction: Bar Fighter had a difficulty of -1, which is not helpful for setting overlord difficulty level. 6/11/2021 2:25:05 PM 3.103 SINGLEP OnLoad: AI faction: Shield Hater had a difficulty of -1, which is not helpful for setting overlord difficulty level. 6/11/2021 2:25:05 PM 3.103 SINGLEP OnLoad: AI faction: Overreacter had a difficulty of -1, which is not helpful for setting overlord difficulty level. 6/11/2021 2:25:06 PM 3.103 SINGLEP Recalculated Strengths For Loaded Galaxy Map in 27ms 6/11/2021 2:25:06 PM 3.103 SINGLEP Finish load save in 467.7ms 6/11/2021 2:25:13 PM 3.103 SINGLEP Generic DoOneSecond 1 against target Warp Gate faction type AI and name Shield Hater 6/11/2021 2:25:14 PM 3.103 SINGLEP Generic DoOneSecond 2 against target Warp Gate faction type AI and name Shield Hater 6/11/2021 2:25:15 PM 3.103 SINGLEP Generic DoOneSecond 3 against target Warp Gate faction type AI and name Shield Hater 6/11/2021 2:25:16 PM 3.103 SINGLEP Generic DoOneSecond 4 against target Warp Gate faction type AI and name Shield Hater 6/11/2021 2:25:17 PM 3.103 SINGLEP Generic DoOneSecond 5 against target Warp Gate faction type AI and name Shield Hater 6/11/2021 2:25:17 PM 3.103 SINGLEP Using primary response 0.9 * 0.5 = 0.45 6/11/2021 2:25:18 PM 3.103 SINGLEP Generic DoOneSecond 6 against target Warp Gate faction type AI and name Shield Hater 6/11/2021 2:25:19 PM 3.103 SINGLEP Generic DoOneSecond 7 against target Warp Gate faction type AI and name Shield Hater 6/11/2021 2:25:19 PM 3.103 SINGLEP using secondary response 0.6 * 0.5 * 1 6/11/2021 2:25:25 PM 3.103 SINGLEP Generic DoOneSecond 8 against target Warp Gate faction type AI and name Shield Hater 6/11/2021 2:25:26 PM 3.103 SINGLEP Generic DoOneSecond 9 against target Warp Gate faction type AI and name Shield Hater 6/11/2021 2:25:27 PM 3.103 SINGLEP Generic DoOneSecond 10 against target Warp Gate faction type AI and name Shield Hater 6/11/2021 2:25:27 PM 3.103 SINGLEP Using primary response 0.9 * 0.5 = 0.45 6/11/2021 2:25:27 PM 3.103 SINGLEP Planning a wave with budget 1296 isReconquestWave: False targetFaction: default requiredWaveToDefenseRatio: 0 Finding wave warning time Using Override Entity Warp Gate #59 getWaveComposition: budget: 1296 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ParalysisGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Sending wave with budget 1296 at 981 (interval 180 current time 801) and gving 120 seconds of advanced warning Planned wave: AI (Shield Hater) 1 with 2 Paralysis Guardian ships, 6 Fusion Bomber ships. Wave budget 1266. to specific location right now (hacking wave) Hold C and click here to view details on all the ship types in the wave. advance warning to give 120. ai cost budget of wave 1266 AI faction 8: Shield Hater PlanWave ends 6/11/2021 2:25:50 PM 3.103 SINGLEP No resolution change was required. 6/11/2021 2:25:50 PM 3.103 SINGLEP Applied graphics settings: AntialiasingMode:x2 UseSoftParticles:False BillboardsFaceCameraPosition:False AnisotropicMode:ForceEnable TextureQuality:Full 6/11/2021 2:25:50 PM 3.103 SINGLEP Applied Framerate Type: Unlocked (vsync: 0 targetFPS:0) 6/11/2021 2:25:51 PM 3.103 SINGLEP About to spend budget on Wave. Next attempt to spend time calculated by 802 + 600 AI spending 34746.82 on Wave at 802. Next spend attempt at 1402 Planning a wave with budget 34746 isReconquestWave: False targetFaction: default requiredWaveToDefenseRatio: 0 Finding wave warning time Finding target planet Finding valid composition for a potential wave coming from Misrule.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Raptor as a build choice for the incoming fleet. AI cost: 28 strength 14. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding ShrikeInterceptor as a build choice for the incoming fleet. AI cost: 30 strength 9. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding MetabolizingGangsaw as a build choice for the incoming fleet. AI cost: 42 strength 23. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from More Explosions.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding TethuidaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 45 strength 13. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Backstop.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Kessler Pit.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding ShrikeInterceptor as a build choice for the incoming fleet. AI cost: 30 strength 9. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Fugazi.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from New Mametz.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding StealthGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 45 strength 13. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding InhibitingTeslaCorvette as a build choice for the incoming fleet. AI cost: 120 strength 46. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Twice-Traitor.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding HeavyBeamGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from '); DROP TABLE EvilAI;--.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding TethuidaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Disco Preserve.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 45 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Neet.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding TethuidaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Making Music Of Decline.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GrenadeLauncherGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding Raptor as a build choice for the incoming fleet. AI cost: 28 strength 14. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Failure Cascade.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding ElectricBomber as a build choice for the incoming fleet. AI cost: 100 strength 64. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding ConcussionCorvette as a build choice for the incoming fleet. AI cost: 30 strength 14. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Villainy!.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding NucleophilicGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding ConcussionCorvette as a build choice for the incoming fleet. AI cost: 30 strength 14. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Ubi Sunt.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding RetributionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Shenanigans.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding NucleophilicGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AgravicPod as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding Paralyser as a build choice for the incoming fleet. AI cost: 26 strength 13. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Wanhope.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding MLRSGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding AgravicPod as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Mining Made Costly.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ParalysisGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AblativeGatling as a build choice for the incoming fleet. AI cost: 18 strength 7. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Booby Prize.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding TethuidaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Maasamo.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Raptor as a build choice for the incoming fleet. AI cost: 28 strength 14. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Raider as a build choice for the incoming fleet. AI cost: 30 strength 17. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding ShrikeInterceptor as a build choice for the incoming fleet. AI cost: 30 strength 9. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from We All Scream.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Raider as a build choice for the incoming fleet. AI cost: 30 strength 17. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Vici.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AgravicPod as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Whatuvydun.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Procras.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireGravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Ablative.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding RetributionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Beloved By All.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding HeavyBeamGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Maybe This Time.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding MLRSGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Limited Exchange.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding RetributionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Inadvisable.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PlasmaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding ElectricBomber as a build choice for the incoming fleet. AI cost: 100 strength 64. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Gambol Gate.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding SentinelGunboat as a build choice for the incoming fleet. AI cost: 83 strength 38. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Bombard as a build choice for the incoming fleet. AI cost: 120 strength 60. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding Sniper as a build choice for the incoming fleet. AI cost: 20 strength 9. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Crumple Zone.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding StealthGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Goofball.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding RetributionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding InhibitingTeslaCorvette as a build choice for the incoming fleet. AI cost: 120 strength 46. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Purple Monkey Dishwasher.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AutocannonMinipod as a build choice for the incoming fleet. AI cost: 14 strength 7. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Eyebot as a build choice for the incoming fleet. AI cost: 26 strength 11. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding SpacePlane as a build choice for the incoming fleet. AI cost: 18 strength 15. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Chapter Eleven.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding StealthGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding AblativeGatling as a build choice for the incoming fleet. AI cost: 18 strength 7. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Terms & Conditions Apply.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding SentinelGunboat as a build choice for the incoming fleet. AI cost: 83 strength 38. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Bombard as a build choice for the incoming fleet. AI cost: 120 strength 60. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Opfor.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding HeavyBeamGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Danger Close.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireTritiumSniperGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Better Than Having.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GrenadeLauncherGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Molotov as a build choice for the incoming fleet. AI cost: 24 strength 8. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Kite as a build choice for the incoming fleet. AI cost: 21 strength 12. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Decoy.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding StealthGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Single Point of Failure.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireTritiumSniperGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Shame Orb.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AutocannonMinipod as a build choice for the incoming fleet. AI cost: 14 strength 7. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Raptor as a build choice for the incoming fleet. AI cost: 28 strength 14. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Lesser Kerfluffle.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ConcussionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Hyperplanet.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Kingdom Of Exile.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding TritiumSniperGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Civil Forfeiture.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Woe And Spiders.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Dinosaur Planet.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PlasmaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Igno Mines.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding FortifiedTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Golden Goose.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PlasmaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from The Other Planet.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Akratic Reach.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AntiShieldPulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Hyundai Prime.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding TritiumSniperGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Bat Country.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Most Kinds Of Disturbing.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ParalysisGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AntiShieldPulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Contra Bonos Mores, Ltd..getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PolarizerGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Pluto-In-Disguise.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GrenadeLauncherGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Here Is Joy.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireLightningGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Mistakes Were Made.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding TethuidaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding AntiShieldPulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Respawn Yards.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireForcefieldGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding ElectricBomber as a build choice for the incoming fleet. AI cost: 100 strength 64. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding FusionSaw as a build choice for the incoming fleet. AI cost: 42 strength 19. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Humanextinctionsayswhat.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding RetributionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Mantower.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GrenadeLauncherGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Beleagure.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireGrenadeLauncherGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AntiShieldPulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Best Laid Plans.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ConcussionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Midnight Sun.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Flesh.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ParalysisGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AntiShieldPulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Fort Temerarious.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from West Fracas.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Not A Place Of Honor.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GrenadeLauncherGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Not That Planet.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireGravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding AntiShieldPulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Compost Mentis.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Revanche.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ParalysisGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Frankly Unsavory.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ConcussionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Oops.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AutocannonMinipod as a build choice for the incoming fleet. AI cost: 14 strength 7. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Bombard as a build choice for the incoming fleet. AI cost: 120 strength 60. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Port Impertinence.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from I Won What?.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ParalysisGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Pyrrhus' Glory.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Qrrbrbirlbel.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ParalysisGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Not Even Sorry.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from What Larks.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding StealthGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Sanguinery.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding FortifiedTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AutocannonMinipod as a build choice for the incoming fleet. AI cost: 14 strength 7. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Murdoch.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ConcussionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Object Lesson.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ParalysisGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Raptor as a build choice for the incoming fleet. AI cost: 28 strength 14. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Planet Of The Japes.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Ratiregum.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding NucleophilicGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding ConcussionCorvette as a build choice for the incoming fleet. AI cost: 30 strength 14. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 45 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Vestiges.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireForcefieldGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding AgravicPod as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Red Queen's Race.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PlasmaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Low Road.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding MLRSGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AutocannonMinipod as a build choice for the incoming fleet. AI cost: 14 strength 7. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Bombard as a build choice for the incoming fleet. AI cost: 120 strength 60. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Exfilade.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from LD50.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DirePlasmaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Nolo Contendre.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GrenadeLauncherGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Raptor as a build choice for the incoming fleet. AI cost: 28 strength 14. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Eldest's End.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from The Inconvenience.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Edgewise.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Bummer.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ConcussionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Eyebot as a build choice for the incoming fleet. AI cost: 26 strength 11. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Ram as a build choice for the incoming fleet. AI cost: 35 strength 39. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Far Out.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 45 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding ConcussionCorvette as a build choice for the incoming fleet. AI cost: 30 strength 14. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Troublemaker.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding MLRSGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Cripes.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding InhibitingTeslaCorvette as a build choice for the incoming fleet. AI cost: 120 strength 46. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Fiasco.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Acrimony.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DirePlasmaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding SentinelGunboat as a build choice for the incoming fleet. AI cost: 83 strength 38. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Bombard as a build choice for the incoming fleet. AI cost: 120 strength 60. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Dave's Pet Rock.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding MLRSGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 45 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding InhibitingTeslaCorvette as a build choice for the incoming fleet. AI cost: 120 strength 46. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Ninth Extinction.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Ranger as a build choice for the incoming fleet. AI cost: 61 strength 28. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding AblativeGatling as a build choice for the incoming fleet. AI cost: 18 strength 7. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Fooby's Rest.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Fort Pregnable.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding FortifiedTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Annoying Expanse.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding InhibitingTeslaCorvette as a build choice for the incoming fleet. AI cost: 120 strength 46. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 45 strength 13. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from The Kickflip Planet.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Naptime Zone.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding AutocannonMinipod as a build choice for the incoming fleet. AI cost: 14 strength 7. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Mine.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding ElectricBomber as a build choice for the incoming fleet. AI cost: 100 strength 64. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding ConcussionCorvette as a build choice for the incoming fleet. AI cost: 30 strength 14. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Great Redoubt.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireConcussionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 45 strength 13. We have now chosen 2 of our max of 3 different ship types checking Misrule ==> Hyperplanet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Misrule ==> Ubi Sunt as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Misrule ==> Mining Made Costly as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking More Explosions ==> Qrrbrbirlbel as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Backstop ==> Eldest's End as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Backstop ==> Purple Monkey Dishwasher as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Backstop ==> Annoying Expanse as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Kessler Pit ==> Dave's Pet Rock as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Kessler Pit ==> Dinosaur Planet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fugazi ==> Golden Goose as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fugazi ==> Edgewise as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking New Mametz ==> The Inconvenience as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Twice-Traitor ==> Terms & Conditions Apply as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking '); DROP TABLE EvilAI;-- ==> Chapter Eleven as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking '); DROP TABLE EvilAI;-- ==> Qrrbrbirlbel as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Disco Preserve ==> West Fracas as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Disco Preserve ==> Failure Cascade as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Disco Preserve ==> Civil Forfeiture as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Neet ==> Kingdom Of Exile as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Neet ==> I Won What? as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Making Music Of Decline ==> Cripes as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Making Music Of Decline ==> Akratic Reach as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Failure Cascade ==> Disco Preserve as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Villainy! ==> Most Kinds Of Disturbing as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ubi Sunt ==> Misrule as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ubi Sunt ==> Gambol Gate as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Shenanigans ==> Fort Temerarious as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Shenanigans ==> Chapter Eleven as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Wanhope ==> Decoy as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Wanhope ==> Eldest's End as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Wanhope ==> We All Scream as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mining Made Costly ==> Misrule as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Booby Prize ==> Port Impertinence as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Booby Prize ==> Compost Mentis as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Maasamo ==> Single Point of Failure as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Maasamo ==> Danger Close as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking We All Scream ==> Wanhope as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking We All Scream ==> Lesser Kerfluffle as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Vici ==> Midnight Sun as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Whatuvydun ==> Nolo Contendre as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Whatuvydun ==> Frankly Unsavory as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Whatuvydun ==> Annoying Expanse as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Procras ==> Danger Close as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ablative ==> Compost Mentis as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ablative ==> Opfor as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ablative ==> Mistakes Were Made as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Beloved By All ==> Edgewise as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Beloved By All ==> Dave's Pet Rock as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Maybe This Time ==> Red Queen's Race as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Maybe This Time ==> Bat Country as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Maybe This Time ==> Ninth Extinction as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Limited Exchange ==> Troublemaker as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Inadvisable ==> Single Point of Failure as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Inadvisable ==> Fort Temerarious as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Gambol Gate ==> Ubi Sunt as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Gambol Gate ==> Ratiregum as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Crumple Zone ==> Bummer as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Crumple Zone ==> Planet Of The Japes as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Crumple Zone ==> What Larks as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Goofball ==> Civil Forfeiture as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Goofball ==> Humanextinctionsayswhat as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Goofball ==> Fiasco as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Goofball ==> The Kickflip Planet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Purple Monkey Dishwasher ==> Backstop as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Purple Monkey Dishwasher ==> Best Laid Plans as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Chapter Eleven ==> Shenanigans as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Chapter Eleven ==> '); DROP TABLE EvilAI;-- as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Chapter Eleven ==> Woe And Spiders as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Terms & Conditions Apply ==> Sanguinery as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Terms & Conditions Apply ==> Oops as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Terms & Conditions Apply ==> Twice-Traitor as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Opfor ==> Ablative as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Opfor ==> The Other Planet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Opfor ==> Bummer as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Danger Close ==> Maasamo as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Danger Close ==> Procras as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Better Than Having ==> Civil Forfeiture as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Decoy ==> Shame Orb as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Decoy ==> Wanhope as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Decoy ==> Nolo Contendre as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Single Point of Failure ==> Not Even Sorry as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Single Point of Failure ==> Inadvisable as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Single Point of Failure ==> Maasamo as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Shame Orb ==> Creeping Disquiet as possible launch planet. target faction null. ChooseWaveTarget: adding possibleSpawnPoint to Possible list: Shame Orb ==> Creeping Disquiet checking Shame Orb ==> Decoy as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Lesser Kerfluffle ==> We All Scream as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Hyperplanet ==> Exile's Rose as possible launch planet. target faction null. ChooseWaveTarget: adding possibleSpawnPoint to Possible list: Hyperplanet ==> Exile's Rose checking Hyperplanet ==> Misrule as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Kingdom Of Exile ==> Creeping Disquiet as possible launch planet. target faction null. ChooseWaveTarget: adding possibleSpawnPoint to Possible list: Kingdom Of Exile ==> Creeping Disquiet checking Kingdom Of Exile ==> Neet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Civil Forfeiture ==> Disco Preserve as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Civil Forfeiture ==> Goofball as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Civil Forfeiture ==> Better Than Having as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Woe And Spiders ==> Chapter Eleven as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Dinosaur Planet ==> Kessler Pit as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Igno Mines ==> Pluto-In-Disguise as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Golden Goose ==> Frankly Unsavory as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Golden Goose ==> Fugazi as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking The Other Planet ==> Opfor as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Akratic Reach ==> Making Music Of Decline as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Akratic Reach ==> Most Kinds Of Disturbing as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Akratic Reach ==> Naptime Zone as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Hyundai Prime ==> Pyrrhus' Glory as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Hyundai Prime ==> Not That Planet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Hyundai Prime ==> Fort Pregnable as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Bat Country ==> Maybe This Time as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Bat Country ==> Revanche as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Most Kinds Of Disturbing ==> Akratic Reach as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Most Kinds Of Disturbing ==> Villainy! as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Contra Bonos Mores, Ltd. ==> Ninth Extinction as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Pluto-In-Disguise ==> Annoying Expanse as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Pluto-In-Disguise ==> Cripes as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Pluto-In-Disguise ==> Igno Mines as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Here Is Joy ==> Not That Planet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Here Is Joy ==> Respawn Yards as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Here Is Joy ==> Beleagure as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mistakes Were Made ==> Ablative as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mistakes Were Made ==> Flesh as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Respawn Yards ==> Here Is Joy as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Humanextinctionsayswhat ==> Goofball as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mantower ==> Best Laid Plans as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mantower ==> Midnight Sun as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Beleagure ==> Here Is Joy as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Best Laid Plans ==> Purple Monkey Dishwasher as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Best Laid Plans ==> Mantower as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Midnight Sun ==> Mantower as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Midnight Sun ==> Vici as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Midnight Sun ==> Murdoch as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Flesh ==> Mistakes Were Made as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Flesh ==> The Inconvenience as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fort Temerarious ==> Inadvisable as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fort Temerarious ==> Troublemaker as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fort Temerarious ==> Shenanigans as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking West Fracas ==> Ratiregum as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking West Fracas ==> Ninth Extinction as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking West Fracas ==> Disco Preserve as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not A Place Of Honor ==> Qrrbrbirlbel as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not A Place Of Honor ==> Compost Mentis as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not That Planet ==> Hyundai Prime as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not That Planet ==> Here Is Joy as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Compost Mentis ==> Booby Prize as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Compost Mentis ==> Ablative as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Compost Mentis ==> Not A Place Of Honor as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Revanche ==> Bat Country as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Revanche ==> Not Even Sorry as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Frankly Unsavory ==> Whatuvydun as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Frankly Unsavory ==> Low Road as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Frankly Unsavory ==> Golden Goose as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Oops ==> Terms & Conditions Apply as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Port Impertinence ==> Ninth Extinction as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Port Impertinence ==> Booby Prize as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Port Impertinence ==> Qrrbrbirlbel as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking I Won What? ==> Neet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking I Won What? ==> Sanguinery as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking I Won What? ==> Red Queen's Race as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Pyrrhus' Glory ==> Object Lesson as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Pyrrhus' Glory ==> Hyundai Prime as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Qrrbrbirlbel ==> '); DROP TABLE EvilAI;-- as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Qrrbrbirlbel ==> More Explosions as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Qrrbrbirlbel ==> Not A Place Of Honor as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Qrrbrbirlbel ==> Port Impertinence as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not Even Sorry ==> Revanche as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not Even Sorry ==> Exfilade as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not Even Sorry ==> Single Point of Failure as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking What Larks ==> Crumple Zone as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Sanguinery ==> I Won What? as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Sanguinery ==> Terms & Conditions Apply as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Murdoch ==> Midnight Sun as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Murdoch ==> Vestiges as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Object Lesson ==> Cripes as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Object Lesson ==> Pyrrhus' Glory as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Planet Of The Japes ==> Crumple Zone as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ratiregum ==> Gambol Gate as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ratiregum ==> West Fracas as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Vestiges ==> Murdoch as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Vestiges ==> Acrimony as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Red Queen's Race ==> I Won What? as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Red Queen's Race ==> Maybe This Time as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Low Road ==> Frankly Unsavory as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Exfilade ==> Not Even Sorry as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking LD50 ==> Acrimony as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking LD50 ==> Great Redoubt as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Nolo Contendre ==> Decoy as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Nolo Contendre ==> Whatuvydun as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Nolo Contendre ==> Edgewise as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Eldest's End ==> Wanhope as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Eldest's End ==> Backstop as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking The Inconvenience ==> Flesh as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking The Inconvenience ==> New Mametz as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Edgewise ==> Fugazi as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Edgewise ==> Beloved By All as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Edgewise ==> Nolo Contendre as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Bummer ==> The Kickflip Planet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Bummer ==> Crumple Zone as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Bummer ==> Opfor as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Far Out ==> Mine as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Far Out ==> Naptime Zone as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Troublemaker ==> Fort Temerarious as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Troublemaker ==> Limited Exchange as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Cripes ==> Pluto-In-Disguise as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Cripes ==> Making Music Of Decline as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Cripes ==> Object Lesson as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fiasco ==> Goofball as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Acrimony ==> Vestiges as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Acrimony ==> LD50 as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Acrimony ==> Fooby's Rest as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Dave's Pet Rock ==> Beloved By All as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Dave's Pet Rock ==> Kessler Pit as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ninth Extinction ==> West Fracas as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ninth Extinction ==> Port Impertinence as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ninth Extinction ==> Contra Bonos Mores, Ltd. as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ninth Extinction ==> Maybe This Time as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fooby's Rest ==> Acrimony as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fort Pregnable ==> Hyundai Prime as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fort Pregnable ==> Mine as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Annoying Expanse ==> Backstop as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Annoying Expanse ==> Pluto-In-Disguise as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Annoying Expanse ==> Whatuvydun as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking The Kickflip Planet ==> Goofball as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking The Kickflip Planet ==> Bummer as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Naptime Zone ==> Far Out as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Naptime Zone ==> Akratic Reach as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mine ==> Fort Pregnable as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mine ==> Far Out as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Great Redoubt ==> LD50 as possible launch planet. target faction null. Exit B (friendly toward controlling faction) ChooseWaveTarget: warp gate planet Hyperplanet target planet Exile's Rose Determine wave type Sending wave with budget 34746 at 982 (interval 180 current time 802) and gving 120 seconds of advanced warning Planned wave: AI (Shield Hater) 22 with 506 Fusion Bomber ships, 20 Vampire Guardian ships. Wave budget 34746. spawning on Exile's Rose from warp gate on Hyperplanet in 3m 0s. Hold C and click here to view details on all the ship types in the wave. advance warning to give 120. ai cost budget of wave 34746 AI faction 8: Shield Hater PlanWave ends 6/11/2021 2:25:51 PM 3.103 SINGLEP Spending wave budget; queing a wave with budget 34746. (Override budget: 0). Previous wave budget 34746.82 (this isn't used if overrideBudget is set). wave being queued is AI (Shield Hater) 22 with 506 Fusion Bomber ships, 20 Vampire Guardian ships. Wave budget 34746. spawning on Exile's Rose from warp gate on Hyperplanet in 3m 0s. Hold C and click here to view details on all the ship types in the wave. 6/11/2021 2:25:51 PM 3.103 SINGLEP Generic DoOneSecond 11 against target Warp Gate faction type AI and name Shield Hater 6/11/2021 2:25:53 PM 3.103 SINGLEP Generic DoOneSecond 12 against target Warp Gate faction type AI and name Shield Hater 6/11/2021 2:25:54 PM 3.103 SINGLEP Generic DoOneSecond 13 against target Warp Gate faction type AI and name Shield Hater 6/11/2021 2:25:55 PM 3.103 SINGLEP Generic DoOneSecond 14 against target Warp Gate faction type AI and name Shield Hater 6/11/2021 2:25:55 PM 3.103 SINGLEP using secondary response 0.6 * 0.5 * 1 6/11/2021 2:25:55 PM 3.103 SINGLEP Planning a wave with budget 864 isReconquestWave: False targetFaction: default requiredWaveToDefenseRatio: 0 Finding wave warning time Using Override Entity Warp Gate #59 getWaveComposition: budget: 864 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ParalysisGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Sending wave with budget 864 at 985 (interval 180 current time 805) and gving 120 seconds of advanced warning Planned wave: AI (Shield Hater) 0.59 with 8 Fusion Bomber ships, 1 Paralysis Guardian ships. Wave budget 838. to specific location right now (hacking wave) Hold C and click here to view details on all the ship types in the wave. advance warning to give 120. ai cost budget of wave 838 AI faction 8: Shield Hater PlanWave ends 6/11/2021 2:25:56 PM 3.103 SINGLEP Generic DoOneSecond 15 against target Warp Gate faction type AI and name Shield Hater 6/11/2021 2:25:56 PM 3.103 SINGLEP Generic DoSuccessfulCompletionLogic 6/11/2021 2:25:56 PM 3.103 SINGLEP This has been hacked 1 6/11/2021 2:25:56 PM 3.103 SINGLEP Planning a wave with budget 1440 isReconquestWave: False targetFaction: default requiredWaveToDefenseRatio: 0 Finding wave warning time Using Override Entity Warp Gate #59 getWaveComposition: budget: 1440 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Sending wave with budget 1440 at 986 (interval 180 current time 806) and gving 120 seconds of advanced warning Planned wave: AI (Shield Hater) 0.97 with 18 Fusion Bomber ships, 1 Vampire Guardian ships. Wave budget 1438. to specific location right now (hacking wave) Hold C and click here to view details on all the ship types in the wave. advance warning to give 120. ai cost budget of wave 1438 AI faction 8: Shield Hater PlanWave ends 6/11/2021 2:25:57 PM 3.103 SINGLEP Planning a wave with budget 34746 isReconquestWave: False targetFaction: default requiredWaveToDefenseRatio: 0 Finding wave warning time Finding target planet Finding valid composition for a potential wave coming from Misrule.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Raider as a build choice for the incoming fleet. AI cost: 30 strength 17. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding ShrikeInterceptor as a build choice for the incoming fleet. AI cost: 30 strength 9. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from More Explosions.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding TethuidaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 45 strength 13. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Backstop.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding FortifiedTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding InhibitingTeslaCorvette as a build choice for the incoming fleet. AI cost: 120 strength 46. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Kessler Pit.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding MLRSGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Raptor as a build choice for the incoming fleet. AI cost: 28 strength 14. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Fugazi.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding NucleophilicGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from New Mametz.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding RetributionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding InhibitingTeslaCorvette as a build choice for the incoming fleet. AI cost: 120 strength 46. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 45 strength 13. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding AutoBomb as a build choice for the incoming fleet. AI cost: 20 strength 17. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Twice-Traitor.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding HeavyBeamGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from '); DROP TABLE EvilAI;--.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding TethuidaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Disco Preserve.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Neet.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding TethuidaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Making Music Of Decline.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding FortifiedTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Raider as a build choice for the incoming fleet. AI cost: 30 strength 17. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Failure Cascade.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding StealthGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding ElectricBomber as a build choice for the incoming fleet. AI cost: 100 strength 64. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Villainy!.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding ElectricBomber as a build choice for the incoming fleet. AI cost: 100 strength 64. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Ubi Sunt.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PlasmaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Shenanigans.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AgravicPod as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Wanhope.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding AgravicPod as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Mining Made Costly.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ParalysisGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AblativeGatling as a build choice for the incoming fleet. AI cost: 18 strength 7. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Booby Prize.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Maasamo.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Raptor as a build choice for the incoming fleet. AI cost: 28 strength 14. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from We All Scream.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding FortifiedTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Raptor as a build choice for the incoming fleet. AI cost: 28 strength 14. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Vici.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PlasmaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding AgravicPod as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Whatuvydun.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding RetributionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Procras.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireNucleophilicGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Ablative.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PlasmaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Beloved By All.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Maybe This Time.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Limited Exchange.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding RetributionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Inadvisable.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ConcussionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding ElectricBomber as a build choice for the incoming fleet. AI cost: 100 strength 64. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Gambol Gate.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding MLRSGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding SentinelGunboat as a build choice for the incoming fleet. AI cost: 83 strength 38. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Bombard as a build choice for the incoming fleet. AI cost: 120 strength 60. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Crumple Zone.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding StealthGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Goofball.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding StealthGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding InhibitingTeslaCorvette as a build choice for the incoming fleet. AI cost: 120 strength 46. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Purple Monkey Dishwasher.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding FortifiedTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Eyebot as a build choice for the incoming fleet. AI cost: 26 strength 11. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Raptor as a build choice for the incoming fleet. AI cost: 28 strength 14. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding AutocannonMinipod as a build choice for the incoming fleet. AI cost: 14 strength 7. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Chapter Eleven.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding RetributionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding AblativeGatling as a build choice for the incoming fleet. AI cost: 18 strength 7. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Terms & Conditions Apply.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding SentinelGunboat as a build choice for the incoming fleet. AI cost: 83 strength 38. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Sniper as a build choice for the incoming fleet. AI cost: 20 strength 9. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding Bombard as a build choice for the incoming fleet. AI cost: 120 strength 60. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Opfor.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GrenadeLauncherGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Danger Close.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireNucleophilicGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Better Than Having.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GrenadeLauncherGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Molotov as a build choice for the incoming fleet. AI cost: 24 strength 8. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Kite as a build choice for the incoming fleet. AI cost: 21 strength 12. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Decoy.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding StealthGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Single Point of Failure.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireMLRSGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Shame Orb.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AutocannonMinipod as a build choice for the incoming fleet. AI cost: 14 strength 7. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Eyebot as a build choice for the incoming fleet. AI cost: 26 strength 11. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Lesser Kerfluffle.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GrenadeLauncherGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Kingdom Of Exile.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PlasmaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Civil Forfeiture.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Woe And Spiders.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Dinosaur Planet.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Igno Mines.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Golden Goose.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding HeavyBeamGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from The Other Planet.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding TethuidaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Akratic Reach.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding AntiShieldPulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Hyundai Prime.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Bat Country.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding NucleophilicGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Most Kinds Of Disturbing.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding AntiShieldPulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Contra Bonos Mores, Ltd..getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding NucleophilicGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Pluto-In-Disguise.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GrenadeLauncherGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Here Is Joy.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireConcussionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Mistakes Were Made.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding MLRSGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding AntiShieldPulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Respawn Yards.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireForcefieldGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding ElectricBomber as a build choice for the incoming fleet. AI cost: 100 strength 64. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding FusionSaw as a build choice for the incoming fleet. AI cost: 42 strength 19. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Humanextinctionsayswhat.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Mantower.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GrenadeLauncherGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Beleagure.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireConcussionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding AntiShieldPulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Best Laid Plans.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GrenadeLauncherGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Midnight Sun.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding MLRSGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Flesh.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding AntiShieldPulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Fort Temerarious.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding FortifiedTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from West Fracas.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Not A Place Of Honor.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding HeavyBeamGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Not That Planet.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireTritiumSniperGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AntiShieldPulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Compost Mentis.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ConcussionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Revanche.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GrenadeLauncherGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Frankly Unsavory.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding NucleophilicGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Oops.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AutocannonMinipod as a build choice for the incoming fleet. AI cost: 14 strength 7. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Bombard as a build choice for the incoming fleet. AI cost: 120 strength 60. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Port Impertinence.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from I Won What?.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ParalysisGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Pyrrhus' Glory.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ConcussionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Qrrbrbirlbel.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Not Even Sorry.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from What Larks.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding StealthGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Sanguinery.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding AutocannonMinipod as a build choice for the incoming fleet. AI cost: 14 strength 7. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Murdoch.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Object Lesson.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding Raider as a build choice for the incoming fleet. AI cost: 30 strength 17. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Planet Of The Japes.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GrenadeLauncherGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Ratiregum.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding HeavyBeamGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 45 strength 13. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding ConcussionCorvette as a build choice for the incoming fleet. AI cost: 30 strength 14. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Vestiges.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding AgravicPod as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Red Queen's Race.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Low Road.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ParalysisGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Bombard as a build choice for the incoming fleet. AI cost: 120 strength 60. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding AutocannonMinipod as a build choice for the incoming fleet. AI cost: 14 strength 7. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Exfilade.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from LD50.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DirePikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Nolo Contendre.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding FortifiedTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Raptor as a build choice for the incoming fleet. AI cost: 28 strength 14. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Eldest's End.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PolarizerGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from The Inconvenience.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Edgewise.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Bummer.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Eyebot as a build choice for the incoming fleet. AI cost: 26 strength 11. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Ram as a build choice for the incoming fleet. AI cost: 35 strength 39. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Far Out.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding ConcussionCorvette as a build choice for the incoming fleet. AI cost: 30 strength 14. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 45 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Troublemaker.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding MLRSGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding AgravicPod as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Cripes.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Fiasco.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Acrimony.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireGravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Bombard as a build choice for the incoming fleet. AI cost: 120 strength 60. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding SentinelGunboat as a build choice for the incoming fleet. AI cost: 83 strength 38. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Dave's Pet Rock.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding NucleophilicGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AutoBomb as a build choice for the incoming fleet. AI cost: 20 strength 17. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding InhibitingTeslaCorvette as a build choice for the incoming fleet. AI cost: 120 strength 46. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 45 strength 13. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Ninth Extinction.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AblativeGatling as a build choice for the incoming fleet. AI cost: 18 strength 7. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Ranger as a build choice for the incoming fleet. AI cost: 61 strength 28. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Fooby's Rest.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Fort Pregnable.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding FortifiedTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Annoying Expanse.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding InhibitingTeslaCorvette as a build choice for the incoming fleet. AI cost: 120 strength 46. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from The Kickflip Planet.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ConcussionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Naptime Zone.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding AutocannonMinipod as a build choice for the incoming fleet. AI cost: 14 strength 7. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Mine.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding ElectricBomber as a build choice for the incoming fleet. AI cost: 100 strength 64. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding ConcussionCorvette as a build choice for the incoming fleet. AI cost: 30 strength 14. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Great Redoubt.getWaveComposition: budget: 34746 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireMLRSGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 1 of our max of 2 different ship types checking Misrule ==> Hyperplanet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Misrule ==> Ubi Sunt as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Misrule ==> Mining Made Costly as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking More Explosions ==> Qrrbrbirlbel as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Backstop ==> Eldest's End as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Backstop ==> Purple Monkey Dishwasher as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Backstop ==> Annoying Expanse as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Kessler Pit ==> Dave's Pet Rock as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Kessler Pit ==> Dinosaur Planet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fugazi ==> Golden Goose as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fugazi ==> Edgewise as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking New Mametz ==> The Inconvenience as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Twice-Traitor ==> Terms & Conditions Apply as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking '); DROP TABLE EvilAI;-- ==> Chapter Eleven as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking '); DROP TABLE EvilAI;-- ==> Qrrbrbirlbel as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Disco Preserve ==> West Fracas as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Disco Preserve ==> Failure Cascade as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Disco Preserve ==> Civil Forfeiture as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Neet ==> Kingdom Of Exile as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Neet ==> I Won What? as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Making Music Of Decline ==> Cripes as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Making Music Of Decline ==> Akratic Reach as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Failure Cascade ==> Disco Preserve as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Villainy! ==> Most Kinds Of Disturbing as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ubi Sunt ==> Misrule as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ubi Sunt ==> Gambol Gate as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Shenanigans ==> Fort Temerarious as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Shenanigans ==> Chapter Eleven as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Wanhope ==> Decoy as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Wanhope ==> Eldest's End as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Wanhope ==> We All Scream as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mining Made Costly ==> Misrule as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Booby Prize ==> Port Impertinence as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Booby Prize ==> Compost Mentis as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Maasamo ==> Single Point of Failure as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Maasamo ==> Danger Close as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking We All Scream ==> Wanhope as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking We All Scream ==> Lesser Kerfluffle as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Vici ==> Midnight Sun as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Whatuvydun ==> Nolo Contendre as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Whatuvydun ==> Frankly Unsavory as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Whatuvydun ==> Annoying Expanse as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Procras ==> Danger Close as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ablative ==> Compost Mentis as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ablative ==> Opfor as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ablative ==> Mistakes Were Made as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Beloved By All ==> Edgewise as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Beloved By All ==> Dave's Pet Rock as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Maybe This Time ==> Red Queen's Race as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Maybe This Time ==> Bat Country as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Maybe This Time ==> Ninth Extinction as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Limited Exchange ==> Troublemaker as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Inadvisable ==> Single Point of Failure as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Inadvisable ==> Fort Temerarious as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Gambol Gate ==> Ubi Sunt as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Gambol Gate ==> Ratiregum as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Crumple Zone ==> Bummer as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Crumple Zone ==> Planet Of The Japes as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Crumple Zone ==> What Larks as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Goofball ==> Civil Forfeiture as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Goofball ==> Humanextinctionsayswhat as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Goofball ==> Fiasco as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Goofball ==> The Kickflip Planet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Purple Monkey Dishwasher ==> Backstop as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Purple Monkey Dishwasher ==> Best Laid Plans as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Chapter Eleven ==> Shenanigans as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Chapter Eleven ==> '); DROP TABLE EvilAI;-- as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Chapter Eleven ==> Woe And Spiders as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Terms & Conditions Apply ==> Sanguinery as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Terms & Conditions Apply ==> Oops as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Terms & Conditions Apply ==> Twice-Traitor as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Opfor ==> Ablative as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Opfor ==> The Other Planet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Opfor ==> Bummer as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Danger Close ==> Maasamo as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Danger Close ==> Procras as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Better Than Having ==> Civil Forfeiture as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Decoy ==> Shame Orb as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Decoy ==> Wanhope as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Decoy ==> Nolo Contendre as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Single Point of Failure ==> Not Even Sorry as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Single Point of Failure ==> Inadvisable as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Single Point of Failure ==> Maasamo as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Shame Orb ==> Creeping Disquiet as possible launch planet. target faction null. ChooseWaveTarget: adding possibleSpawnPoint to Possible list: Shame Orb ==> Creeping Disquiet checking Shame Orb ==> Decoy as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Lesser Kerfluffle ==> We All Scream as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Kingdom Of Exile ==> Creeping Disquiet as possible launch planet. target faction null. ChooseWaveTarget: adding possibleSpawnPoint to Possible list: Kingdom Of Exile ==> Creeping Disquiet checking Kingdom Of Exile ==> Neet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Civil Forfeiture ==> Disco Preserve as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Civil Forfeiture ==> Goofball as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Civil Forfeiture ==> Better Than Having as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Woe And Spiders ==> Chapter Eleven as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Dinosaur Planet ==> Kessler Pit as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Igno Mines ==> Pluto-In-Disguise as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Golden Goose ==> Frankly Unsavory as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Golden Goose ==> Fugazi as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking The Other Planet ==> Opfor as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Akratic Reach ==> Making Music Of Decline as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Akratic Reach ==> Most Kinds Of Disturbing as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Akratic Reach ==> Naptime Zone as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Hyundai Prime ==> Pyrrhus' Glory as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Hyundai Prime ==> Not That Planet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Hyundai Prime ==> Fort Pregnable as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Bat Country ==> Maybe This Time as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Bat Country ==> Revanche as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Most Kinds Of Disturbing ==> Akratic Reach as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Most Kinds Of Disturbing ==> Villainy! as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Contra Bonos Mores, Ltd. ==> Ninth Extinction as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Pluto-In-Disguise ==> Annoying Expanse as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Pluto-In-Disguise ==> Cripes as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Pluto-In-Disguise ==> Igno Mines as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Here Is Joy ==> Not That Planet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Here Is Joy ==> Respawn Yards as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Here Is Joy ==> Beleagure as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mistakes Were Made ==> Ablative as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mistakes Were Made ==> Flesh as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Respawn Yards ==> Here Is Joy as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Humanextinctionsayswhat ==> Goofball as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mantower ==> Best Laid Plans as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mantower ==> Midnight Sun as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Beleagure ==> Here Is Joy as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Best Laid Plans ==> Purple Monkey Dishwasher as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Best Laid Plans ==> Mantower as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Midnight Sun ==> Mantower as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Midnight Sun ==> Vici as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Midnight Sun ==> Murdoch as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Flesh ==> Mistakes Were Made as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Flesh ==> The Inconvenience as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fort Temerarious ==> Inadvisable as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fort Temerarious ==> Troublemaker as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fort Temerarious ==> Shenanigans as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking West Fracas ==> Ratiregum as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking West Fracas ==> Ninth Extinction as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking West Fracas ==> Disco Preserve as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not A Place Of Honor ==> Qrrbrbirlbel as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not A Place Of Honor ==> Compost Mentis as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not That Planet ==> Hyundai Prime as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not That Planet ==> Here Is Joy as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Compost Mentis ==> Booby Prize as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Compost Mentis ==> Ablative as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Compost Mentis ==> Not A Place Of Honor as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Revanche ==> Bat Country as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Revanche ==> Not Even Sorry as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Frankly Unsavory ==> Whatuvydun as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Frankly Unsavory ==> Low Road as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Frankly Unsavory ==> Golden Goose as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Oops ==> Terms & Conditions Apply as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Port Impertinence ==> Ninth Extinction as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Port Impertinence ==> Booby Prize as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Port Impertinence ==> Qrrbrbirlbel as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking I Won What? ==> Neet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking I Won What? ==> Sanguinery as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking I Won What? ==> Red Queen's Race as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Pyrrhus' Glory ==> Object Lesson as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Pyrrhus' Glory ==> Hyundai Prime as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Qrrbrbirlbel ==> '); DROP TABLE EvilAI;-- as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Qrrbrbirlbel ==> More Explosions as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Qrrbrbirlbel ==> Not A Place Of Honor as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Qrrbrbirlbel ==> Port Impertinence as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not Even Sorry ==> Revanche as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not Even Sorry ==> Exfilade as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not Even Sorry ==> Single Point of Failure as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking What Larks ==> Crumple Zone as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Sanguinery ==> I Won What? as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Sanguinery ==> Terms & Conditions Apply as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Murdoch ==> Midnight Sun as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Murdoch ==> Vestiges as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Object Lesson ==> Cripes as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Object Lesson ==> Pyrrhus' Glory as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Planet Of The Japes ==> Crumple Zone as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ratiregum ==> Gambol Gate as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ratiregum ==> West Fracas as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Vestiges ==> Murdoch as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Vestiges ==> Acrimony as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Red Queen's Race ==> I Won What? as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Red Queen's Race ==> Maybe This Time as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Low Road ==> Frankly Unsavory as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Exfilade ==> Not Even Sorry as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking LD50 ==> Acrimony as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking LD50 ==> Great Redoubt as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Nolo Contendre ==> Decoy as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Nolo Contendre ==> Whatuvydun as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Nolo Contendre ==> Edgewise as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Eldest's End ==> Wanhope as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Eldest's End ==> Backstop as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking The Inconvenience ==> Flesh as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking The Inconvenience ==> New Mametz as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Edgewise ==> Fugazi as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Edgewise ==> Beloved By All as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Edgewise ==> Nolo Contendre as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Bummer ==> The Kickflip Planet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Bummer ==> Crumple Zone as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Bummer ==> Opfor as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Far Out ==> Mine as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Far Out ==> Naptime Zone as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Troublemaker ==> Fort Temerarious as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Troublemaker ==> Limited Exchange as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Cripes ==> Pluto-In-Disguise as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Cripes ==> Making Music Of Decline as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Cripes ==> Object Lesson as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fiasco ==> Goofball as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Acrimony ==> Vestiges as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Acrimony ==> LD50 as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Acrimony ==> Fooby's Rest as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Dave's Pet Rock ==> Beloved By All as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Dave's Pet Rock ==> Kessler Pit as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ninth Extinction ==> West Fracas as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ninth Extinction ==> Port Impertinence as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ninth Extinction ==> Contra Bonos Mores, Ltd. as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ninth Extinction ==> Maybe This Time as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fooby's Rest ==> Acrimony as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fort Pregnable ==> Hyundai Prime as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fort Pregnable ==> Mine as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Annoying Expanse ==> Backstop as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Annoying Expanse ==> Pluto-In-Disguise as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Annoying Expanse ==> Whatuvydun as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking The Kickflip Planet ==> Goofball as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking The Kickflip Planet ==> Bummer as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Naptime Zone ==> Far Out as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Naptime Zone ==> Akratic Reach as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mine ==> Fort Pregnable as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mine ==> Far Out as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Great Redoubt ==> LD50 as possible launch planet. target faction null. Exit B (friendly toward controlling faction) ChooseWaveTarget: warp gate planet Shame Orb target planet Creeping Disquiet Determine wave type Sending wave with budget 34746 at 982 (interval 175 current time 807) and gving 120 seconds of advanced warning Planned wave: AI (Shield Hater) 23 with 26 Pike Guardian ships, 523 Eyebot ships, 489 Autocannon Minipod ships. Wave budget 34744. spawning at an AI warp gate on Shame Orb, and will then travel through normal space to attack you in 2m 55s. Hold C and click here to view details on all the ship types in the wave. advance warning to give 120. ai cost budget of wave 34744 AI faction 8: Shield Hater PlanWave ends 6/11/2021 2:25:57 PM 3.103 SINGLEP Spending wave budget; queing a wave with budget 34746. (Override budget: 34746). Previous wave budget 260.82 (this isn't used if overrideBudget is set). wave being queued is AI (Shield Hater) 23 with 26 Pike Guardian ships, 523 Eyebot ships, 489 Autocannon Minipod ships. Wave budget 34744. spawning at an AI warp gate on Shame Orb, and will then travel through normal space to attack you in 2m 55s. Hold C and click here to view details on all the ship types in the wave. 6/11/2021 2:29:38 PM 3.103 SINGLEP Memory Profile Debug Data On Game Exit: Game Version: 3103_RealityBendingTooltipHotfix Multiplayer Status: SinglePlayerOnly ========================================== EntityOrders: 15,969 created, 0 removed, 15,969 active. Factions: 23 created, 0 removed, 23 active. Fireteams: 65 created, 16 removed, 49 active. Fleets: 198 created, 0 removed, 198 active. GameCommands: 79 created, 0 removed, 79 active. GE_Others: 232 created, 0 removed, 232 active. GE_Shots: 199 created, 0 removed, 199 active. GE_Squads: 7,967 created, 115 removed, 7,852 active. Pathfinders: 64 created, 0 removed, 64 active. PlanetFactions: 2,530 created, 0 removed, 2,530 active. Planets: 110 created, 0 removed, 110 active. SpeedGroups: 0 created, 0 removed, 0 active. ========================================== 6/11/2021 2:32:24 PM 3.103 SINGLEP Memory Profile Debug Data On Game Exit: Game Version: 3103_RealityBendingTooltipHotfix Multiplayer Status: SinglePlayerOnly ========================================== EntityOrders: 0 created, 0 removed, 0 active. Factions: 0 created, 0 removed, 0 active. Fireteams: 0 created, 0 removed, 0 active. Fleets: 0 created, 0 removed, 0 active. GameCommands: 0 created, 0 removed, 0 active. GE_Others: 0 created, 0 removed, 0 active. GE_Shots: 0 created, 0 removed, 0 active. GE_Squads: 0 created, 0 removed, 0 active. Pathfinders: 0 created, 0 removed, 0 active. PlanetFactions: 0 created, 0 removed, 0 active. Planets: 0 created, 0 removed, 0 active. SpeedGroups: 0 created, 0 removed, 0 active. ========================================== 6/11/2021 2:32:24 PM 3.103 SINGLEP Start load save: D:/Steam/steamapps/common/AI War 2/PlayerData/Save/Exiles Rose/WavesProblem2.save Source1: AnythingElse Source3: LoadingSaveGame 6/11/2021 2:32:24 PM 3.103 SINGLEP OnLoad: AI faction: Bar Fighter had a difficulty of -1, which is not helpful for setting overlord difficulty level. 6/11/2021 2:32:24 PM 3.103 SINGLEP OnLoad: AI faction: Shield Hater had a difficulty of -1, which is not helpful for setting overlord difficulty level. 6/11/2021 2:32:24 PM 3.103 SINGLEP OnLoad: AI faction: Overreacter had a difficulty of -1, which is not helpful for setting overlord difficulty level. 6/11/2021 2:32:24 PM 3.103 SINGLEP Recalculated Strengths For Loaded Galaxy Map in 19ms 6/11/2021 2:32:24 PM 3.103 SINGLEP Finish load save in 266.4ms 6/11/2021 2:33:26 PM 3.103 SINGLEP About to spend budget on Wave. Next attempt to spend time calculated by 1002 + 600 AI spending 46652.91 on Wave at 1002. Next spend attempt at 1602 Planning a wave with budget 46652 isReconquestWave: False targetFaction: default requiredWaveToDefenseRatio: 0 Finding wave warning time Finding target planet Finding valid composition for a potential wave coming from Misrule.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding RetributionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Raptor as a build choice for the incoming fleet. AI cost: 28 strength 14. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from More Explosions.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding TethuidaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding InhibitingTeslaCorvette as a build choice for the incoming fleet. AI cost: 120 strength 46. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Backstop.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 45 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Kessler Pit.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding ShrikeInterceptor as a build choice for the incoming fleet. AI cost: 30 strength 9. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Raider as a build choice for the incoming fleet. AI cost: 30 strength 17. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Fugazi.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from New Mametz.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding StealthGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 45 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Twice-Traitor.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding FortifiedTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from '); DROP TABLE EvilAI;--.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding TethuidaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Disco Preserve.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Neet.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Making Music Of Decline.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding FortifiedTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Failure Cascade.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding ConcussionCorvette as a build choice for the incoming fleet. AI cost: 30 strength 14. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Villainy!.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding ConcussionCorvette as a build choice for the incoming fleet. AI cost: 30 strength 14. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding ElectricBomber as a build choice for the incoming fleet. AI cost: 100 strength 64. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Ubi Sunt.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding RetributionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Shenanigans.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AgravicPod as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Wanhope.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding MLRSGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding AgravicPod as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Mining Made Costly.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AblativeGatling as a build choice for the incoming fleet. AI cost: 18 strength 7. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Booby Prize.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Maasamo.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireLightningGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding ShrikeInterceptor as a build choice for the incoming fleet. AI cost: 30 strength 9. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from We All Scream.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding ShrikeInterceptor as a build choice for the incoming fleet. AI cost: 30 strength 9. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Vici.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Whatuvydun.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding RetributionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Procras.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireNucleophilicGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Ablative.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding StealthGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Beloved By All.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Maybe This Time.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding NucleophilicGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Limited Exchange.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Inadvisable.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Gambol Gate.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding TethuidaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding SentinelGunboat as a build choice for the incoming fleet. AI cost: 83 strength 38. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Sniper as a build choice for the incoming fleet. AI cost: 20 strength 9. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding Bombard as a build choice for the incoming fleet. AI cost: 120 strength 60. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Crumple Zone.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding StealthGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding InhibitingTeslaCorvette as a build choice for the incoming fleet. AI cost: 120 strength 46. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Goofball.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding RetributionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Purple Monkey Dishwasher.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding FortifiedTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Eyebot as a build choice for the incoming fleet. AI cost: 26 strength 11. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding AutocannonMinipod as a build choice for the incoming fleet. AI cost: 14 strength 7. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Chapter Eleven.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding RetributionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AblativeGatling as a build choice for the incoming fleet. AI cost: 18 strength 7. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Terms & Conditions Apply.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding SentinelGunboat as a build choice for the incoming fleet. AI cost: 83 strength 38. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Bombard as a build choice for the incoming fleet. AI cost: 120 strength 60. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Opfor.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Danger Close.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireMLRSGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Better Than Having.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ParalysisGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Molotov as a build choice for the incoming fleet. AI cost: 24 strength 8. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Kite as a build choice for the incoming fleet. AI cost: 21 strength 12. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Decoy.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding StealthGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Single Point of Failure.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DirePikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Shame Orb.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ConcussionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AutocannonMinipod as a build choice for the incoming fleet. AI cost: 14 strength 7. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Raptor as a build choice for the incoming fleet. AI cost: 28 strength 14. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Lesser Kerfluffle.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Kingdom Of Exile.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PlasmaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Civil Forfeiture.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding MLRSGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Woe And Spiders.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding NucleophilicGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Dinosaur Planet.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Igno Mines.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GrenadeLauncherGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Golden Goose.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PlasmaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from The Other Planet.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Akratic Reach.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding AntiShieldPulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Hyundai Prime.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding TritiumSniperGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Bat Country.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ConcussionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Most Kinds Of Disturbing.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ParalysisGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding AntiShieldPulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Contra Bonos Mores, Ltd..getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PlasmaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Pluto-In-Disguise.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding HeavyBeamGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Here Is Joy.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Mistakes Were Made.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding TethuidaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding AntiShieldPulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Respawn Yards.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireGravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding FusionSaw as a build choice for the incoming fleet. AI cost: 42 strength 19. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding ElectricBomber as a build choice for the incoming fleet. AI cost: 100 strength 64. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Humanextinctionsayswhat.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding RetributionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Mantower.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GrenadeLauncherGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Beleagure.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireVampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding AntiShieldPulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Best Laid Plans.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PolarizerGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Midnight Sun.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding MLRSGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Flesh.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ParalysisGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AntiShieldPulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Fort Temerarious.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from West Fracas.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding FortifiedTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Not A Place Of Honor.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding FortifiedTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Not That Planet.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding AntiShieldPulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Compost Mentis.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding TritiumSniperGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Revanche.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Frankly Unsavory.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding NucleophilicGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Oops.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ConcussionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AutocannonMinipod as a build choice for the incoming fleet. AI cost: 14 strength 7. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Bombard as a build choice for the incoming fleet. AI cost: 120 strength 60. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Port Impertinence.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding RetributionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from I Won What?.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GrenadeLauncherGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Pyrrhus' Glory.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding TritiumSniperGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Qrrbrbirlbel.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Not Even Sorry.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from What Larks.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding StealthGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Sanguinery.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Murdoch.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PolarizerGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Object Lesson.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Stingray as a build choice for the incoming fleet. AI cost: 20 strength 10. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Planet Of The Japes.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PolarizerGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Mirage as a build choice for the incoming fleet. AI cost: 18 strength 14. We have now chosen 0 of our max of 2 different ship types Finding valid composition for a potential wave coming from Ratiregum.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding NucleophilicGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding ConcussionCorvette as a build choice for the incoming fleet. AI cost: 30 strength 14. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 45 strength 13. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Vestiges.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireHeavyBeamGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding Paralyser as a build choice for the incoming fleet. AI cost: 26 strength 13. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Red Queen's Race.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Low Road.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding MLRSGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Bombard as a build choice for the incoming fleet. AI cost: 120 strength 60. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding AutocannonMinipod as a build choice for the incoming fleet. AI cost: 14 strength 7. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Exfilade.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ParalysisGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from LD50.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireVampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Nolo Contendre.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding ShrikeInterceptor as a build choice for the incoming fleet. AI cost: 30 strength 9. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Eldest's End.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from The Inconvenience.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Edgewise.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding InhibitingTeslaCorvette as a build choice for the incoming fleet. AI cost: 120 strength 46. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Bummer.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ConcussionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Eyebot as a build choice for the incoming fleet. AI cost: 26 strength 11. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Ram as a build choice for the incoming fleet. AI cost: 35 strength 39. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Far Out.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding ConcussionCorvette as a build choice for the incoming fleet. AI cost: 30 strength 14. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 45 strength 13. We have now chosen 1 of our max of 3 different ship types Finding valid composition for a potential wave coming from Troublemaker.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AgravicPod as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Cripes.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PlasmaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Fiasco.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GravityGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Acrimony.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireVampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding SentinelGunboat as a build choice for the incoming fleet. AI cost: 83 strength 38. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Bombard as a build choice for the incoming fleet. AI cost: 120 strength 60. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Dave's Pet Rock.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding PikeGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 45 strength 13. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding InhibitingTeslaCorvette as a build choice for the incoming fleet. AI cost: 120 strength 46. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Ninth Extinction.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding TethuidaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AblativeGatling as a build choice for the incoming fleet. AI cost: 18 strength 7. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding Ranger as a build choice for the incoming fleet. AI cost: 61 strength 28. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Fooby's Rest.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding VampireGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Fort Pregnable.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding GrenadeLauncherGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding PulsarTank as a build choice for the incoming fleet. AI cost: 66 strength 35. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Annoying Expanse.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding InhibitingTeslaCorvette as a build choice for the incoming fleet. AI cost: 120 strength 46. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding GrenadeLauncherCorvette as a build choice for the incoming fleet. AI cost: 45 strength 13. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding MLRSCorvette as a build choice for the incoming fleet. AI cost: 30 strength 18. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from The Kickflip Planet.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding ConcussionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding FusionBomber as a build choice for the incoming fleet. AI cost: 41 strength 17. We have now chosen 0 of our max of 3 different ship types Finding valid composition for a potential wave coming from Naptime Zone.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding SpiderGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding AutocannonMinipod as a build choice for the incoming fleet. AI cost: 14 strength 7. We have now chosen 0 of our max of 3 different ship types getWaveComposition: Adding PikeCorvette as a build choice for the incoming fleet. AI cost: 31 strength 13. We have now chosen 1 of our max of 3 different ship types getWaveComposition: Adding Polarizer as a build choice for the incoming fleet. AI cost: 24 strength 15. We have now chosen 2 of our max of 3 different ship types Finding valid composition for a potential wave coming from Mine.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding RetributionGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding ElectricBomber as a build choice for the incoming fleet. AI cost: 100 strength 64. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding VWing as a build choice for the incoming fleet. AI cost: 28 strength 12. We have now chosen 1 of our max of 2 different ship types Finding valid composition for a potential wave coming from Great Redoubt.getWaveComposition: budget: 46652 no ships specified, so go with the defaults from the planet getWaveComposition: Starting guardian selection for incoming fleet. We currently have 0 guardian types used, and we want a minumum of1 guardian types getWaveComposition: Adding DireTeslaGuardian as a build choice for the incoming fleet. We have now chosen 0 of our max of 1 different guardian types getWaveComposition: Adding Vanguard as a build choice for the incoming fleet. AI cost: 80 strength 31. We have now chosen 0 of our max of 2 different ship types getWaveComposition: Adding DarkMirror as a build choice for the incoming fleet. AI cost: 75 strength 51. We have now chosen 1 of our max of 2 different ship types checking Misrule ==> Hyperplanet as possible launch planet. target faction null. ChooseWaveTarget: adding possibleSpawnPoint to Possible list: Misrule ==> Hyperplanet checking Misrule ==> Ubi Sunt as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Misrule ==> Mining Made Costly as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking More Explosions ==> Qrrbrbirlbel as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Backstop ==> Eldest's End as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Backstop ==> Purple Monkey Dishwasher as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Backstop ==> Annoying Expanse as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Kessler Pit ==> Dave's Pet Rock as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Kessler Pit ==> Dinosaur Planet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fugazi ==> Golden Goose as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fugazi ==> Edgewise as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking New Mametz ==> The Inconvenience as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Twice-Traitor ==> Terms & Conditions Apply as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking '); DROP TABLE EvilAI;-- ==> Chapter Eleven as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking '); DROP TABLE EvilAI;-- ==> Qrrbrbirlbel as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Disco Preserve ==> West Fracas as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Disco Preserve ==> Failure Cascade as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Disco Preserve ==> Civil Forfeiture as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Neet ==> Kingdom Of Exile as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Neet ==> I Won What? as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Making Music Of Decline ==> Cripes as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Making Music Of Decline ==> Akratic Reach as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Failure Cascade ==> Disco Preserve as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Villainy! ==> Most Kinds Of Disturbing as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ubi Sunt ==> Misrule as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ubi Sunt ==> Gambol Gate as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Shenanigans ==> Fort Temerarious as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Shenanigans ==> Chapter Eleven as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Wanhope ==> Decoy as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Wanhope ==> Eldest's End as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Wanhope ==> We All Scream as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mining Made Costly ==> Misrule as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Booby Prize ==> Port Impertinence as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Booby Prize ==> Compost Mentis as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Maasamo ==> Single Point of Failure as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Maasamo ==> Danger Close as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking We All Scream ==> Wanhope as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking We All Scream ==> Lesser Kerfluffle as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Vici ==> Midnight Sun as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Whatuvydun ==> Nolo Contendre as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Whatuvydun ==> Frankly Unsavory as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Whatuvydun ==> Annoying Expanse as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Procras ==> Danger Close as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ablative ==> Compost Mentis as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ablative ==> Opfor as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ablative ==> Mistakes Were Made as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Beloved By All ==> Edgewise as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Beloved By All ==> Dave's Pet Rock as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Maybe This Time ==> Red Queen's Race as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Maybe This Time ==> Bat Country as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Maybe This Time ==> Ninth Extinction as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Limited Exchange ==> Troublemaker as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Inadvisable ==> Single Point of Failure as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Inadvisable ==> Fort Temerarious as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Gambol Gate ==> Ubi Sunt as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Gambol Gate ==> Ratiregum as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Crumple Zone ==> Bummer as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Crumple Zone ==> Planet Of The Japes as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Crumple Zone ==> What Larks as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Goofball ==> Civil Forfeiture as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Goofball ==> Humanextinctionsayswhat as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Goofball ==> Fiasco as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Goofball ==> The Kickflip Planet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Purple Monkey Dishwasher ==> Backstop as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Purple Monkey Dishwasher ==> Best Laid Plans as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Chapter Eleven ==> Shenanigans as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Chapter Eleven ==> '); DROP TABLE EvilAI;-- as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Chapter Eleven ==> Woe And Spiders as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Terms & Conditions Apply ==> Sanguinery as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Terms & Conditions Apply ==> Oops as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Terms & Conditions Apply ==> Twice-Traitor as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Opfor ==> Ablative as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Opfor ==> The Other Planet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Opfor ==> Bummer as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Danger Close ==> Maasamo as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Danger Close ==> Procras as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Better Than Having ==> Civil Forfeiture as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Decoy ==> Shame Orb as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Decoy ==> Wanhope as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Decoy ==> Nolo Contendre as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Single Point of Failure ==> Not Even Sorry as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Single Point of Failure ==> Inadvisable as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Single Point of Failure ==> Maasamo as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Shame Orb ==> Creeping Disquiet as possible launch planet. target faction null. ChooseWaveTarget: adding possibleSpawnPoint to Possible list: Shame Orb ==> Creeping Disquiet checking Shame Orb ==> Decoy as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Lesser Kerfluffle ==> We All Scream as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Kingdom Of Exile ==> Creeping Disquiet as possible launch planet. target faction null. ChooseWaveTarget: adding possibleSpawnPoint to Possible list: Kingdom Of Exile ==> Creeping Disquiet checking Kingdom Of Exile ==> Neet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Civil Forfeiture ==> Disco Preserve as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Civil Forfeiture ==> Goofball as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Civil Forfeiture ==> Better Than Having as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Woe And Spiders ==> Chapter Eleven as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Dinosaur Planet ==> Kessler Pit as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Igno Mines ==> Pluto-In-Disguise as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Golden Goose ==> Frankly Unsavory as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Golden Goose ==> Fugazi as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking The Other Planet ==> Opfor as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Akratic Reach ==> Making Music Of Decline as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Akratic Reach ==> Most Kinds Of Disturbing as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Akratic Reach ==> Naptime Zone as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Hyundai Prime ==> Pyrrhus' Glory as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Hyundai Prime ==> Not That Planet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Hyundai Prime ==> Fort Pregnable as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Bat Country ==> Maybe This Time as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Bat Country ==> Revanche as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Most Kinds Of Disturbing ==> Akratic Reach as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Most Kinds Of Disturbing ==> Villainy! as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Contra Bonos Mores, Ltd. ==> Ninth Extinction as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Pluto-In-Disguise ==> Annoying Expanse as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Pluto-In-Disguise ==> Cripes as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Pluto-In-Disguise ==> Igno Mines as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Here Is Joy ==> Not That Planet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Here Is Joy ==> Respawn Yards as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Here Is Joy ==> Beleagure as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mistakes Were Made ==> Ablative as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mistakes Were Made ==> Flesh as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Respawn Yards ==> Here Is Joy as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Humanextinctionsayswhat ==> Goofball as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mantower ==> Best Laid Plans as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mantower ==> Midnight Sun as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Beleagure ==> Here Is Joy as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Best Laid Plans ==> Purple Monkey Dishwasher as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Best Laid Plans ==> Mantower as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Midnight Sun ==> Mantower as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Midnight Sun ==> Vici as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Midnight Sun ==> Murdoch as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Flesh ==> Mistakes Were Made as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Flesh ==> The Inconvenience as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fort Temerarious ==> Inadvisable as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fort Temerarious ==> Troublemaker as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fort Temerarious ==> Shenanigans as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking West Fracas ==> Ratiregum as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking West Fracas ==> Ninth Extinction as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking West Fracas ==> Disco Preserve as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not A Place Of Honor ==> Qrrbrbirlbel as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not A Place Of Honor ==> Compost Mentis as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not That Planet ==> Hyundai Prime as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not That Planet ==> Here Is Joy as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Compost Mentis ==> Booby Prize as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Compost Mentis ==> Ablative as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Compost Mentis ==> Not A Place Of Honor as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Revanche ==> Bat Country as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Revanche ==> Not Even Sorry as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Frankly Unsavory ==> Whatuvydun as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Frankly Unsavory ==> Low Road as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Frankly Unsavory ==> Golden Goose as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Oops ==> Terms & Conditions Apply as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Port Impertinence ==> Ninth Extinction as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Port Impertinence ==> Booby Prize as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Port Impertinence ==> Qrrbrbirlbel as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking I Won What? ==> Neet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking I Won What? ==> Sanguinery as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking I Won What? ==> Red Queen's Race as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Pyrrhus' Glory ==> Object Lesson as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Pyrrhus' Glory ==> Hyundai Prime as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Qrrbrbirlbel ==> '); DROP TABLE EvilAI;-- as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Qrrbrbirlbel ==> More Explosions as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Qrrbrbirlbel ==> Not A Place Of Honor as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Qrrbrbirlbel ==> Port Impertinence as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not Even Sorry ==> Revanche as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not Even Sorry ==> Exfilade as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Not Even Sorry ==> Single Point of Failure as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking What Larks ==> Crumple Zone as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Sanguinery ==> I Won What? as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Sanguinery ==> Terms & Conditions Apply as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Murdoch ==> Midnight Sun as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Murdoch ==> Vestiges as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Object Lesson ==> Cripes as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Object Lesson ==> Pyrrhus' Glory as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Planet Of The Japes ==> Crumple Zone as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ratiregum ==> Gambol Gate as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ratiregum ==> West Fracas as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Vestiges ==> Murdoch as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Vestiges ==> Acrimony as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Red Queen's Race ==> I Won What? as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Red Queen's Race ==> Maybe This Time as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Low Road ==> Frankly Unsavory as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Exfilade ==> Not Even Sorry as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking LD50 ==> Acrimony as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking LD50 ==> Great Redoubt as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Nolo Contendre ==> Decoy as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Nolo Contendre ==> Whatuvydun as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Nolo Contendre ==> Edgewise as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Eldest's End ==> Wanhope as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Eldest's End ==> Backstop as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking The Inconvenience ==> Flesh as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking The Inconvenience ==> New Mametz as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Edgewise ==> Fugazi as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Edgewise ==> Beloved By All as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Edgewise ==> Nolo Contendre as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Bummer ==> The Kickflip Planet as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Bummer ==> Crumple Zone as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Bummer ==> Opfor as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Far Out ==> Mine as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Far Out ==> Naptime Zone as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Troublemaker ==> Fort Temerarious as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Troublemaker ==> Limited Exchange as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Cripes ==> Pluto-In-Disguise as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Cripes ==> Making Music Of Decline as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Cripes ==> Object Lesson as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fiasco ==> Goofball as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Acrimony ==> Vestiges as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Acrimony ==> LD50 as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Acrimony ==> Fooby's Rest as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Dave's Pet Rock ==> Beloved By All as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Dave's Pet Rock ==> Kessler Pit as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ninth Extinction ==> West Fracas as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ninth Extinction ==> Port Impertinence as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ninth Extinction ==> Contra Bonos Mores, Ltd. as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Ninth Extinction ==> Maybe This Time as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fooby's Rest ==> Acrimony as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fort Pregnable ==> Hyundai Prime as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Fort Pregnable ==> Mine as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Annoying Expanse ==> Backstop as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Annoying Expanse ==> Pluto-In-Disguise as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Annoying Expanse ==> Whatuvydun as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking The Kickflip Planet ==> Goofball as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking The Kickflip Planet ==> Bummer as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Naptime Zone ==> Far Out as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Naptime Zone ==> Akratic Reach as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mine ==> Fort Pregnable as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Mine ==> Far Out as possible launch planet. target faction null. Exit B (friendly toward controlling faction) checking Great Redoubt ==> LD50 as possible launch planet. target faction null. Exit B (friendly toward controlling faction) ChooseWaveTarget: warp gate planet Misrule target planet Hyperplanet Determine wave type Sending wave with budget 46652 at 1182 (interval 180 current time 1002) and gving 120 seconds of advanced warning Planned wave: AI (Overreactive) 37 with 570 Raptor ships, 32 Retribution Guardian ships, 574 Stingray ships. Wave budget 46640. spawning on Hyperplanet from warp gate on Misrule in 3m 0s. Hold C and click here to view details on all the ship types in the wave. advance warning to give 120. ai cost budget of wave 46640 AI faction 12: Overreactive PlanWave ends 6/11/2021 2:33:26 PM 3.103 SINGLEP Spending wave budget; queing a wave with budget 46652. (Override budget: 0). Previous wave budget 46652.91 (this isn't used if overrideBudget is set). wave being queued is AI (Overreactive) 37 with 570 Raptor ships, 32 Retribution Guardian ships, 574 Stingray ships. Wave budget 46640. spawning on Hyperplanet from warp gate on Misrule in 3m 0s. Hold C and click here to view details on all the ship types in the wave. 6/11/2021 2:34:18 PM 3.103 SINGLEP Memory Profile Debug Data On Game Exit: Game Version: 3103_RealityBendingTooltipHotfix Multiplayer Status: SinglePlayerOnly ========================================== EntityOrders: 0 created, 0 removed, 0 active. Factions: 23 created, 0 removed, 23 active. Fireteams: 39 created, 0 removed, 39 active. Fleets: 198 created, 0 removed, 198 active. GameCommands: 0 created, 0 removed, 0 active. GE_Others: 0 created, 0 removed, 0 active. GE_Shots: 0 created, 0 removed, 0 active. GE_Squads: 7,820 created, 0 removed, 7,820 active. Pathfinders: 58 created, 0 removed, 58 active. PlanetFactions: 2,530 created, 0 removed, 2,530 active. Planets: 110 created, 0 removed, 110 active. SpeedGroups: 0 created, 0 removed, 0 active. ========================================== 6/11/2021 2:34:21 PM 3.103 SINGLEP Start load save: D:/Steam/steamapps/common/AI War 2/PlayerData/Save/Exiles Rose\WavesProblem.save Source1: AnythingElse Source3: LoadingSaveGame 6/11/2021 2:34:22 PM 3.103 SINGLEP OnLoad: AI faction: Bar Fighter had a difficulty of -1, which is not helpful for setting overlord difficulty level. 6/11/2021 2:34:22 PM 3.103 SINGLEP OnLoad: AI faction: Shield Hater had a difficulty of -1, which is not helpful for setting overlord difficulty level. 6/11/2021 2:34:22 PM 3.103 SINGLEP OnLoad: AI faction: Overreacter had a difficulty of -1, which is not helpful for setting overlord difficulty level. 6/11/2021 2:34:22 PM 3.103 SINGLEP Recalculated Strengths For Loaded Galaxy Map in 19ms 6/11/2021 2:34:22 PM 3.103 SINGLEP Finish load save in 263.1ms 6/11/2021 2:36:59 PM 3.103 SINGLEP Memory Profile Debug Data On Game Exit: Game Version: 3103_RealityBendingTooltipHotfix Multiplayer Status: SinglePlayerOnly ========================================== EntityOrders: 0 created, 0 removed, 0 active. Factions: 23 created, 0 removed, 23 active. Fireteams: 39 created, 0 removed, 39 active. Fleets: 198 created, 0 removed, 198 active. GameCommands: 5 created, 0 removed, 5 active. GE_Others: 0 created, 0 removed, 0 active. GE_Shots: 0 created, 0 removed, 0 active. GE_Squads: 7,811 created, 0 removed, 7,811 active. Pathfinders: 60 created, 0 removed, 60 active. PlanetFactions: 2,530 created, 0 removed, 2,530 active. Planets: 110 created, 0 removed, 110 active. SpeedGroups: 0 created, 0 removed, 0 active. ========================================== 6/11/2021 2:37:02 PM 3.103 SINGLEP Start load save: D:/Steam/steamapps/common/AI War 2/PlayerData/Save/Exiles Rose\WavesProblem.save Source1: AnythingElse Source3: LoadingSaveGame 6/11/2021 2:37:03 PM 3.103 SINGLEP OnLoad: AI faction: Bar Fighter had a difficulty of -1, which is not helpful for setting overlord difficulty level. 6/11/2021 2:37:03 PM 3.103 SINGLEP OnLoad: AI faction: Shield Hater had a difficulty of -1, which is not helpful for setting overlord difficulty level. 6/11/2021 2:37:03 PM 3.103 SINGLEP OnLoad: AI faction: Overreacter had a difficulty of -1, which is not helpful for setting overlord difficulty level. 6/11/2021 2:37:03 PM 3.103 SINGLEP Recalculated Strengths For Loaded Galaxy Map in 19ms 6/11/2021 2:37:03 PM 3.103 SINGLEP Finish load save in 262.6ms 6/11/2021 2:40:43 PM 3.103 SINGLEP Memory Profile Debug Data On Game Exit: Game Version: 3103_RealityBendingTooltipHotfix Multiplayer Status: SinglePlayerOnly ========================================== EntityOrders: 0 created, 0 removed, 0 active. Factions: 23 created, 0 removed, 23 active. Fireteams: 40 created, 0 removed, 40 active. Fleets: 198 created, 0 removed, 198 active. GameCommands: 1 created, 0 removed, 1 active. GE_Others: 0 created, 0 removed, 0 active. GE_Shots: 0 created, 0 removed, 0 active. GE_Squads: 7,799 created, 0 removed, 7,799 active. Pathfinders: 60 created, 0 removed, 60 active. PlanetFactions: 2,530 created, 0 removed, 2,530 active. Planets: 110 created, 0 removed, 110 active. SpeedGroups: 0 created, 0 removed, 0 active. ==========================================